About Dirk EhrhardtStatistics:
Male Human Mad Dog Barbarian CG Medium Humanoid (Human) Init +4; Senses Perception +12 (+2 if Lady is near)
------------------------------ DEFENSE ------------------------------ AC 24, touch 14, flat-footed 22 (+8 armor, +2 dex, +2 Natural Armor, +2 Deflection, -2 when raging) hp 101 (117 raging) Fort +9, Ref +4, Will +3 (+2 when raging) ------------------------------ OFFENSE ------------------------------ Speed 40 ft. Melee +1 Glaive +14/+9 (1d10+8)Power Attack +11/+6 (1d10+17)
Ranged Composite longbow(+5) +10/+5 (1d8+5)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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. This racial trait replaces skilled. War Beast At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.
Fast Movement 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. Pack Tactics At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). This ability replaces uncanny dodge. Trap Sense+2 At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Rage Power: Ferocious Beast While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not. Rage A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3. Ferocious Fetch At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat. As a swift action, a mad dog can command her war beast to move toward an opponent within 30 feet and attempt a drag combat maneuver to pull the target back toward the mad dog. The war beast can move before and after performing the maneuver, but this movement counts toward the war beast's total movement during its turn. Rage Power: Unexpected Strike The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. Shared Vigilance A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb. Current Load Carried 41 lb. Money 133 GP 0 SP 0 CP +1 Glaive (2008 gp) (10 lb.) Longbow, Composite +5 (600gp) (3 lb.) Arrows, Longbow (1gp) (3 lb.) +2 Mithral Breastplate (8200gp) (15 lb.) Belt of Giant Strength +2 (4000gp) (1 lb.) Ring of Protection +2 (8000gp) (- lb.) Amulet of Natural Armor +2 (8000gp) (- lb.) Handy Haversack (2000 gp) (5 lb.) Bedroll (1 sp) (2 lb.) *2 Caltrops (2 gp) (4lb.) *flint and steel (1 gp) (- lb.) *Grappling hook (1gp) (4 lb.) *50 feet of silk rope (10 gp) (5 lb.) *waterskin (1 gp) (4 lb.) * 2 smokesticks (40 gp) (1 lb.) *3 torches (3 sp) (3 lb.) * 2 days of trail rations (1 gp) (2 lb.) * 2 fishhooks (2 sp) (-lb.) *6 Pitons (6 sp) (3 lb.) * iron pot (8 sp) (4 lb.) * are inside of the handy haversack Background:
Dirk had a hard life. Starving and alone, and deep in the forests at a mere 10 years old, none can deny that. But this isn't the same sob story you've heard countless times before. Dirk wasn't abandoned or orphaned in the woods to become a girly man druid, suckling the rotten teat of some wolf b**** who didn't know any better. Dirk CHOSE this life. He got sick of being fed everything from mummy and daddy. His first night in the forest, it rained for hours. Freezing cold and huddling under a tree, he barely heard the leopard's growl before it was on him. After the first exhilarating battle for his life, still clutching the cat's pulverized larynx in his hand, the rain stopped and the moon shone on the bloody scene. He realized this is where he should be. "Nature is hard. But I am HARDER." His connection with animals and nature drew the attention of the druids, and for a while he studied their ways. Ultimately, however, he left the grove. While he liked living with them more than in the city, he still disagreed with them on one key point. Mother nature isnt a benevolent lady, feeding and protecting all of her creatures. She is a harsh mistress, who helps you by forcing you to help YOURSELF. or die. Dirk is a massive man, with an even more massive beard. He is rarely seen without his great white wolf Lady. Those who ask how she got her name will get a wild grin and this response. "She's my civilized side. HAHAHAHA!" Appearance and Personality:
Dirk is very large in both stature and personality. He has wild black hair with a wild black beard, and bears scars all over his body, some obviously made by claws and teeth, and others left there by steel. Standing 6' 4'' and weighing 250 lbs, he is rather imposing. However, his imposing figure belies his rather friendly, if intense, personality. Dirk is a man of intensity. He fights hard, he plays hard, and he laughs hard too. He loves life and those who live, but he is by no means afraid to kill. He has lived a self chosen hard life, and has had to kill many times in self defense and to obtain food. His rages are truly terrifying, and when backed up by a massive wolf who is also raging, Dirk can be just as mean as he is friendly. As for why Dirk would ally with Amerys, he believes that slavery and monarchy/aristocracy are disgusting and against his way of life. Nature rarely takes slaves. Ultimately he is an anarchist, but he can get behind a democracy much more easily, especially if the nobility cant call all the shots. ----------------- Lady's Stats:
Bodyguard Variant Animal Companion TN Large Animal (Wolf) Init +2; Senses Low Light Vision, Scent, Perception +5(+2 when dirk is near),
------------------------------ DEFENSE ------------------------------ AC 19, touch 11, flat-footed 17 (+2 dex, +8 Natural Armor, -1 Large) hp 78 (92 raging) Fort +9, Ref +7, Will +3 (+4 vs enchantment) ------------------------------ OFFENSE ------------------------------ Speed 50 ft. Melee Bite +11 (1d8 +9) Power Attack +9 (1d8+15)
------------------------------
Lady's Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Link A Mad Dog can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Mad Dog gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion Shared Vigilance A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Tenacious Guardian At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
Trap Sense+2 At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. From Master: Ferocious Beast While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not. Ability Score Increase: Intelligence The animal companion adds +1 to any one of its ability scores. Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
|