Avenka Thalma's page

260 posts. Alias of Avenka Thalma..

Full Name

Avenka Thalma




Female Human Bar3 | HP 29/45 | AC/Touch/Flat 18/12/16| Fort/Ref/Will +6/+2/+0 | Init: +1 | Percep: +2







Special Abilities

Fast movement, Rage, Uncanny dodge, Powerful blow (RP), Trap sense+1











Strength 16
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 8
Charisma 12

About Avenka Thalma

Intro: Avenka wants to prove to her tribe that she can thrive outside her comfort zone and be an adventurer with full of ressources. If she wants to achieve her goal to be one day the leader of her small tribe of nomadic people, she must show the example and bring with her proofs of her deeds and skills. The 50 people of her tribe like to travel a lot, and she had an idea that if she could follow a party of adventurers through a great city, she could learn more than a few things from them and from the civilized world, which could prove to be a great toolbox for her leadership candidature.

She tried for a few days to melt in the city of Katapesh, having some weird feelings about giving gold and silver for services and food, instead of just taking what she needed like she always did in the past. She studied a lot of the urban action in these past days, and she thinks she spotted just the right group to « study » and try to be a part of...

Description: Avenka is a strong built, young adult woman of 17. She has dark hair, almost black, with blue eyes. She is not particularly pretty, but she manages to get her way around men when she wants, which is not on her mind right now. Broad shoulders, and a chin that evokes a hard life is what you could see first from her stern physique. She does not smile a lot, and when she does, it looks more like a wince than a smile. She is dressed very soberly, with a brown traveler’s outfit, and has a rather heavy equipment. She wears a chainmail and has no clue of what is style or fashion, except for her flail, which she really likes because of its unorthodox blood red tainted head, and that’s fashion to her !

Combat Data
Flail MWK (heavy): bonus +7 (3 BAB +3 Str +1 Mwk), 1d10 +4 (Str X 50% two-handed), 19-20/X2, disarm, trip

Initiative: +1
CMB: 5
CMD: 16, AC: 18 (Touch 12, Flat-footed 16), HP: 29/45, Fort: +6, Ref: +2, Will: +0, Move: 40 ft (armor 30 ft)

Str: 16, Dex: 12, Con: 16, Int: 8, Wis: 8, Cha: 12
BAB: +3, CMD: 16, AC: 18, HP: 29/45, Fort: +6, Ref: +2, Will: +0

Feats: Thoughness, Power attack, Cleave

Skills: Climb +8 (+4 with armor), Intimidate +7, Ride +8 (+4 with armor), Swim +7 (+4 with armor), Knowledge(Nature) +2, Survival +2, Perception +2

Traits: World traveler (LoF) (+1 knowledge (local)), Armor expert (APG) (-1 penalty check)

Languages: Common

Class Special abilities: Fast movement, Rage (11 rounds per day), Powerful blow (RP), Uncanny dodge, Trap sense + 1

- Flail MWK (heavy) (315 gp)

- Chainmail MWK (300 gp)

- Traverler’s outfit (1 gp) (brown)
- (on her neck) : Amulet of natural armor (+1 AC)

- Chain (30 gp) -- 10 ft
- Mugs x3 (2 cp each)
- Rope hemp (1 gp) -- 50 ft
- Waterskin (1 gp)
- Antitoxin vial (50 gp)
- Thunderstone (30 gp)
- Potion of cure light wounds (1)

- Belt Pouch (1 gp) -- filled with coins
- Coins: 19 gp, 9 sp, 4 cp
- Burned harrow card (46: the empty throne)

Total Weight: ~77 lbs (76/153/230)


- +1 feat
- +1 skill

- Level 1:
- HP : 12 + 1(favored class) + 3(Con mod)
- Proficient with:
- All simple and martial weapons
- Light and medium armors, and shields (except tower shields)
- Fast movement: +10 ft on land, medium armor ok, if not heavy load)
- Rage: 4 + Con modif rounds per day, +2 HP/HD, +4 Str, +4 Con, +2 will saves, -2 AC

- Level 2:
- HP : +7(half rounded up) + 1(favored class) +3(Con mod)
- Uncanny dodge:Can't be caught flat-footed
- Powerful blow(PR):+1 dmg once per rage (increases by+1 for every 4 levels)

- Level 3:
- HP : +12(d12) + 3(Con mod)
- Trap sense + 1 : +1 Ref save VS traps, +1 dodge bonus to CA VS attacks from traps
- Cleave

- World traveler (Legacy of fire traits): +1 skill (considered class skill): Know (local) +1
- Armor expert (APG): -1 to penalty checks

- Toughness: +3 HP (+1 per HD beyond 3)
- Power attack: Choose to take -1 on melee attack rolls to gain +2 on all melee damage rolls (+50% 2 hands weapon with flail, so +3)
- Cleave (std action):If 1st att hits, and enemy adjacent, can do another attack but -2 to AC until next turn