Berserker Cannibal

Brill-Mane's page

18 posts. Alias of Xan Nes.


Full Name

Brill-Mane

Race

hp: 66/66| AC 22|Fort+7| Ref +3| Will +3| DR 3/-| Speed 40 ft| Perception +5| Init +2| 0 lvl 5| 1 lvl 6/6

Classes/Levels

Barbarian 2/ Oracle 3

Gender

Male Enuka

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 10
Charisma 17

About Brill-Mane

Appearance & Backstory:

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Names & Appearance
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Noble Title:None
Rank:
Alias:Brill-Mane
Full Name: Brill-Mane
Gender: Male
Eye Color: White
Skin Color: Mildly Pink, mostly covered in black fur.
Height: 7’11”
Weight: 300 lb
Additional Features: Four Long braids of hair from his head.
Description: Bill-Mane is large, even by the standards of Enuka. Covered in a dark black fur, the only parts of his pink skin being his hands, feet, and face. He is solidly built with a firm strong jaw, bushy eyebrows, and a broad nose. Unlike many of his more fierce looking kin, he appears slightly human, though according to his ancestry it was due some kind of giant blood in his family. Four long braids, each two feet in length, come down from his head, two over each shoulder.
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Backstory
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Birthplace: Wildlands of Bal
Parentage: One Alive, Father is Clan Chief, Mother died in childbirth
Religious Views: The Cult of the Dragon
Political Views: Laws of Nature
Early Life: Training as a hunter and warrior before his vision faded to what it is now.
Now: Works as a mercenary in the outside world taking jobs that involve his strength, on a journey to prove worth
Future Aspirations: Take over as chief after I prove my worth in the outside world
Age: 16

Core Stats:

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Minutia
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Race: Enuka Cultural Home: Reis Confederacy
Classes/Levels:[b]Barbarian/Oracle 2/3 Favored Class/Bonus:[i] Oracle +1 hp
[b]Total Experience:[b] 0exp /15,000exp [i]Progression Speed:[i] Medium.
[b]Type:
Humanoid [i]Subtype: Enuka
Alignment: Chaotic Neutral Deity/Belief System: The Cult of The Dragon
Size: Medium
Base Speed: 40ft Flight Speed: 0 Swim Speed: 0 Climb Speed:0
Starting Languages: Enuka, Common, Giant Learned Languages:
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Ability Scores
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STRENGTH-(Str):16 Modifier:+3
DEXTERITY-(Dex): 14 Modifier:+1
CONSTITUTION-(Con):16 Modifier:+3
INTELLIGENCE-(Int): 8 Modifier:-1
WISDOM-(Wis): 10 Modifier:+0
CHARISMA-(Cha): 17 Modifier:+3

Battle Stats:

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Defense
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HP: 66 (2d12+3d8+15+3)
FORTITUDE:+7 (3+3+1) Specific Save Variants:+2 against charm and compulsion effects
REFLEX: +3 (1+2) Specific Save Variants:+2 against charm and compulsion effects
WILL:+3 (3) Specific Save Variants:+2 against charm and compulsion effects
AC: 22 Touch:12 Flat-Footed:20
(Total AC= 10 + 2 + 0 + 8 +2 + 0+ 0 + 0)
(Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus)
(Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus)

IMMUNITIES:
DAMAGE REDUCTION: 3/- SPELL RESISTANCE:
FIRE RESISTANCE:2 COLD RESISTANCE:2 ELECTRICITY RESISTANCE:2
ACID RESISTANCE: 5 NEGATIVE ENERGY RESISTANCE:2
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Offense
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BASE ATTACK BONUS-(BAB): +4
INITIATIVE: +2
CMB:+9 CMD:20
(CMB= 4 + 3 + 1+1)
(CMD= 10 + 4 + 3 + 1 + 1+1)

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Attacks
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MELEE ATTACK
Weapon Name: Slasher Weapon Type: +1 Large Keen Falchion
Attack Bonus: +6 Damage: 2d6+4
Damage Type: Slashing Crit Range/Multiplier:15-20
Special Qualities:

Quills
Weapon Name: Braid Quills Weapon Type: Quills Range: 30ft
Attack Bonus: +5 Damage: 1d8
Damage Type: Peircing Crit Range/Multiplier: 20
Ammunition:----
Special Qualities: 1/hour

Mighty Pebble
Weapon Name: Mighty Pebble Weapon Type: handheld rock Range: 20ft
Attack Bonus: +5 Damage:2d6
Damage Type: bludgeoning Crit Range/Multiplier:20
Ammunition:---
Special Qualities:1/day


Consolidated Skills:

*ACROBATICS-(Dex):
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str):
(Acrobatics,(jumping), Climb, Swim)
SCIENCE-(Int):
(Craft, Knowledge(engineering))
*FINESSE-(Dex):
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha):
(Bluff, Diplomacy, Intimidate)
NATURE-(Int):
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): +5 (5 ranks)
(Perception, Sense Motive)
PERFORMANCE-(Cha):
(Disguise, Perform)
TRADE-(Wis):
(Appraise, Profession)
RELIGION-(Int): +7 (5 ranks+ 3 class -1 int)
(Knowledge(planes, religion))
SOCIETY-(Int):
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +7 (5 ranks + 3 class - 1 int)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex):
(Stealth)
SURVIVAL-(Wis):
(Heal, Survival)
*= Armor Check Penalty Applies

Traits & Feats:

Basic Combat- Faiths HunterDivine powers smile upon you each time you grievously wound a favored enemy. When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.

Basic Combat- Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Basic Non-Combat Trait- BirthmarkYou were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Basic Non-Combat Trait- Feral Speech You were raised in a community that included numerous individuals who spoke with creatures of the wild. You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan. With your GM’s permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by druids wishing to eliminate you as a threat to their sole ownership of their secrets.

Drawback- Umbral UnmaskingYou cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Basic Trait- Focused Mind Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Combat CastingYou get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Additional Mutation Gain additional Mutation


Special Abilities:

Enuka-Massive-The Enuka is more massive than other medium creatures, standing over seven feet tall. The enuka may use weapon up to one size larger that it without penalty. The Enuka counts as being one size larger when calculating CMB and CMD.

Enuka-Quills-The enuka can launch sharp quills from his body. As a standard action, the enuka can loose a volley of quills at a single creature within 30 ft, with no range increment. The enuka must succeed at a ranged attack against the target. If successful, he deals 1d8 points of piercing damage. An enuka can use this ability once per hour
Oracle Stone Mystery

Oracles CurseClouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Revelation- Acid Skin You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Revelation-Mighty Pebble As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack and damage for every four oracle levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Fast MovementA barbarian's land 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 land speed.

Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she 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 the total number of rounds that a barbarian can rage per day. 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.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her 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, her rage immediately ends, placing her in peril of death.
Rage Power- Moment of ClarityThe barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Uncanny DodgeAt 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Enuka- Thick Hide An Enuka with the thick hide mutation is able to shrug off some of the damage taken. An Enuka with this ability gain DR 1/-. This damage reduction stacks with damage reduction from other sources such as the barbarian class ability.

Spells:

0 lvl- Detect Magic, Create Water, Guidance, Spark, Stabilize
1 lvl 6/day- Magic Stone, Cure Light Wounds, Sun Metal, Iron Beard, Divine Favor

Gear:

Slasher +1 Large Keen Falchion
+1 Buckler
+2 Breastplate of Light Fortification
Warriors Baldric
Warriors Chain
Adventurer’s PackThis weathered backpack/messenger bag/large sack may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual.
The pack has two large pockets capable of carrying up to 100lbs worth of items. There are also eight smaller pockets, two that can carry 20lbs, two that can carry 10lbs, and four that can carry 5lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight.
Tephlon-> Riding Gecko
Military Exotic Saddle
10 days of Feed
Oracles Kit
Clothing Furs
Area Map
Spiders Silk Rope
Survival Kit, Masterwork
Adamantium Wire Saw
25 gp, 5 ep, 5 pp, 100 cp, 50 sp