Maroux

B.A.B.S.'s page

329 posts. Organized Play character for PJP.


Full Name

Bad Ass Bertha Swinefriend (Babs)

Race

Half-Orc

Classes/Levels

Betsy the Boar| HP: 26/26 | AC: 23 (13 Tch, 21 Fl) | CMD: 15 | F: +5, R: +4, W: +2 | Init: +1 | Perc: +5(scent, lowlight), SM: +1 | Active conditions: none

Gender

Female Druid 3 / Barbarian 1| HP: 37/37 | AC: 22 (13 Tch, 1917 Fl) | CMD: 19 | F: +8, R: +4, W: +6 | Init: +2 | Perc: +7 (darkvision), SM: +1 | Active conditions: backskin

Size

Medium

Alignment

Chaotic-Neutral

Languages

Common, Orc, Druidic

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 14
Charisma 7

About B.A.B.S.

#150786-10
XP 9 / PP 10 / FP 18

Bad Ass Bertha Swinefriend (BABS)
CN Female Half-Orc Druid 3 / Barbarian 1
Init +2
Languages Common, Orc, Druidic
Faction The Exchange

Betsy, the Boar:

----------------------------------------Small Animal companion----------------------------------------
Small Animal
HD: 3
HP: 26 (1d8 = 8 +2 Con, 4.5+2, 4.5+2 +3 Toughness)
+1 Init, +5 Perception (low-light vision, scent), +1 Sense Motive

Ability Scores Str 14(+2), Dex 13(+1), Con 15(+2), Int 2(-4), Wis 13(+1), Cha 4(-3)
Special Qualities low-light vision, scent, link, share spells, evasion.

DEFENSE 6
AC 23 (+2 armor +6+2 natural armor +1 Dex +1 Dodge +1 size), touch 13, flat-footed 21
CMD 15 (+2 BAB +2 Str +1 Dex +1 Dodge -1 Size)
Fort +5 (+3 Base +2 Con)
Ref +4 (+3 Base +1 Dex)
Will +2 (+1 Base +1 Wis)

Defensive Abilities
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

OFFENSE
Speed 40 ft
BAB +2
CMB +2

Melee
Gore Att +5 Dmg 1d6+3, P, Crit 20/x2 (Att: +2 BAB +2 Str +1 Size; Dmg: +2+1 Str)

SKILLS (3) Acrobatics +5 (1 rank +1 Dex +3 class), Perception +5 (1 rank +1 Wis +3 class), Swim +6 (1 rank +2 Str +3 class), Stealth +5 (+1 Dex +4 size)
FEATS (2) Toughness, Dodge
TRICKS Attack x2, Down, Defend, Come, Heel, Track^ (6 max + 2 bonus^)

Wearing: Leather barding (+2 AC)
----------------------------------------end of animal companion----------------------------------------

HP 37 (12+2Con+1FC+1Trait/5+2Con/5+2Con/5+2Con)
+6 if raging
DEFENSE
AC 20, touch 13, flat-footed 17 (+2 Dex +7 Armor +1 deflection)
CMD 19 (+3 BAB +4 Str +2 Dex)
Fort +7 (+3 druid +2 barbarian +2 Con)
Ref +3 (+1 druid +0 barbarian +2 Dex)
Will +5 (+3 druid +0 barbarian +2 Wis) add +2 when in rage

Defensive Abilities
None

OFFENSE
Speed 40 ft (30ft with Armor; Fast Movement +10)
Base Attack +3; Melee Touch +7; Ranged Touch +5 (+1 BAB Barbarian +2 BAB Druid)
CMB +7

Melee
Falchion Att +8, Dmg 2d4+6*, S, Crit 18-20/x2 (Att: +3 BAB +4 Str +1 MW; Dmg: +4 Str +2 two handed)
Dagger Att +7, Dmg 1d4+4*, P or S, Crit 19-20/x2 (Att: +3 BAB +4 Str; Dmg: +4)
Club Att +7, Dmg 1d4+6*, B, Crit 20/x2 (Att: +3 BAB +5 Str; Dmg: +4 Str +2 two handed)
Club, Shillelagh Att +8*, Dmg 2d6+7, B, Crit 20/x2 (Att: +3 BAB +4 Str +1 Spell; Dmg: +4 Str +2 two handed +1 Spell)

-1 Att / +2 Dmg for Power Attack, or +3 if using 2-handed
* +1 Damage if flanking
# +4 Str / +4 Con when raging

12 of 12 rounds of rage remaining

Ranged
Sling Att +4, Dmg 1d4+4, B, Crit 20/x2 (Att: +3 BAB +2 Dex; Dmg: +4 Str)
Dagger Att +4, Dmg 1d4+4*, P or S, Crit 19-20/x2 (Att: +3 BAB +2 Dex; Dmg: +4)

STATISTICS
Abilities Str 19 (+4), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 7 (-2)

SPELLCASTING
Prepared spells
0 DC 11: (4) Guidance, Detect Poison, Stabilize, Create Water
1 DC 12: (2+1) Obscurring Mist, Calm Animals, Entangle
2 DC 13: (1+1) Soften Earth and Stone, Barkskin

** Remember: you can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

SKILLS 15 ranks (4-1=3 per level/4-1+1FC/4-1+1FC/4-1+1FC)
Acrobatics* +6 (1 rank +2 Dex +3 class)
Appraise -1 (-1 Int)
Bluff -2 (-2 Cha)
Climb* +8 (1 rank +4 Str +3 class)
Diplomacy -2 (-2 Cha)
Disguise -2 (-2 Cha)
Escape Artist +2 (+2 Dex)
Fly* +2 (+2 Dex)
Handle Animal* +4 (+8 for companion) (3 rank -2 Cha +3 class / +4 animal companion)
Heal* +1 (+1 Wis)
Intimidate* +6 (3 rank -2 Cha +2 race +3 class)
Knowledge (geography)* +3 (1 rank -1 Int +3 class)
Knowledge (nature)* +4 (1 rank -1 Int +3 class +2 druid)
Perception* +7 (2 rank +2 Wis +3 class)
Ride* +2 (+2 Dex)
Sense Motive +1 (+1 Wis)
Spellcraft +3 (1 rank -1 Int +3 class)
Stealth +2 (+2 Dex)
Survival* +8 (+1 rank +2 Wis +2 druid +3 class)
Swim * +8 (+1 rank +4 Str +3 class)

EQUIPMENT
Explorer's outfit (10 gp / 8 lb)
+1 Dragonhide Breastplate (2 prestige + 1000 / 30 lb) +6 AC; Max Dex +3; Armor Check Penalty –3
Ring of protection +1
Cloak of resistance +1
Courtier's Outfit
Jewelry (70 gp worth)

MW Falchion (375 gp / 8 lb)
Club ( - / 3 lb)
Dagger (2 gp / 1 lb )
Sling ( - / - )
Bullets (10) (1 sp / 5 lb)

Wand of Cure Light Wounds (34 charges)
Wand of Magic Fang (50 charges)

Scroll of Bull's Str x5
Scroll of Barkskin x2

Backpack
50' Silk rope
5 pitons
small hammer
grappling hook

COINS
PP – 0
GP – 1,620
SP – 6
CP – 0

FEATS
Power Attack (Level 1 Choice)
Extra Rage (Level 3 choice)

TRAITS
Dirty Fighter: You gain a +1 trait bonus on damage when flanking.

Tireless: You are accustomed to working long hours and weathering difficult conditions just to get the job done. You gain a +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point.

SPECIAL ABILITIES
Darkvision
Intimidate: Orcs receive a +2 racial bonus on Intimidate skill checks.
Weapon Familiarity: Orcs are proficient with falchions and greataxes and treat any weapon with the word “orcish” in its name as a martial weapon.
Orc Blood
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Bond: See Betsy

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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. This bonus stacks with any other bonuses to the barbarian's land speed.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

BOONS
Magic Boon(Year of the Shadow Lodge): As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.

Map of the Silken Way through the Zho Mountains (When in the Zho Mountains or traveling the Silken Way, this map grants a +2 circumstance bonus on Survival and Track checks. Using the map in this way takes 1 minute.)

Magic Boon (Blood Under Absalom): As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be
positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.

Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

DESCRIPTION
A fierce looking, female half-orc with greenish skin and small tusks. She has stringy black hair, and is simply not that attractive. She appears shy, but does smile on occasion.

BACKGROUND
Bertha was born of a human mother, who stumbled onto the land of a farmer whose wife had recently died. The mother, who was very pregnant, never spoke a coherent word, and gave birth promptly on the spot. She died in the process. The farmer, seeing the disgusting, greenish creature in front of him, decided it would be best to kill the child. However, when he tried, he simply didn't have it in him. Having no children of his own, he started to care for the green girl, and raised her as his own. She grew up on the farm, taking care of the animals and tending the crops. She became particularly fond of the pigs, and even took care of a young wild boar she found. The farmer kept her sheltered from others, because the few times he tried to introduce her to other children, she was ridiculed and ostricized - they called her pig-face and when she fought them, she got the nicknames Bad-Ass Bertha and Bertha Swinefriend. When she was still only a young woman, the farmer became ill, and eventually died. Heart-broken, Bertha continued on the farm for a while, but then a weathly land owner cheated her out of the land. As she wandered aimlessly, she was found by a nearby druid, Toransi, who watched how she intereacated with the wild boar in her company, and he eventually approached her. They became friends, and she began her training as a druid herself. Toransi was alos a Pathfinder, and a member of the Exchange. He taught her the precipts of the group, and even showed her how she could use trade and the greed of others to manipulate markets and protect those less fortunate, much as she was when she lost her farm. She still visits the old man from time to time, but has now decided to embark on a greater good, as a Pathfinder.

HISTORY
01-1. Black Waters (+1XP/+2PP/+2FP/+546GP) Start: 37 End: 583
Reworked character
Spent 2 PP on wand of cure light wounds
01-2. The Prince of Augustana GM Credit (+1XP/+2PP/+2FP/+462GP) Start:583 End: 1,045
01-3. The Confirmation (+1XP/+2PP/+2FP/+505GP) Start: 1,045 End: 1,550+15-300=1,235
Used 1 charge CLW on Betsy
Retrain before level 2 as Barbarian: + 15 gp
Spent 2 PP for dragonhide breastplate (double masterwork, druid ok)

Added Druid Level 1

02-1. Among the Living #7 (+1XP/+2PP/+2FP/+420GP) Start 1433 End 1553
Spent 30 gp on a Courtier's Outfit, and another 70 gp on jewelry to accessorize it. 18 sp as well for bathing.
Used 1 charges CLW (Thergrom post zombies)
02-2 The Penumbral Accords #2-11 (+1XP/+2PP/+2FP/+507GP) Start: 1,553 End: 2060
Used 2 charges CLW (self; post snake construct; 1 kastarr spiderwoman)
Use 1 CLW by cage
02-3 Year of the Shadow Lodge, Special (+1XP/+2PP/+2FP/+500GP) Start: 2060 End: 2560

Added Druid Level 2

03-1 GM Credit for Murder on the Silken Caravan #03 (+1XP/+2PP/+2FP/+873.5GP) Start: 2561.1 End: 3434.6
2 PP for wand of magic fang
03-2 Blood under Absalom (+1XP/+2PP/+2FP/+1250GP) Start: 3434.6 End: 4,684.6
03-3 #8-99 The Solstice Scar, Version A (+1XP/+2PP/+2FP/+1250GP) Start: 4,684.6 End: 5,934.6

Added Druid Level 3, +1 Wisdom

04-1 #6-06 Hall of the Flesh Eaters (+1XP/+2PP/+2FP/+1298GP) Start: 5,934.6 End: 2915.6
Purchases: 1000 +1 to armor, 2000 +1 ring of protection, scroll of barkskin x2 (300 gp), 1000 for cloak of resistance +1
2 PP for scroll of Bull's Strength x 5
14 gp for Backpack, 50' Silk rope. 5 pitons, hammer, grappling hook

04-2 Ready for Action!