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About B.A.B.S.#150786-10
Bad Ass Bertha Swinefriend (BABS)
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)
DEFENSE 6
Defensive Abilities
OFFENSE
Melee
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)
Wearing: Leather barding (+2 AC)
HP 37 (12+2Con+1FC+1Trait/5+2Con/5+2Con/5+2Con)
Defensive Abilities
OFFENSE
Melee
-1 Att / +2 Dmg for Power Attack, or +3 if using 2-handed
12 of 12 rounds of rage remaining Ranged
STATISTICS
SPELLCASTING
** 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)
EQUIPMENT
MW Falchion (375 gp / 8 lb)
Wand of Cure Light Wounds (34 charges)
Scroll of Bull's Str x5
Backpack
COINS
FEATS
TRAITS
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
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
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
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
BACKGROUND
HISTORY
Added Druid Level 1 02-1. Among the Living #7 (+1XP/+2PP/+2FP/+420GP) Start 1433 End 1553
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
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
04-2 Ready for Action! |