Full Name |
Chestman Barrelhouse |
Race |
Dwarf |
Classes/Levels |
Barb2 HP 28/28AC17T12FF15 F7R2W1 |
Gender |
M |
Size |
M |
Alignment |
CN |
Deity |
Ale! |
Languages |
Common,Dwarf |
Occupation |
Berzerker |
Strength |
16 |
Dexterity |
14 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
8 |
About ChestmanBarrelhouse
Full Name : Chestman Barrelhouse
Race: Dwarf
Classes/Levels: Barbarian (Drunken brute) 2
Gender M
Size M
Age
Special Abilities :
Alignment: CN
Deity : Moradin
Location : In trouble
Languages : Dwarf,Common
Occupation : Berzerker
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 10
Wisdom 12 (+1)
Charisma 8
Height: 5'8" Weight: Heavy Hair Red(Mohawk) Eyes: Brown
Favored Class: Barbarian (HP)
EXP: 150
Hit Points: 28
Spd: 20
Init: +2
AC: 17 ( 5 armor shield 2 Dex)/Touch 12/FF 15)
BAB: +2
CMB:
CMD:
Saves: Fort +7 Ref +2 Will +1 (+3 when raging)
Weapons:
Greatclub +5 1d10+4
Greatclub power attack +4 1d10+7
Greatclub rage +7 1d10+7
Greatclub power attack rage +6 1d10+10
Dagger +5 1d4+3
Skills:4 /level
Perception (2+2+3) 6
Ride (2+2+3) 6
Climb (2+3+3) 8
Swim (2+3+3) 8
Background skills 2/level
Linguistics (2) 2
Handle Animal (2-1) 1
Feats: Power Attack (-1/+2)
Traits: Deathkeeper (+1 trait bonus on saving throws against the supernatural abilities of undead creatures.)
( +1 trait bonus on damage against foes who are threatened by only you.)
Special Abilities:
Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.
FEAT AND SKILL RACIAL TRAITS
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.
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.
SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
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.
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.
Alternate Racial Traits
Raging Drunk (Ex)
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
This ability replaces fast movement.
Rage (Ex)
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. 10 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.
Uncanny Dodge: At 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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
Rage Power: Good for what ails you
While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effec
Equipment
Greatclub (5 gp)
Dagger (2 gp)
Scale Mail (50 gp) (+5 AC +3 dex -4 ACP)
Barbarian's kit ( 9 gp)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Lots of booze
65 gp
Description:
Background