Drow

ColgrimBarrelhouse's page

512 posts. Alias of Andrea1.


Full Name

Colgrim Barrelhouse

Race

Dwarf

Classes/Levels

Barb8hp94/94AC20/T12/FF18,F12R5W6

Gender

M

Size

M

Deity

Ale!

Strength 18
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 12
Charisma 8

About ColgrimBarrelhouse

Full Name : Colgrim BarrelHouse

Race: Dwarf

Classes/Levels Barbarian 8

Gender M

Size M

Age Dying young

Special Abilities :

Alignment: CN(g)

Deity : Torag

Location : In trouble

Languages : Dwarf,Common,Undercommon,Elvish

Occupation : Troll Slayer

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 10
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 4'5" Weight: None of yer dern business! Hair: Orange Eyes: Blood-shot
Favored Class: Barbarian (+1 rage/lvl from dwarf FCB)
EXP:
Hit Points: 94 (110 when raging)
Spd: 30
Init: +6
AC: 20 (+7 armor shield +2 Dex +1 Natural)/Touch 12/FF 18)
BAB: +8/+3
CMB: +11
CMD: 23
Saves: Fort +12 Ref +5 Will +6 (+2 racial bonus on saving throws against poison, spells, and spell-like abilities) (+8 Will when raging)

Weapons:
Cold Iron Furious Dwarven Longhammer+1 +13/+8 2d6+7 x3 [+8+4+1=+13] [+6+1=+7]
Cold Iron Furious Dwarven Longhammer+1 Power Attack +10/+5 2d6+17 x3 [+8+4+1-3=+10] [+6+1+9= +17]
Cold Iron Furious Dwarven Longhammer+1 Rage +17/+12 2d6+12 x3 [+8+6+3=+17] [+9+3=+12]
Cold Iron Furious Dwarven Longhammer+1 Rage Power Attack +14/+9 2d6+21 x3 [+8+6+3-3=+14] [+9+3+9=+21]
Cold Iron MW Spiked Gauntlet +13/+8 1d4+4
Cold Iron MW Spiked Gauntlet Powder Attack +10/+5 1d4+10
Cold Iron Mw Spiked Gauntlet Rage +15/+10 1d4+6
Cold Iron MW Spiked Gauntlet Rage Power Attack +12/+7 1d4+12
Composite Longbow +3 Str +10/+5

Skills: 4/level
Perception (6+1+3) 10
Survival (4+1+3) 8
Climb (6+4+3) 13
Swim (6+4+3) 13
Ride (4+2+3) 9
Heal (5+1) 6

Background skills 2/level
Linguistics (3) Undercommon,Elvish,Abyssal
Know-Geography (7) 7
Know-History (6) 6

Feats: Power Attack ( -3/+6),Improved Initiative(+4),Iron Will (+2 Will),Extra Rage Power-Increased Damage Reduction,
Traits: Demonslayer Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.
Ogre Avoidance: You gain a +2 trait bonus to CMD against bull rush and grapple combat maneuvers.
Darkest Before Dawn: You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.

Drawback: You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).

Special Abilities:
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
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
Fast MovementA barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.
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.
RageA 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.32 rounds 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 Reckless Abandon While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. (-3/+3)
Trap SenseAt 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.+2
Rage Power SupersitionThe barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.+4
Improved Uncanny DodgeAt 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Rage Power Witch Hunter While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.+3
Damage ReductionAt 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Rage Power Increased Damage Reduction The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging. 2 DR when raging
Rage Power Spell SunderOnce per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.
Equipment
Dwarven Longhammer +1, Furious (10070)A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal
MW Spiked Gauntlet (605)
+1 Agile Breastplate (1400)
Cloak of Resistance +1 (1000)
Belt of Physical Might +2 ( +2Str +2Con) (10000)
Handy Haversack (2000)
Composite Longbow (+3 Str) (400)
20 Arrows (1)
2 Potions Enlarge Person (150)
2 Potions Cure Serious Wounds (750x2)
4 Oils Bless weapon (200)
10 Doses Barbarian Chew (250)
Amulet of Natural armor+1 (2000)
Barbarian's Kit (9 gp)
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin.

Description
Colgrim is a stout dwarf packed with muscles and covered in scars and tattoos that he often adds to after a successful battle. His hair has been dyed orange and shaved along the sides of his head and he has some ear studs and nose rings that he will remove before a big fight. "So they don't have something to grab onto." His weapons are immaculately kept clean along with his armor

Background

Colgrim used to serve as a soldier in a unit that he says no longer exists. While on patrol, his group were attacked by abyssal creatures and Colgrim was struck with magical fear and his will crumbled, resulting in him fleeing his comrades and they were later found killed to the last. While some had said that they would have died regardless of if Colgrim had stayed, Colgrim knew he had failed his clan and took an oath to face down the creatures of the abyss until his dying day and struck out into the world. Eventually, he heard tales of the elven lands of Kyonin being besieged by the forces of Treerazor and so headed off to lend his axe to the defense of the elven lands.

1945 gp+

Battle Buffs: