Conrad Mendelson's page

300 posts. Organized Play character for Ythiel.

Full Name

Conrad Mendelson




Barbarian (2) HP 18/30, AC 16/ T 12/ FF 14/ Saves: Fort +4/ Ref +3/ Will +2 (+4 vs charm and compulsion effects)/ Perception +6/ Ini +2/ Rage 4/8/ HF: 0/0/ GS: 2/2/ FZ: 0/1/ Hero Point: 0/0







Special Abilities

Bonus feat, Fast Movement, Rage


Neutral Good





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

About Conrad Mendelson

Conrad Mendelson
Human, Barbarian (2)
Alignment: CG
Hair: Brown
Eyes: Brown
Age: 18
Height: 5 ft 6 inches
Weight: 155 lbs
Deity: Shelyn
Init: +2; Perception +6
Favored Class: Barbarian (+1 HP)
Languages: Common

Story Notes

Special Abilities: 
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. 
Fast Movement:  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.
Rage: 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.
8 rounds of rage maximum.

Favored Class Bonus: +1/2 to Trap Sense.

Story Feat:
Fearless Zeal (Devoted Background): You're willing to lay down your life for your faith.

Benefit: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4.

Goal: Die in pursuit of your faith’s goals and be brought back to life. If you die in circumstances that don’t involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.

Completion Benefit: If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a +2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. This ability score can’t be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.

Rage Powers:
_ Lvl 2: Guarded Stance: The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

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.

AC: 16, touch 12, flat-footed 14
HP: 30
Fort: +4
Ref: +3
Will: +2 (+4 vs charm or compulsion effects)
Spd: 40 feet 

Melee:  Flail (+5/1d8/x2/Disarm, Trip)
Unarmed (+5/1d3+3/x2)

Ranged:  Crossbow, light (+4/1d8/19-20x2/ 80ft)
Bolts (20)

Equipment and Money 
Starting Money: 105 po
Combat gear: 
Defense: Studded Leather Armor, Buckler
Offense: Flail, Crossbow (light),20 Bolts
Other possessions: Barbarian class kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin), Holy Symbol of Shelyn (wooden)

Mayor's equipment: 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin and 50 feet of hempen rope.

Taken equipment: 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin, 50 feet of hempen rope, a flint and steel, Holy Symbol of Shelyn (wooden), 2 torches, Masterwork Backpack, Oil of Magic Weapon
Joras's tent
2 ration eaten
1 Cure Light Wounds Potions

Neck: Kassen's boon

Spare Money: 
PP: 0 
GP: 29
SP: 0
CP: 0
Other valuable: 
Carried Weight: 93 lbs
0-76 (86 or less) lbs: Light Load 
77 -153 (87-173) lbs: Medium Load 
154 -230 (174-260) lbs: Heavy Load
Str 16
Dex 14
Con 14
Int 10
Wis 12
Cha 8
Base Attack: +2; CMB:+5, CMD: 16

Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shields)
Improved Unarmed Strike
Power Attack (-1 Attack Roll, +2 Damage)

Skills: 5 (4+1 FC)
Acrobatics +7
Appraise +1
Climb +7
Intimidate +4
Knowledge (nature) +4
Knowledge (geography) +1
Lore (Shelyn) +2
Perception +6
Profession (woodcutter) +2
Survival +5

Background Skills:

Lvl 1: Profession (woodcutter) +1
Lore (Shelyn) +1

Lvl 2: Appraise +1
Knowledge (geography) +1


Weapon of Peace: Even though you are a trained combatant, proficient with any number of weapons, you don’t relish killing your enemies. It’s not that you’re afraid of seeing blood, but rather that disabling a foe is superior to killing someone capable of admitting defeat. When using a melee weapon that deals lethal damage to instead deal nonlethal damage, you take only a –2 penalty instead of –4.

Unswaying Love: (Shelyn) Your resolute devotion to the unadulterated purity of your goddess protects you from those who would manipulate you. You gain a +2 trait bonus on saving throws against charm or compulsion effects.

Perseverance (Campaign Trait): A local child recently went missing in the nearby Fang Wood. While others stopped their search when night fell due to bad weather, and tried to convince you to stop, you persevered. You found the child several hours later and brought him home safely. You gain a +1 trait bonus on Will saves.

Languages (1): Common


Conrad Mendelson is the eldest child of a family of six. His father, a humble woodcutter, came to Kassen as a young man to find work, and eventually got married and settled down there. The Mendelsons are known in Kassen for being meticulous workers but rather discreet neighbors, pleasant enough to everybody but mostly keeping to themselves.
Irreproachable as they were, it came as a big surprise for the whole town that Conrad did not turn out that way at all.

It started with difficulties in church, where he struggled sitting through sermons and learning how to read, write and count. Then, it moved to unpredictable bursts of rage whenever another kid taunted him for being "slow", even escalating to physical violence more than once, or breaking objects against walls.

When he became a teenager, things got even worse. Any work requiring discipline was too much for him. An apprenticeship at Braggar's shop ended in absolute disaster, and he was fired from the guard after only two weeks. Woodcutting was out of question, as nobody wanted to place an axe between his hands. He was finally hired for the sole task of helping loading up carts with lumber, a job offered out of pity, that bored him to death. To bring some more money to the house, he secretly started taking part in illegal fights with other woodcutters keen to make some easy cash with bets. Through all this, his parents wept and despaired, wondering what to do with him.

It was some months after his sixteenth birthday that Conrad's life changed radically, when the recently arrived Father Prasst decided to let local Shelynites organize a small festival on the winter solstice. Stalls were installed and music was played, with craftsmen, artists, and other believers taking this opportunity to entertain the crowd while talking about their goddess and explaining the precepts of their faith.

Through most performances, Conrad sat transfixed. Between shows, he approached the faithful to timidly ask questions, and got enthusiastic lectures on the importance of art, beauty, kindness, and about how everyone could have a place and a role to play to turn life into a masterpiece. He went back home shaken. Three days later, Father Prasst found a sheepish, broad-shouldered boy in his temple, asking him if he could answer some more questions about Shelyn.

Though Father Prasst's explanations rather verged on the side of caution regarding the goddess's precepts, it made little difference. From what Conrad had understood, everything could be an art form worthy of Shelyn- even the art of fighting. To know that there could be a way to channel what he was truly talented at into something that a goddess of unconditional love might find beautiful filled him with a new sense of purpose.

For the past two years, Conrad's behaviour has improved tremendously. He quit the illegal fighting to take theology lessons with Father Prasst instead and managed to attend more rigorous combat practice with trained fighters without getting too overwhelmed with fits of rage.

He was promised that he would undergo the journey to the Crypt of the Everflame if he could keep his job as a woodcutter and stay on his best behaviour for a full year, and he held up his part of the deal. Now, at eighteen years old, Conrad is finally ready for his rite of passage into adulthood.


While it is not unreasonable to think that Conrad's plain features might have once been agreeable to look at, a few years of taking punches to the face did a lot to mess them up. His nose has clearly been broken once or twice, never to heal back to its initial state, and he's missing quite a few teeth.
Which, come to think of it, might be why he always seems awkwardly tight-lipped when he smiles.

The rest of him is rather unremarkable, which some scandalmongers would call a mercy. Short and scruffy hair, of the same indifferent brown as his eyes. Slightly taller than average without towering above most men, but quite broad-shouldered. Well-defined muscles beneath a worn-out leather armour that could have worked well in his favour if a different head was attached to his shoulders.