Kullen

Devin Torwald's page

No posts. Organized Play character for TrueRepentance.


Full Name

Devin "A.C.E." Torwald

Race

Half-Orc

Classes/Levels

Hateful Rager 1

Gender

Male

Size

Medium

Age

27

Special Abilities

Rage (7 rounds per day)

Alignment

Chaotic Neutral

Deity

Asmodeus

Location

Absalom

Languages

Common, Abyssal, Orc

Occupation

Experiment

Strength 15
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 12
Charisma 7

About Devin Torwald

Devin "A.C.E." Torwald
Male Half-Orc Barbarian(Hateful Rager) 1
LG Medium Humanoid (human)
Init: +2; Senses: Perception +1; Darkvision 60ft.
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Defense
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AC: 17; touch: 12; flat-footed: 15 (+2 Dex, +5 Armour)
hp: 15 (1d10+3)
Fort: +5; Ref: +2; Will: +2
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Offense
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Speed: 40 ft.
Melee: Falchion +3 (2d4+4/18-20x2)
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Statistics
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Str: 15; Dex: 14; Con: 16; Int: 14; Wis: 12; Cha: 7
Base Atk +1; CMB +3; CMD +15
Feats: Power Attack, Endurance
Traits: Magical Knack, Indomitable Faith
Skills: Climb(1)+6; Craft(Alchemy)(1)+6; Knowledge(Nature)(1)+6; Perception(1)+5; Survival(1)+5; Swim(1)+6
Languages: Common, Orc, Abyssal, Draconic
Other Gear: Explorer's outfit, Scalemail
GP: 25GP
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Special Abilities
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Shaman's Aprentice:
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Ferocity:
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity:
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision:
Half-orcs can see in the dark up to 60 feet.

Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Weapon and Armour Profiency:
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.