Kevoth-Kul

Big Belliott's page

179 posts. Alias of Elliott Johnson.


Race

Human

Classes/Levels

Barbarian/4

Gender

M

Size

6'5"

Age

28

Alignment

Neutral Neutral

Strength 17
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 12
Charisma 8

About Big Belliott

max hp = 51
current hp = 22

(still need to allocate 5 skill points)
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Speed:40' Fast movement
Initiative: +1
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AC: 11 +2 leather armor touch = 11 flat = 11
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CMB: +5 all (base 2 +3 strength) (+7 if rage)
CMD: 16 all

Attack bonus melee +7 (base 4 +3 strength) (+9 if rage)
Attack bonus ranged +5 (base 4 +1 dex)
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Save:
+6 fortitude (4 base +2 ability)
+2 reflex (1 base +1 ability)
+2 will (1 base +1 ability
conditional ---- +2 trait bonus for fear save (courageous)
+1 reflex to avoid traps
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Feats:
self sufficient ---- +2 on heal and survival checks

extra rage ---- +6 rounds/day of rage (now 22 total)
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Traits:
Courageous
Poverty stricken ------------ +1 survival, survival is class skill
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Skills

✓ = class,
+(number) = current level

✓ Acrobatics DEX (+6) = 1 + 2 + 3
Acrobatics (Jump) DEX (+10) = 1 + 2 + 7
Appraise INT (+0) = 0
Bluff CHA (-1) = -1
✓ Climb STR (+7) = 3 + 1 + 3
Craft (Ships) INT (+4) = 0 + 1 + 3
Craft (Traps) INT (+4) = 0 + 1 + 3
✓ Craft (Untrained) INT (+0) = 0
Diplomacy CHA (-1) = -1
Disguise CHA (-1) = -1
Escape Artist DEX (+1) = 1
Fly DEX (+1) = 1
Heal WIS (+3) = 1 + 2
✓ Intimidate CHA (+3) = -1 + 1 + 3
Knowledge (Nature) INT (+5) = 0 + 2 + 3
✓ Perception WIS (+5) = 1 + 1 + 3
Perform (Untrained) CHA (-1) = -1
Profession (Fisherman) WIS (+2) = 1 + 1
Profession (Sailor) Wis (+3) = 1 + 2
✓ Ride DEX (+1) = 1
Sense Motive WIS (+1) = 1
Stealth DEX (+1) = 1
✓ Survival WIS (+9) = 1 + 2 + 6
✓ Swim STR (+7) = 3 + 1 + 3

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Special Qualities:

Bonus Superstitious Rage:
Add +2/3 to the bonus from the superstitious rage power. (net +1 to morale bonus on saving throws)

Renewed Vigor (Rage):
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.

Fast Movement:
Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Rage:
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 9 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times
the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Superstition:
You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Uncanny Dodge:
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose
your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

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language: common
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Gear:
Leather Armor
Greataxe dam=1d12 + 4 (+7 rage) critical=x3 12 lbs

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength modifier to damage rolls for melee attacks with such a weapon.