Mutasafen

Barrus Blackmore's page

1 post. Alias of Codanous.


Race

HP: 15/15 |AC:17 T:12 FF:15,| CMD: 13 | Fort: +4, Refl: +2, Will: +1 | Init: +3, Speed 30ft

Gender

Basic Attack Greataxe* +3 (1d12+6) | Javelin 30ft +3 (1d6+3) | Rage 6/6

About Barrus Blackmore

Barrus Blackmore

Male Pit-Born Tiefling Unchained Barbarian 1
CN Medium Outsider (Native)
Init: +3 Senses: 60 ft Darkvision
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Defenses:
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AC 17, T12: FF: 15 (+5 Armor, +2 Dexterity) (-2 while raging)
HP: 15 (1d12+3)
Saves: Fort: +4, Reflex +2, Will: +1 | +2 to Will Saves while Raging
Resistances Cold/Fire/Electricity 5
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Offense
Speed 30 ft
Melee 1.) PA Greataxe* +3 (1d12+6)
Ranged 1.) Javelin 30ft +3 (1d6+3)
Spell Like Ability Shatter CL1
Special abilities Rage 6 rounds/day (+2 Att/Dam/Will saves, -2 to AC)
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Statistics
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Str 16, Dex 14 Con 14, Int 8, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Power Attack,

Traits

On the Payroll:
Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Bloody-Minded:
You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Skills 3 ranks/Level Climb (1/7, Craft (Int), Intimidate (1/+7), Perception (1/+7).

Languages: Common, Abyssal

Carrying Capacity: Light Load: 86 lbs or Less, Medium Load: 87-173 lbs , Heavy Load: 174-260 lbs.

Gear: Greataxe, Warhammer(1H), Scale Mail, Javelin(3), backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin. Wineskin, Flask (whiskey), Explorer’s outfit, Manacles, Chalk(5), Honey(1 jar), earplugs, Cinnamon sticks(90 sticks), Cooking Spices, Skillet, Potion of CLW(2), Alchemist Fire, 6 gold.
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Special Abilities
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Favored Class bonus +1 hitpoint

Pit-Born Tiefling:

Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Disable Device and Perception checks.
Spell-Like Ability: Tieflings can use Shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

[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 base 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 base speed.

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

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Description::
Standing 6 foot tall, his large backward-curling horns add almost another 6 inches to his height. Impressive as they are, the scarred muscled figure with wine-red skin and black eyes offers an imposing sight. Clearly tainted with demon blood, he could pass more for a demon than a human and often has. Often seen chewing on a hot cinnamon stick, his fire resistance likely allowing him to enjoy the heat of the spice raw

Backstory:

Barrus has been around the block and back a few times in his longer life. Still young by Tiefling standards he is no stripling. Traveling all over the inner sea performing jobs, mostly guarding caravans, traders, tax collectors, really just guarding anyone that’d hire him. After being hired to guard Professor Lorrimor during an expedition and saving his life once or twice the professor continued to hire him every now and then if they were in similar areas.

Barrus didn’t have the typical tiefling upbringing of being bullied or shamed, his huge size and strength helped protect him from the harsher lifestyles some of his smaller brethren have experienced. With a Get-the-job kind of attitude he is open to working with just about anyone on just about anything. He’d never claim to be a “good guy” but no means is he is evil either. He has turned down some jobs that were a bit against his tastes.

Saddened to hear of the Professor’s death he has set out to make the trip, curious as to why the Professor would include him in his will, wondering if he has one final adventure for Barrus.