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Conlaoch McCullagh's page

395 posts. Organized Play character for PJP.


Full Name

Conlaoch McCullagh

Race

Human

Classes/Levels

Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 18/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale),

Gender

Male

Size

Medium

Age

23

Alignment

Neutral-Good

Languages

Common, Tien

Strength 20
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 10
Charisma 10

About Conlaoch McCullagh

Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 41/41 | AC: 15 16/17 DR/1 (11 Tch, 15 Fl) | CMD: 20 | F: +9, R: +2, W: +3 | Init: +3 | Perc: +7, SM: +1 | Active conditions: controlled rage +4 Str, +2 Will (morale), -2 AC (factored in)

#150786-6
XP 10 / PP 11 / FP 18

Current Notes:

Potion of Cure Serious Wounds
Potion of Protection from Evil

Assess the Damage: You notice that the largest holes appear around six of the regions that Pathfinder agents visited in the past few years and that the Tapestry is radiating warmth. Despite this warmth, those six sites are chill as the grave. Bonus: once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 on their initiative checks for that encounter.
Interrogate the Snakes: You believe the Consortium agents. They reveal that the Aspis Consortium recently tried to re-infiltrate the tapestry, but it was too unstable and they could not gain entry. You also gain information about the Consortium's past dealings with groups in the tapestry. Bonus: once during the adventure, one PC can roll twice with a +2 bonus to a Charisma-based skill check made when interacting with a creature in the tapestry.

Knowledge of the Weave: You recall or learn that many regions in the tapestry are pulled directly from Golarion. However, most of its denizens have lived in the tapestry for their entire lives, and some can trace back many generations to ancestors who lived on the tapestry as well. Bonus: once during the adventure, one PC can reroll any one d20 roll.

Someone is Watching: You feel suddenly anxious and sense a malicious supernatural presence trying to enter your minds. Before fighting it off, you sense its intentions: to feed on the chaos and death in the tapestry. Bonus: once during the adventure before attempting a Will save, one PC can roll twice and choose the better result.

Tales from the Tapestry: You are able to recall several stories of Pathfinder agents adventuring in the tapestry and dealing with all manner of different peoples and creatures, from rat-folk to lizard-folk to ancient mummies and manipulative demons. Bonus: Each time you attempt a Knowledge check to identify a creature in the tapestry, one PC can choose to gain a +2 bonus on the check. Once during the scenario, one PC can instead treat their result as though they had rolled a 20 or gain the benefits of an Average DC result while treating the Knowledge skill as trained.

Travel Tips: You recall various terrain types from the Pathfinder Society's previous adventures in the tapestry: buildings, caves and tunnels, ancient ruins, mountains and deserts. Many more are known to exist within the tapestry as well. You share advice for dealing with different terrains. Bonus: Once during the adventure, one PC can choose to re-roll a failed skill check made as part of their movement (examples: Acrobatics, Climb, Fly, Swim).

Conlaoch McCullagh
NG Male Human Two Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2
Languages Common, Tien, Gnoll, Orc
Faction Silver Crusade

STATISTICS
Abilities Str 20 (+5), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0)

HP 41 (12 +2 Con +1 FC / 6 +2 Con / 7 +2 Con +1 FC/ 6 +2 Con)
Init +3

DEFENSE
AC 16/17 * (+1 dex +4 armor +1 enchancement), touch 11, flat-footed 15

DR 1/- @
CMD 20 (+4 BAB +5 Str +1 Dex)
Fort +9 (+3 Barbarian +3 Fighter +2 Con +1 cloak)
Ref +2 (+0 Barbarian +0 Fighter +1 Dex +1 cloak)
Will +3 (+0 Barbarian +0 Fighter +1 Wis +1 Trait +1 cloak)

Defensive Abilities
*+1 dodge bonus to AC when adjacent to two or more enemies
@DR equal to half her barbarian level. This damage reduction is doubled against nonlethal damage

OFFENSE
Base Attack +4; Melee Touch +9; Ranged Touch +5
CMB +9 (+4 BAB +5 Str)
+1 to Sunder or to destroy objects

Speed 30 ft
Melee
+1 Nodachi Attack: +11* (+4 BAB +5 Str +1 WF +1 Enhancement)
(Power Attack +7 except first in round) Crit: 18-20/x2
Damage: 1d10+8 (+5+2 Str 2H +1 Enhancement)
(Power Attack 1d10+14 = Str 5+2, Power 4+2, +1 Enhancement)

* +1 Attack when adjacent to two or more enemies
* Cleave allows second attack vs adjacent target

Ranged
Javelin Attack: +5 Crit: x2 Damage: 1d6+5 Range: 30ft

Dagger Attack: +8 melee, +5 thrown
Damage: 1d4+5

Controlled Rage 8 of 8 remaining (4+2 Con/+2)

Apply a +4 morale bonus to her Strength, Dexterity, or Constitution. May apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. After, fatigued for 2 x rounds used.

Skills (20 = 4 barbarian +1 Int +1 Human / 2 fighter +1 Int +1 Human / 6 / 4)
Acrobatics* +5 (1 rank +1 Dex +3 class)
Appraise +1 (+1 Int)
Bluff +0 (+0 Cha)
Climb* +8 (1 rank +4 Str +3 class)
Diplomacy* +5 (2 rank +0 Cha +3 class)
Disguise +0 (+0 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Handle Animal -- (+0 Cha)
Heal +1 (+1 Wis)
Intimidate* +11 / +12 (4 rank +0 Cha +4 Str +3 class) (+1 Crowds) +4 bonus if larger than your target and a –4 if smaller
Knowledge (dungeoneering)* +5 (1 rank +1 Int +3 class)
Knowledge (engineering)* +5 (1 rank +1 Int +3 class)
Knowledge (local)* +5 (1 rank +1 Int +3 class)
Knowledge (nobility)* +5 (1 rank +1 Int +3 class)
Linguistics* +5 (1 rank +1 Int +3 class)
Perception* +8 (4 rank +1 Wis +3 class)
Profession (Builder)* +5 (1 rank +1 Wis +3 class) (Day Job)
Ride* +1 (+1 Dex)
Sense Motive +0 (+1 Wis)
Stealth +1 (+1 Dex)
Survival* +5 (1 rank +1 Wis +3 class)
Swim* +8 (1 rank +4 Str +3 class)

COINS
PP – 0
GP – 1143
SP – 9
CP – 0

EQUIPMENT
+1 Nodachi
Javelin
Dagger
+1 Leather Lamellar Armor
Backpack
Bedroll
Wand of Cure Light Wounds (21 charges)
Cloak of Resistance +1 (1000)
Belt of Giant Strength +2 (4000)

Feats:
Power Attack (Human Bonus)
Furious Focus (Level 1)
Cleave (Fighter Level 1 Bonus)
Intimidating Prowess (Level 3) - Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Weapon Focus: Nodachi (Fighter Level 2 bonus)

Rage Powers:
Intimidating Glare - The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Demoralize:
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Traits:
Indominable Faith: +1 Will Saves
Reactionary: +2 Initiative

DESCRIPTION
A strapping young man with dark red hair. He wears strange (unless you are familiar with Tien fashions) armor and weapons.

BACKGROUND
Half-brother to Inira McCullagh, son to Seamus McCullagh who was an adventurer/explorer of the Tien provinces, trying to help those in need and bridging the gap between cultures. Becoming a monk himself, he taught his children the language, culture and skills he had learned, both Tien and from his homeland and heritage, the lost world of Sarkoris. Conloach learned the skills of fighting from the local soldiers who admired his strength and kind heart.

BOONS
Ragdya's Blessing (01-2) Cross off to gain climb speed of 20 feet for 1d4 rounds. 1 round after expiration, if you would fall due to failing a Climb check, fall as with feather fall so long as you remian adjacent to wall or solid surface.

Djinni's Admiration: See 03-3

Force of Good: Once only. Grant a weapon you wield the holy weapon enhancement for 3 rounds. See 03-3 for more details.

Gnoll Tactics: See 03-3

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Special Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Urban Barbarian Class Skills: Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) from urban barbarian.
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A 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. Replaced by crowd control.

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. 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.

Invulnerable Rager
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage. An invulnerable rager has the following class features.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (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 replaces trap sense.

Rage Powers: The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.

Urban Barbarian (Archetype)
Every barbarian knows that city life can soften the spirit and the body, but some barbarians take on the trappings and ways of their adoptive homes and bend their savage powers to its challenges. While these urban barbarians' rough edges are smoothed into civility, they can use their primal nature and upbringing to move with the ebb and flow of civilization's natural rhythms.

Weapon and Armor Proficiency: An urban barbarian is not proficient with medium armor. (Fighter gives this anyway)

Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Rage Powers: The following rage powers complement the urban barbarian archetype: boasting taunt, clear mind, deadly accuracy, guarded stance, intimidating glare, lethal accuracy, no escape, quick reflexes, perfect clarity, sharpened accuracy, surprise accuracy, and unexpected strike.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Two-Handed Fighter
Some fighters focus their efforts on finding the biggest, heaviest, most imposing weapon they can find and training to manage and harness the weight of their massive weapons for maximum impact. These fighting school benefits only apply when using two-handed weapons.

Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.

Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

Future Planning:

Increased Damage Reduction (Ex) - Rage Power Barbarian 8
Reckless Abandon (Ex) - Take a penalty to AC for extra accuracy while raging (works with more DR)
Terrifying Howl (Ex) - Barbarian 8, intimidating glare Cause shaken enemies to become panicked

HISTORY
01-1. Mists of Mwangi #0-05 (+1XP/+2PP/+2FP/+509GP)
... Purchased MW Nodachi (330 gp - 60-30+300)
... Wand of Cure Light Wounds (2 PP)
01-2. The Segang Expedition #06-08. (+1XP/+2PP/+2FP/+529GP)
01-3. The Veteran's Vault (+1Xp/+2PP/+2FP/+539GP)
... -3 gp for group purchase of food
Reworked character and leveled up.

02-1. Scenario 29: The Devil We Know Part 1: Shipyard Rats (+1XP/+2PP/+2FP/+538GP+20GP)
... Used 1 charges of CLW
02-2. Scenario 30: The Devil We Know Part 2: Cassomir's Locker (+1XP/+2PP/+2FP/+515GP)
... Used 6 charges of CLW
02-3. Scenario 41: The Devil We Know Part 3: Crypt of Fools (+1XP/+2PP/+2FP/+893GP+10GP)
... Used CLW charges (5 - Amon, 4 - Conloach, 3 - Muriel)

03-1 The Devil We Know Part 4 (+1XP/-5PP/+0FP/+1050 GP) Start: 3244 gp End: 1214-473=741
... purchases: upgrade nodachi to +1 (2000gp), sell lamellar (-30gp), buy +1 lamellar (60+150+1000gp=1210 gp) - 3180 total
... Spent 473 GP on party consumables
... Used CLW (8 Conloach)
... Lost 5 Prestige on recovery, failed mission, 150gp to cure ghoul fever
03-2 The Paths We Choose #5-99 (+1XP/+2PP/+2FP/+2240GP+20GP) Start: 741 End: 3001
03-3 #6-11 The Slave Master's Mirror (+1XP/+2PP/+2FP/+1277GP+5GP) Start: 3001 End: 4283
... Used 2 charges CLW post hyena
Added: Level 2 fighter, +1 Chr

04-1 #5-22 Scars of the Third Crusade (+1XP/+2PP/+2FP/+1860GP) Start: 4283 End: 6143
04-2 Available
Start: 6143
Purchase Cloak of Resistance +1 (1000) and Belt of Giant Strength +2 (4000)