About Captain JohnsonCaptain Adam Johnson is outwardly a kind soft spoken man with a privileged if troubled past and quite literally a demon within him clawing to get out. Captain Johnson's family have a illustrious long military history. His Fathers line back 10 generations back have been officers or commanders in one nation or other's army. The demon is a most unwelcome family heirloom, in every generation one member of his family is doomed to be driven mad, and die young and unlamented. Johnson's always had big families, and many of the second sons sought fame in the great mercenary companies of the day. Captain Johnson was no exception, serving in Clarts Company for two and a half years. He was popular with the men and generally acquitted himself with honor, although on the battlefield men found themselves wary of him, for he could be unpredictable and prone to anger... In truth Captain Johnson found it hard to keep things together once battle was joined, the whispers of the insidious creature within goading him to madness. In his last season with Clarts, the enemy had a wizard who summoned several Hell Hounds which causing unleashed havok resulting in the deaths of most of Johnson's squad and his squire Toby. Enraged by the loss of his friends, Captain Johnson willingly let the demon take over and leapt forward to bloodily slay the creatures, ignoring terrible wounds that would have stopped any lesser man. After dispatching the hounds, he scarcely knew friend from foe, attacking all who came near. Once the fighting was over and the enemy crushed, it took six men to subdue him. Captain Johnson wasn't exactly expelled from Clarts (he had helped save the day), but it was decided by mutual agreement that it was best if he left never to return. To this day he is racked by guilt at not saving his squire and the men, and he's hunted in his dreams by the faces of those he's hurt or slain. As for the demon, it was satiated after feasting on souls of in that battle and has been quiet for a season, but already it is stirring from is slumber... After several months of drifting, Captain Johnson ended up in Bilmyre on the way to, well nowhere in particular, when he heard the stores spun by a mad old Dwarven lady. Something about her story peaked his curiosity, who knows what riches lie hidden? Or more likely a glorious death - either way he's done with drifting for now. Description:
Stats:
Captain Johnson Male Human Barbarian (Invulnerable Rager) 3 (Pathfinder RPG Advanced Player's Guide 0) NG Medium humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 33 (3d12+9) Fort +6, Ref +3, Will +1; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies' DR 1/—, 2/lethal; Resist extreme endurance -------------------- Offense -------------------- Speed 30 ft. Melee masterwork cold iron greataxe +8 (1d12+6/×3) Ranged masterwork composite longbow +6 (1d8/×3) Special Attacks rage (11 rounds/day), rage powers (reckless abandon, superstition +3) -------------------- Statistics -------------------- Str 18, Dex 14, Con 16, Int 12, Wis 8, Cha 10 Base Atk +3; CMB +7; CMD 19 Feats Extra Rage Power[APG], Power Attack, Raging Vitality[APG] Traits armor expert, auspicious tattoo (shoanti) Skills Acrobatics +5, Intimidate +6, Perception +5, Profession (soldier) +3, Survival +5 Languages Common, Dwarven SQ fast movement, heart of the fields Combat Gear oil of magic weapon (2), potion of bull's strength, potion of cure moderate wounds (2), potion of darkvision (2), potion of enlarge person (2), alchemist's fire (2), antitoxin, caltrops (2), oil (6), smokestick (2), spider sac; Other Gear masterwork breastplate, arrows (20), blunt arrows (20), masterwork cold iron greataxe, masterwork composite longbow, adventurer's sash, backpack, masterwork, bandolier, bandolier, bedroll, blanket, block and tackle, candle (5), canteen, chalk, charcoal stick, coffee (per cup) (10), coffee pot, crowbar, drill, fishhook, flint and steel, grappling hook, hammer, iron spike (2), lantern, miner's (2), manacles, marbles, mess kit, mirror, pot, silk rope (100 ft.), soap, soldier's uniform, sunrod (2), survival kit, tindertwig (3), trail rations (10), waterskin (2), 2 gp -------------------- Special Abilities -------------------- Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component
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Weapon Bonuses with various modifiers:
Base: Axe +8 1d12+6 Power Attack: Axe +7 1d12+9 Rage: Axe +10 1d12+9 Power Attack + Rage: Axe +9 1d12+12 Power Attack + Rage + Reckless Abandon: Axe +10 1d12+12 Rage = -2 AC
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