Gadka Burtannon

Boftil Badamber's page

174 posts. Organized Play character for Greenclaw.


Full Name

Boftil Badamber

Race

Dwarf

Classes/Levels

Barbarian (Urban /Invuln.Rager) 6 | HP: 71/71 | AC: 18 (22 v giants) |DR 3/-| T: 13 | FF: 16| CMD: 23 (27 Bull Rush/Trip | Fort: +9 (+12 pois)| Ref: +5| Will:+5 (+12 spell) | Init: 2 | Perc: +11(+13 stones) Darkvision | Sense Mot. : +2 | Rage: 13/17

Gender

Male

Size

M

Age

44

Alignment

Neutral

About Boftil Badamber

Tracing his lineage back to the great heroes of Tar Taargadth, Boftil was a proud warrior for his clan in the Five Kings Mountains. One of the strongest and bravest of the clan, he was sent on a quest with a small group of his fellow warriors to dispose of a raiding party of goblins.

The mission was all going well until Boftil cornered one of the goblins, a nasty cleric of Zarongel, who begged for his mercy. Boftil, in a moment of mercy held back from the killing blow. His hesitation gave the cleric time to prepare a spell, incapacitating Boftil, who was forced to watch as the cleric proceeded to raise the dead and turn the tide of the battle. His fellows were all slain in front of his eyes before he passed out, but Boftil was left for dead.

Overcome with shame and guilt, Boftil has not returned to his homeland since, taking up residence in the seedier areas of Absalom. He has vowed never to let mercy enter his heart again, embracing his rage and ruthlessness. When he is not in the taverns drinking gallons of ale, he works as a hired mercenary and enforcer, most recently taking up with the Sczarni faction and joining the ranks of the Pathfinders. Will his journey lead to redemption or further down the path of brutality and regret?
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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 Deflect, +1 Natural Armor) (+4 vs. giants)
DR[/] 3/- (6/- non-lethal)
hp 71 (6d12 + 18CON + 6FC)
Fort +9, Ref +5, Will +5 (+12 spell/spell-like, +12 poison, +11 disease, +7 supernatural)
Fire Resist 2
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Offense
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Speed 20 ft.
Melee
Masterwork Cold Iron Greatsword 'Sorrow' +11/6 (2d6+6/19-20/x2)
Masterwork Cold Iron Dwarven Longhammer +1 'Regret' +11/6 (2d6+7/20/x3) 10ft
Ranged Masterwork Composite Longbow 'Misery' +9/4 (1d8+3/20/x3) 100ft
NB: +1 confirm crit, +1 attack vs. orcs and goblins
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Statistics
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Str 19, Dex 14, Con 16, Int 8, Wis 14, Cha 8
Base Atk +6; CMB 10; CMD 23(26 vs. Bull Rush, Trip)
Feats
Power Attack: -2 to melee attack rolls for +4 melee damage (+6 for 2HD).
Combat Reflexes: You make 2 (DEX mod) additional AoO per round. You may also make AoO while flat-footed
Steel Soul: +4 Racial bonus saves vs. spell/spell-like abilities. Replaces normal Hardy trait.
Traits
Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Ruthless: You gain a +1 trait bonus on attack rolls to confirm critical hits.
Skills Acrobatics +6 (Jump +2), Appraise -1 (precious metals/gems +1), Bluff -1, Climb +4, Craft (alchemy, armor,bows,trapmaking ,weapons) -1, Diplomacy -1, Disguise -1, Escape Artist +2, Heal +2, Intimidate +8 (+10 crowds), Knowledge (Local, Nobility) +3, Perception +11(Unusual Stonework +13), Profession (Merchant) +6, Ride +2, Sense Motive +2, Stealth +2, Survival +2, Swim +8
Languages Common, Dwarven
Combat Gear Masterwork Cold Iron Greatsword, Masterwork Cold Iron Dwarven Longhammer +1, Masterwork Composite Longbow, Arrow normal (11), Cold Iron arrows (20) Other Gear Wand of CLW (46), Amulet of Natural Armor, Belt of Giant Strength (+2), Cloak of Resistance +1, Ring of Protection +1, Potion of CLW in spring-loaded wrist sheath, Oil of Bless Weapon in spring-loaded wrist sheath, Outfit, traveller's, Masterwork Mithral Chain Shirt, Antitoxin, Antiplague, Backpack, Belt Pouch, blanket, earplugs, flint and steel, iron pot, rope, smoked goggles, smelling salts, soap, torches (10), trail rations (5 days), vermin repellent, waterskin, Wrist sheath (spring-loaded)x2, 1510gp 9sp 7cp
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Special Abilities
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Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Darkvision You can see in the dark up to 60ft.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Controlled Rage Apply a +4 morale bonus to his Strength, Dexterity, or Constitution. This bonus increases to +6 when he gains greater rage and +8 when he gains mighty rage. Apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. Gain no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. Rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he 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 this. 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.
A barbarian can end his 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, his rage immediately ends, placing him in peril of death.
0/17 rounds used
Crowd Control At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, his movement is not impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level on Intimidate checks to influence crowds. (+2)
Invulnerability DR 2/. This damage reduction is doubled against non-lethal damage.
Extreme Endurance (hot) Inured to hot climates as if endure elements.
Rage Powers
Superstition You gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter +2 bonus on damage rolls against creatures possessing spells or spell-like abilities
Spell Sunder 1/rage can attempt sunder against ongoing spell effect with CMB check. If not on creature, CMB v CMD 15+effect's caster level. If against effect on creature CMB v creature CMD+5. Ignore miss change caused by spell or spell-like ability. If success suppress the effect for 1 round, or 2 if exceed by 5 to 9. If by 10 or more, effect is dispelled.
Boons
Debt of Cyphers: For rescuing Gurukaza from pirates. While in Riddleport you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making your check. In addition the Order of the Cypher's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Riddleport Respect: Defeating Alejia Netrav. You have earned the respect of the criminals and thugs in Riddleport. +2 bonus on Intimidate checks in Riddleport.
You Rescued the Minotaur Prince: You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Forewarned is Forearmed: Gain +1 dodge bonus to AC against attacks made with weapons that have the performance quality.
Smine's Best: You may apply this boon to any weapon made out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the VC modifies for you When you choose the weapon, record its type below. While wielding that weapon, you gain +1 bonus on performance combat checks as well as +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition increase the weapon's hit point total by 5. - Greatsword
Overcoming Your Fear When making saving throw vs. fear effect, you may roll twice and take better result. You must declare before making roll. When used cross off chronicle sheet.
Mendevian Weapon Training When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item. Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Keleshite Patron You treat the Trade Prince vanity as though it had no Fame requirement. In addition you treat the PP cost of business vanities as though they were 1 less (min 1).
No Stranger to the City Gain +2 Know (local) checks re: Kaer Maga, can make such checks even if untrained. You may cross boon off to reroll a single bluff, diplomacy or intimidate check made to influence a citizen of Kaer Maga.
Trade Prince You gain the honorific title of “trade prince” or “trade princess,” and become specialized in Appraise.
Gloomspire Explorer While adventuring in Gloomspires, +2 Perception checks made to find hidden objects such as traps, treasure and secret doors. If you check the box on this boon, gain benefits for duration of one scenario set anywhere other than Gloomspires.
Mythic LegacyWhen activate this ability as a free actin, choose one feat you have. For one round (or as long as takes to complete a skill check), gain benefits of mythic version of that feat as if expended one mythic power. Cross off CS.
Mwangi Exports Cross off CS when purchasing an item found on one of your CS to reduce cost by 10%. If you use boon with another ability that allows you to reduce cost, the two stack to a maximum of 15%.
Righteous Redemption Between adventures or while in Lastwall, you can check the box to requisition one of the following; a satchel containing six flasks of holy water and an oil of bless weapon; two scroll of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and a week of feed; a masterwork longsword; or a masterwork lance. Resale 0gp.
Worthy Foe Swift action: check box 3/3 to gain one of two benefits against undead creatures or dragons and humanoids with the reptilian subtype. First, +2 bonus on attack and damage rolls against the creatures. Alternatively, you can gain +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against them, and gain +2 bonus on saving throws against those creatures spell and abilities. Either benefit last until the beginning of your next turn.
New Recruit (J. Dacilane): You can direct J. to cast a spell from the spiritualist list as a standard action. Spell's level can be 1/3 of your character level. J's CL is equal to your character level -3 and her WIS is 17. She is considered to be in your square for determining origin of spell. Cross off when used.
Haunt Siphon (400gp): See CS. Not yet purchased.
Master of Trade: You can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.