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About DimakScenario Notes: To Buy/Do: shopping:
Maybe buy: Rhino Hide (5,165g, 25 lb) OR Mammoth Hide (14,665g, 25 lb) (Adventurer's Guide pg. 134, Inner Sea Combat pg. 52, Melee Tactics Toolbox pg. 23) To Buy:
To sell: - Already bought (chronicle #16): Enchant adamantine longhammer ---> +1 (2,000g); MW cold iron Nodachi (420g, 8lb) P or S Already bought (chronicle #15): Adamantine longhammer, dwarven (3,070g, 20lb); MW silver earth breaker (520g, 16lb); MW Silver Helmet, Dwarven Boulder (340g, 10lb); cold iron dagger (4g, 1lb); 1x Oil of Magic Weapon (50g, 0lb); Wand of Lucky Number 50/50 (2 PP) Already sold (chronicle #15): MW Longhammer, Dwarven(370g, 20lb); MW greatsword (350g, 8lb); Helmet, Dwarven Boulder (20g, 10lb); Dagger (2g, 1lb); Already bought (chronicle #14): 4x Potion of Enlarge Person (50g, 0lb); Eyes of the Eagle (2,500g, 0lb); Wand of Bless 50/50 (2 PP) Already bought (chronicle #13): Swarmbane Clasp (3000g, 0.5lb); 1x Potion of Enlarge Person (50g, 0lb); 1x Oil of Magic Weapon (50g, 0lb); cold-weather outfit 8 gp (7 lb); 1x Cleats 5 gp (2 lb); 1x Trail Rations 0.5 gp; 1x scroll of Lesser Restoration (5x) 2 PP
Dimak "Barby" Doomhammer is... NOW LEVEL 6!
Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom. __________________________________________________ DEFENSE
CMD 23 (+4 vs bull rush/trip) (10 +6 BAB, +4 Str, +3 Dex)
RAGE DEFENSE with Reckless Abandon(RA):
CMD 21 (+4 vs bull rush/trip) (10 +6 BAB, +6 Str, +3 Dex, -2 Rage, -2 RA) AC 13, touch 9, flat footed 10 (+4 armor, +3 Dex, -2 Rage, -2 RA) AC vs crit 15, touch 11, flat-footed 12 (+4 armor, +3 Dex, -2 Rage, -2 RA, +2 circumstance helmet) DR 3/- Resistances fire 1 HP 83 (1d12+6) Fort +12, Ref +6, Will +5 (+2 vs. Poison/Spells/Spell-like Abilities) __________________________________________________ OFFENSE
CMB +9 (+5 BAB, +4 Str)
cold iron Dagger +9 (1d4+4/19-20/x2)
Melee
MW cold iron Nodachi +11 (1d10+6/18-20/x2)
MW silver Earth Breaker +11 (2d6+6/19-20/x2)
MW silver Helmet, Dwarven Boulder +11 (1d4+4/20/x2)
cold iron Dagger +10 (1d4+4/19-20/x2)
Sap +10 (1d6+4/20/x2)
Unarmed Strike +10 (1d3+4/20/x2)
RAGE OFFENSE with Reckless Abandon(RA):
CMB +14 (+6 BAB, +6 Str, +2 RA) Speed 30 ft. Ranged Sling +11 (1d4+6/20/x2) [dice=Rage Sling + RA]1d20+9+2[/dice] for [dice=Bludgeoning Rage]1d4+6[/dice] cold iron Dagger +13 (1d4+6/19-20/x2)
Melee
MW cold iron Nodachi +15 (1d10+9/18-20/x2)
MW silver Earth Breaker +15 (2d6+9/19-20/x2)
MW silver Helmet, Dwarven Boulder +15 (1d4+6/20/x2)
cold iron Dagger +14 (1d4+6/19-20/x2)
Sap +14 (1d6+6/20/x2)
Unarmed Strike +14 (1d3+6/20/x2)
__________________________________________________ STATISTICS
Str 18, Dex 16, Con 16, Int 10, Wis 11, Cha 6
SKILLS:
4+0+1=5/Lvl
[dice=Acrobatics - ACP]1d20+12-3[/dice] <6 ranks> x [dice=Appraise]1d20+0[/dice] [dice=Bluff]1d20-2[/dice] [dice=Climb - ACP]1d20+8-3[/dice] <1 rank> [dice=Craft: Anything]1d20+0[/dice] [dice=Diplomacy]1d20-2[/dice] [dice=Disguise]1d20-2[/dice] [dice=Escape Artist - ACP]1d20+3-3[/dice] [dice=Fly - ACP]1d20+3-3[/dice] [dice=Handle Animal t]1d20+2[/dice] <1 rank> [dice=Heal]1d20+0[/dice] [dice=Intimidate]1d20+2[/dice] <1 rank> [dice=Knowledge: Nature t]1d20+5[/dice] <2 ranks> [dice=Perception]1d20+14[/dice] <6 ranks> x [dice=Perform: Any]1d20-2[/dice] [dice=Ride - ACP]1d20+7-3[/dice] <1 rank> [dice=Sense Motive]1d20+0[/dice] [dice=Stealth - ACP]1d20+5-3[/dice] <2 ranks> x [dice=Survival]1d20+4[/dice] <1 rank> [dice=Swim - ACP]1d20+8-3[/dice] <1 rank> [dice=UMD]1d20+8[/dice] <6 ranks> x __________________________________________________ EQUIPMENT AND GOLD
On person
__________________________________________________ APPEARANCE
Height 4'2"
__________________________________________________ SPECIAL ABILITIES
Class Features (Invulnerable Rager):
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. ===> 19 rounds/day (4+3+10+2) 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 This ability replaces trap sense. Rage Powers:
Reckless Abandon -2 AC/+2 AR While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. Auspicious Mark (Su) The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits' favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll. Knockdown (Ex) Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity. ??? Faction Rewards:
Orator: You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1 + half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising. 2 goals ===> +2 bonus Feats:
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Power Attack -2/+6 You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Raging Vitality Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round. Traits:
Reactionary (Combat) +2 bonus to Initiative Dangerously Curious (Magic) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Racial Traits:
Base Speed (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Darkvision Dwarves can see perfectly in the dark up to 60 feet. Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Combat
PFS Boons:
[] Gloomspire Explorer Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. Scenario List:
1) #03-05 Tide of Twilight: 1 XP, 2 PP, 521 gold 2) #01-39 The Citadel of Flame: 1 XP, 2 PP, 553 gold 3) #09-10 Signs in Senghor: 1 XP, 2 PP, 502 gold 4) #03-21 The Temple of Empyreal Enlightenment: 1 XP, 2 PP, 512 gold 5) #00-04 The Frozen Fingers of Midnight: 1 XP, 2 PP, 467 gold 6) #00-23 Tide of Morning: 1 XP, 2 PP, 546 gold 7) #03-01 Frostfur Captives: 1 XP, 2 PP, 8) #10-10: The Shattered Shield: 1 XP, 2 PP, 1178 gold 9) #06–06: Hall of the Flesh Eaters: 1 XP, 2 PP, 1184 gold 10) #09-16: Fallen Family, Broken Name: 1 XP, 2 PP, 1750 gold (pre-gen Kyra, Cleric 4) 11) #08-16: House of Harmonium Wisdom: 1 XP, 2 PP, 1750 gold 12) #06-11: The Slave Master’s Mirror: 1 XP, 2 PP, 1277 gold 13) #03-08: Among The Gods: 1 XP, 2 PP, 2265.5 gold 14) #09-09: Beyond The Halflight Path: 1 XP, 2 PP, 2233 gold 15) #03-06: Song of the Sea Witch: 1 XP, 2 PP, 2348 gold x) #10-11: The Hao Jin Hierophant: 1 XP, 2PP, 4077 gold (pre-gen Enora, Arkanist 7) x) #06-04: Beacon Below: 1 XP, 2PP, 6059 gold (pre-gen Amiri, Barbarian 7) Total XP: 15 Total Fame: 30 (11,750 gold cap, next level at Fame 31: 16,500) Current Prestige: 16 - 2 (#15: wand of lucky number) + 2 (#15) = 16 Chronicle Info:
Player: Chris N. aka kaervek78 Character Name: Dimak "Barby" Doomhammer PFS #: 331079-2 Faction: Liberty's Edge Day Job: none Normal Progression Test:
The barbarian is certainly not the best at Diplomacy... ...but in battle he will smash any enemy that dares to threaten a party member. :-D Just role-playing the low Charisma... but fear not! Dimak may not know much about manners, but he isn't a (total) jerk. ;-)
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