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About Dog RotskyMale Half-Orc Barbarian (Unchained) 6
6'2'' ; 225lbs ; Black hair, yellow eyes, grey, tattooed skin ; 25 years old ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS==
Power Attack:
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. Extra Rage Power:
You gain one additional rage power[Beast Totem]. You must meet all of the prerequisites for this rage power. Improved Critical:
When using a falchion, your threat range is doubled. ==TRAITS== Sacred Tattoo:
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Fate's Favored:
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. ==BARBARIAN ABILITIES== Weapon and Armor Proficiencies:
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Fast Movement:
A barbarian’s base 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. 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 base speed. Rage:
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends. Guarded Life:
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, they immediately stabilize. Beast Totem, Lesser: '
While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier. Energy Resistance:
The barbarian gains resistance to fire equal to 1/2 their barbarian level (minimum 1). At 8th level, they gain limited immunity to the same type of energy, as protection from energy. They can absorb 2 points of damage per level, and they apply their energy resistance first. The energy type is chosen when this rage power is selected, and it can’t be changed. This rage power can be selected more than once; each time, it applies to a different energy type. Beast Totem:
While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power. 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 Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Danger Sense:
At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class). Improved Uncanny Dodge:
At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian. ==SKILLS & LANGUAGES== Skills:
Ranks: 24 (6*4(Class)) • Acrobatics* 9 = 4 + 3 + 2(DEX) • Appraise • Bluff • Climb* • Craft* • Diplomacy • Disable Device • Disguise • Escape Artist • Fly • Handle Animal* 10 = 7 + 3 • Heal • Intimidate* 9 = 6 + 3 • Knowledge (arcana) • Knowledge (dungeoneering) • Knowledge (engineering) • Knowledge (geography) • Knowledge (history) • Knowledge (local) • Knowledge (nature)* 7 = 4 + 3 • Knowledge (nobility) • Knowledge (planes) • Knowledge (religion) • Linguistics • Perception* 11 = 7 + 3 + 1(WIS) • Perform • Profession • Ride* • Sense Motive • Sleight of Hand • Spellcraft • Stealth • Survival* • Swim* • Use Magic Device *Class Skill Languages:
Common, Orc ==BACKGROUND & EQUIPMENT== Background:
The Half-Orc known now as Dog was discovered as an infant abandoned in an alleyway in the Copperdown district of Augustana, most likely due to the shame of his mother for siring a creature that would be seen as a monster in due time. Soka Rotsky, who discovered him, was an enforcer for the Rotsky gang, which was led by Soka's father Gentish. Soka knew that the little half breed would one day be strong. He took the child in and raised him to be a fearsome and ruthless fighter. Soka's older brother Xiral laughed at the idea, calling the Half-Orc nothing but another dog for the fighting pit, and the name stuck.
As Dog matured, he quickly became the gang's lead enforcer. His prowess in a fight was legendary among the Copperdowners, it being said that he fought as ferociously as the dogs he helped train for the gang. Soka was proud his experiment had paid off, and the Rotsky gang began to amass power in the district. But as Gentish began to age, whispers began to circulate amongst the other members of the gang that the old man planned to fogo Xiral taking over the gang in favor of Soka, who showed initiative in bring the Rotsky's to a place of power. Xiral, a vain and jealous man, would have nothing of this. He and his loyal lieutenants staged a coup, assassinating Gentish and Soka while attempting to do the same to Dog. The Half-Orc fought ferociously, and killed man of Xiral's men before realizing fleeing was his only chance at survival. Dog now wanders Andoran as muscle for hire, hoping some day to return to Augustana and to extract revenge on his adoptive Uncle. Equipment:
MW Agile Breastplate (550 GP)
Belt of Giant Strength (+2 STR, 4,000 GP) MW Falchion (300 GP) Composite Longbow (+1 Strength Modifier, 100GP) |