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About Conlaoch McCullaghTwo Handed Fighter 2 / Invulnerable Rager Urban Barbarian 2| HP: 41/41 | AC: 15 #150786-6
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.
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
STATISTICS
HP 41 (12 +2 Con +1 FC / 6 +2 Con / 7 +2 Con +1 FC/ 6 +2 Con)
DEFENSE
DR 1/- @
Defensive Abilities
OFFENSE
Speed 30 ft
* +1 Attack when adjacent to two or more enemies
Ranged
Dagger Attack: +8 melee, +5 thrown
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)
COINS
EQUIPMENT
Feats:
Rage Powers:
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:
DESCRIPTION
BACKGROUND
BOONS
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),
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
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)
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
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
02-1. Scenario 29: The Devil We Know Part 1: Shipyard Rats (+1XP/+2PP/+2FP/+538GP+20GP)
03-1 The Devil We Know Part 4 (+1XP/-5PP/+0FP/+1050 GP) Start: 3244 gp End: 1214-473=741
04-1 #5-22 Scars of the Third Crusade (+1XP/+2PP/+2FP/+1860GP) Start: 4283 End: 6143
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