![]() About Aso________________________________________________________________ NAME: Aso "the geek"
________________________________________________________________ ABILITIES:
________________________________________________________________ STATS (SPD, AC, HP, SAVES & BONUSES):
Armor Class: 18 (Rage AC: 16)= 10 +5 [dexterity] +1 [small] -2 [Rage]
Fortitude save: +6 = 4 [base] +2 [constitution]
Attack (weapon): +8 (+10) = 5 [base] +2 [strength] +1 [Small] +2 [Rage]
________________________________________________________________ ACTION POINTS: 3 ________________________________________________________________ WEAPON STATS:
FEATS: Unarmed Combat, Endurance, Die Hard, Sidestep Charge Spoiler:
Endurance[GENERAL] Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Die Hard[GENERAL]
Sidestep Charge[GENERAL]
BARBARIAN ABILITIES:
Spoiler:
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. PSI:
Spoiler:
Missive
________________________________________________________________ SKILLS:
________________________________________________________________ EQUIPMENT:
ENCUMBRANCE: Light Spoiler:
Normal Light load: 66 lb. or less Medium load: 67-133 lb. Heavy load: 134-200 lb. Lift over head: 200 lb. Lift off ground: 400 lb. Push or drag: 1000 lb. Rage
________________________________________________________________ DESCRIPTION:
BACKGROUND:
Watch out for this little dog of a man, readers; a day in the geek cage meant slaughtering deadly predators with only tooth and claw. His food: the skin, meat, or limbs he could tear off. His drink: the blood he could siphon... but only before the animals he killed could be dragged out by their chains to be eaten by the fat and the weak. A round-belly day for Aso was when he slaughtered an animal so large the handlers could not manage to get it out without being savaged. Those days they let him gnaw at it until he became slow enough that a brave man dared open the lid and drag the dead carcass out while prodding the gorged halfling off with spears. And how he has traveled! From month to month they moved him in his own wagon from town to city and back, bagging coins and sometimes even rinsing his cage out with sand. But never, ever, my friends, did men ever stand close to Aso's pen... well, not after the first time, anyway. And now readers, a little social advice for anyone who picks up this sinuous and urine-reeking stray, or gods help you, for anyone followed home by him. When he does decide to talk, he stutters, but do not finish his sentences for him. And never touch Aso while he's eating--don't even look at his food--not that you'd want to. And you'd best keep your shiny things hidden while he's around; he's not much of a thief, but now and then he reckons it to be his and then you've got serious problems. |