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About Baradim Walks-The-EarthVital Stats:
Age: 22 years old Speed: 25 HP: 56 Eye Color: Black Sclera, Yellow Eyes Hair Color: Black Skin Color: Green/Black Languages: Common, Orc Background: Lost & Alone Ancestry: Orc Heritage: Hold-Scarred Orc Saves:
Fort (Expert): +9 | Ref (Expert): +9 | Will (Expert): +9 Trained Skills:
Acrobatics: +7 (6 + 1) Arcana: +0 (0 + 0) Athletics: +10 (6 + 4) Crafting: +0 (0 + 0) Deception: +2 (0 + 2) Diplomacy: +2 (0 + 2) Intimidation: +10 (8 + 2) Lore (Orc): +6 (6 + 0) Lore: (Warfare) +6 (6 + 0) Medicine: +7 (6 + 1) Nature: +1 (0 + 1) Occultism: +0 (0 + 0) Performance: +2 (0 + 2) Religion: +1 (0 + 1) Society: +2 (0 + 0) Stealth: +7 (6 + 1) Survival: +7 (6 + 1) Thievery: +1 (0 + 1) Feats:
Ancestry Orc Lore (1st Level): The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Orc Lore. Class
Raise Shield (Free Feat): While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Aggressive Block (Fighter - 2nd Level): You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved. Intimidating Strike (Fighter - 4th Level): Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Skill
Titan Wrestler (2nd Level): You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics. Intimidating Prowess (3rd Level - General Feat): In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2. Combat Climber (4th Level): Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. General
Free Archetype: Bastion
Reactive Shield (Bastion - Free Feat): You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. Disarming Block (4th Level): You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.
Special Abilities:
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Bravery: Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
Special Actions:
Power Attack (>>): You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Attack of Opportunity (Reaction): A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Raise Shield (Reaction):While you have your shield raised, you would take damage from a physical attack.
Reactive Shield (Reaction): Requirements: You are wielding a shield; Trigger: An enemy hits you with a melee Strike; You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. Aggressive Block (Free Action): Trigger: You use the Shield Block reaction and the opponent that triggered Shield Block is adjacent to you and is your size or smaller; You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.
Proficiencies:
Weapons: Expert (Advanced Weapons, Simple, Martial, & Unarmed) Armor: Trained (Light, Medium, Heavy, Unarmored) Perception: Expert Combat:
Perception: +8 (7 + 1) AC: 20/22 ( 12 + 4 + 1 + 4) + (2 with shield raised) +1 Striking Longsword | +13 (8 + 4 + 1) | Damage (2d8+4 S) | Traits: Versatile (P)
Equipment and Possessions:
Bulk Limit: 14 Encumbered: 9 Combat Gear: dagger, chainmail, steel shield, wooden shield Mundane Gear: backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, waterskin Magical Gear: +1 striking longsword, +1 breastplate Total Bulk: 6 Money: 1gp, 3sp Appearance:
Backstory:
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