Valeros

Darathys Kressen's page

121 posts. Organized Play character for Giuseppe Capriati.


Full Name

Darathys Kressen

Race

| HP: 25/25 | AC: 15 (12 Tch, 13 FF); uncanny dodge | CMB: +5, CMD: 17 | F: +5, R: +2, W: -1 | Init: +2 | Perc: +3, SM: -1

Classes/Levels

| Speed 40 ft | Special abilities Rage 8/8 rounds/day | Active Conditions None | wand of cure light wounds 7/7 |

Gender

CN male human (Taldan) barbarian 2

Size

Medium

Age

23+1

Special Abilities

Fast movement, Rage (8 rounds/day)

Alignment

CN

Location

Absalom, Isle of Kortos | Currently Trollheim, Land of the Linnorm Kings

Languages

Common

Occupation

Pathfinder Society field agent

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Darathys Kressen

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⁞⁞⁞⁞ PFS ACHIEVEMENTS ⁞⁞⁞⁞
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COMPLETED SCENARIOS

(#2-15) Shades of Ice, Part I: Written in Blood [Chronicle]

(#2-17) Shades of Ice, Part II: Exiles of Winter [Chronicle]

(#2-19) Shades of Ice, Part III: Keep of the Huscarl King [Chronicle]

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REWARDS

Gold gained: 1511 gp

XP: 3

Fame: 6

Prestige Points: 6/6

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BOONS

Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.

Snowmask Introduction: You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

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DARATHYS KRESSEN

Male human (Taldan) barbarian 2
CN Medium humanoid (human)
Init +2; Senses Perception +3
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex); uncanny dodge
hp 25 (2d12 + 4 [Con] + 2 [FCB])
Fort +5, Ref +2, Will -1
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OFFENSE
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Speed 40 ft.
Melee mwk greatsword +6 (2d6+4/19-20) or flail +5 (1d8+3) or kukri +5 (1d4+3/19-20)
Ranged javelin +4 (1d6+3)
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STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +2; CMB +5; CMD 17
Feats Cleave (human bonus feat), Power Attack (1st level)
Traits arcane archivist (faction trait), magical knack (magic trait)
Skills Acrobatics +6 (+2 Dex, +2 ranks, +3 class, -1 armor), Climb +7 (+3 Str, +1 rank, +3 class), Knowledge (nature) +4 (+1 rank, +3 class), Intimidate +7 (+2 Cha, +2 ranks, +3 class), Perception +4 (-1 Wis, +2 ranks, +3 class), Use Magic Device +8 (+2 Cha, +2 ranks, +3 class, +1 trait)
Languages Common
SQ rage 8 rounds/day, rage powers (intimidating glare)
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EQUIPMENT
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Combat Gear potion of barkskin; Armor studded leather armor (25 gp; 20 lbs.); Weapons greatsword (50 gp; 8 lbs.), flail (8 gp; 5 lbs.), kukri (8 gp; 2 lbs.), javelin (x3) (3 gp; 6 lbs.); Other Gear backpack (2 gp; 2 lbs.), belt pouch (1 gp; 1/2 lb.), 5 pieces of chalk (5 cp; -), ink vial (8 gp; -), inkpen (1 sp; -), 3 parchment sheets (1 gp; -) scroll case (1 gp; 1/2 lb.), 5 days worth of trail rations* (2 gp, 5 sp; 5 lbs.), sealing wax* (1 gp; 1 lb.), signet ring depicting a red dragon (5 gp; -), soap (5 sp; 1 lb.), waterskin (1 gp; 4 lbs.), 601 gp, 8 sp, 5 cp; Special substances and items alchemist's fire (flask) (20 gp; 1 lb.), tinderwtig* (1 gp; -); Clothing cold-weather outfit (8 gp; 7 lbs.); Wands wand of cure light wounds (CL 1st, 7/7 charges) (105 gp)

Items marked with an asterisk (*) are in the backpack.

Carrying Capacity 86 lbs. or less (light), 87-173 lbs. (medium), 174-260 lbs (heavy)

Current Load 63 lbs. (with backpack)
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SPECIAL ABILITIES
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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 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.

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.

Rage Powers (Ex) As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Intimidating Glare (Ex) 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.

Uncanny Dodge (Ex) 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.

Useful Dice Rolls:
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ATTACKS
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[dice=Mwk greastword attack]1d20+5[/dice]
[dice=Mwk greastword damage]2d6+4[/dice]

[dice=Mwk greastword Power Attack]1d20+4[/dice]
[dice=Mwk greastword damage]2d6+7[/dice]

[dice=Raging mwk greastword attack]1d20+7[/dice]
[dice=Raging mwk greastword damage]2d6+7[/dice]

[dice=Raging mwk greastword Power Attack]1d20+6[/dice]
[dice=Raging mwk greastword damage]2d6+10[/dice]

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[dice=Flail attack]1d20+4[/dice]
[dice=Flail damage]1d8+3[/dice]

[dice=Flail Power Attack]1d20+3[/dice]
[dice=Flail damage]1d8+5[/dice]

[dice=Raging flail attack]1d20+6[/dice]
[dice=Raging flail damage]1d8+5[/dice]

[dice=Raging flail Power Attack]1d20+5[/dice]
[dice=Raging flail damage]1d8+7[/dice]

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[dice=Kukri attack]1d20+4[/dice]
[dice=Kukri damage]1d4+3[/dice]

[dice=Kukri Power Attack]1d20+3[/dice]
[dice=Kukri damage]1d4+5[/dice]

[dice=Raging kukri attack]1d20+6[/dice]
[dice=Raging kukri damage]1d4+5[/dice]

[dice=Raging kukri Power Attack]1d20+3[/dice]
[dice=Raging kukri damage]1d4+7[/dice]

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[dice=Javelin attack]1d20+3[/dice]
[dice=Javelin damage]1d6+3[/dice]

[dice=Raging javelin attack]1d20+3[/dice]
[dice=Raging javelin damage]1d6+5[/dice]
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SAVES
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[dice=Fortitude save]1d20+4[/dice]
[dice=Raging Fortitude save]1d20+6[/dice]

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[dice=Reflex save]1d20+2[/dice]

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[dice=Will save]1d20-1[/dice]
[dice=Raging Will save]1d20+1[/dice]
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SKILL CHECKS
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[dice=Acrobatics]1d20+5[/dice]

[dice=Knowledge (nature)]1d20+4[/dice]

[dice=Intimidate]1d20+6[/dice]

[dice=Perception]1d20+3[/dice]

[dice=Use Magic Device]1d20+7[/dice]

Info:

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⁞⁞⁞⁞ INFORMATION ⁞⁞⁞⁞
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Player: Giuseppe Capriati
Character: Darathys Kressen
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PFS Number: # 161366-2
Faction: Dark Archives
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Starting XP: 3
Starting Prestige: 6
Starting Fame: 6
Starting Gold: 809.85
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Day Job: None
Spend: None