Braddikar Faje

Captain Johnson's page

70 posts. Alias of FangDragon.


Full Name

Captain Adam Johnson

Race

Rage:
HP 42/42 | AC 16 (armor, Dex) (14ff, 10t) | +9 fort +3 Ref +3 Will (superstition +3 vs magic, SLA's etc) | +2 Init +5 Perc

Classes/Levels

Normal:
HP 33/33 | AC 18 (armor, Dex) (16ff, 12t) | +6 fort +3 Ref +1 Will | +2 Init +5 Perc

Gender

Human Male Invulnerable Rager 3 Resource Tracker

Size

6ft 4in

Age

34

Alignment

NG

Deity

Biellumor

Occupation

Career Soldier

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 8
Charisma 10

About Captain Johnson

Captain 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:
6ft 4in tall male human, with a reasonably handsome chiseled physique. He has close cropped dark hair and haunted piercing blue eyes. On his left bicep he has a large tattoo of a sword intwined with a snake, a family symbol that's regarded as auspicious. He's wearing a military style oiled cloak, faded but well made clothes under a battered breastplate. Slung over his back is a hunting bow and a huge axe, all his gear is clean and well kept. If nothing else, he's a professional Soldier and knows how to care for his kit.

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
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Defense
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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
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Offense
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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)
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Statistics
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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
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Special Abilities
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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
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +1 (Profession [soldier], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

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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
Rage + Reckless Abandon = -3 AC