Pathfinder Adventure Path #115: Trail of the Hunted (Ironfang Invasion 1 of 6) (PFRPG)

Briar 's page

88 posts. Alias of Virtual Tao.


Female Shifter Barbarian 5 | AC: 17; Init: +2; Perc: +4 (Passive 14) Darkvision

About Briar 


She is the size of a large dog and must consume her own weight in meat each day to match her hyper-fast metabolism. Her jaws are powerful enough to crush a man's skull.

Horrid Weasel
Medium beast, neutral

Armor class 16 (natural armor)
Hit points 37
Speed 40 ft.

STR 11 DEX 16 CON 14
INT 4 WI 12 CHA 5

Skills Perception +3 Stealth +5
Damage Immunities acid
Condition immunities charmed
Senses passive Perception 13
Languages --
Challenge 2 (Briar's level/2 rounded down)

Ill-tempered Wisdom (Animal Handling) checks involving a horrid weasel are always made with disadvantage.

Keen hearing and Smell The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell

Multiattack The horrid weasel makes two attacks

Bite Melee weapon attack +5 to hit, reach 5 ft, one target. Hit: 2d4+3 piercing damage plus 1d6 acid damage.

Race: Shifter (HorridClaw)
Class: Barbarian (Zealot)
Background: Child of the Forest
Alignment: Neutral
Gender: Female

Init +2; Senses: Darkvision; Passive Perception 11


Height: 6'2
Weight: 200 lbs
Dirty blonde hair, pulled back in to a braid and tied off with a strip of leather.
Black eyes with no irises.
She stands and walks on the balls of her feet at all times, giving her gait an unnerving precision of movement. She holds a weapon haft of blackened wood as long as her body, the bottom bound with tarnished silver wire, a dulled metal sword blade twisted and slotted in to the top.

AC: 17 (15 armor +2 DEX)
HP: 55 (12 + (4*7) class +15 CON)
Hit Dice: 1d12
Saving Throws:
*Str: +5, Dex: +2, *Con: +6
Int: +0, Wis: +1, Cha: +0

Speed 40 ft.
Melee Glaive +5 (1d10+2 slashing) / (1d4+2 bludgeoning)
Ranged Javelin +5 (1d6+2 piercing)

Str 14, Dex 14, Con 16
Int 10, Wis 12, Cha 10
Proficiency Bonus: +3

Animal Handling +4, Perception +1, Stealth +5, Survival +4, Athletics +5, Intimidation +3

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Languages: Common
Skills: Animal Handling, Athletics, Intimidation, Stealth and Survival

Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier + 1d6 (8+1d6). You also gain +1 to AC.

RAGE (3 rages per long rest; +2 damage)
In battle, you fight with primai ferocity. On your turn,
you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
* Vou have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strcngth, you gain a bonus to the damage roll that
increases as you gain leveis as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you ean't cast them or concentrate on tbem while raging.
Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you
haven't attacked a hostile creature since your last turn or taken damage since then. Vou can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian leveI in the Rages column of the
Barbarian table, you must finish a long rest before you can rage again.

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Starting at 2nd level, you can throw aside ali concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated

You can channel nature's fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level (1d6+2). The extra damage is acid.

Your body is incredibly resilient and capable of incredible feats of recovery. You gain +1 hitpoint on every dice meant to heal you.

You can keep your enemies at bay with reach weapons. You gain the following benefits:
* When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Your speed increases by 10 feet while you aren't wearing heavy armor.

Background fluff:

Her mother's pregnancy had been a much lauded event to their merchant family in Zarash’ak, her merchant parents already had an eye on several potential arranged marriages. From the moment of her birth it was swiftly clear from her appearance that she was not wholly human, and she was quickly swept away from prying eyes to visit a 'distant aunt' back in the Eldeen Reaches. Her mother's solo visit to Greenheart some nine months previous was politely ignored and business carried on as usual.

For Briar things could not have gone better however, taken under the wing of a Gatekeeper druid she became fascinated by the sect and found purpose for a cause she could understand.

Though she is a shifter, no-one she has met has quite known any shifter quite like her. When she feels the heat of battle and channels her rage, rows of chitinous ridges rise to the surface of rapidly darkening skin, her legs elongating and becoming digitigrade, arms extending and bending in unnatural ways, her jaw distends with multiple rows of teeth. Her form is unknown to any of the shifter tribes, and she had heard the whispers calling her 'Horrid Spawn'. Undaunted, she follows her heart and embraces her chosen purpose, her calling as a Gatekeeper.

As a mid to senior member of the Gatekeepers, Briar is tasked to roam the land to check on the different seals, observe any unusual corruption resurfacing, and help small communities.


Uncommon, minor:
Shifter's battlegarb (Mithral half-plate)
This finely-crafted armor is specially designed to accommodate slight changes in its wearer's physique. Cleverly wrought joints and overlapping plates allow for a full range of movement without restricting speed or action, ensuring continued protection despite any shifts of muscle or bone. The armor is also treated with a resin daub designed to help the wearer blend in to their environment.

uncommon minor: unknown
common minor: unknown
common minor: unknown

BACKGROUND - Child of the Forest
<Fluff written and to be uploaded>

Skill Proficiencies: Stealth, Survival
Equipment: A totemic token or set of tattoos, a set of traveler's clothes, and a belt pouch
containing 5 gp
You know the secret paths and trails of the forest, find tracks through the woods that others would miss. When you are not in combat, you (and companions you lead) can travei between any two locations in the forest twice as fast as your speed would normally allow.
Additionally, you have an excellent knowledge of not only The Towerin Wood, but also the terrain and natural resources of the rest of The Eldeen Reaches. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.