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About DragasStat Block:
Dragas Male Human Shoanti Barbarian 2 CN Medium Humanoid Init +1; Perception +5 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 23 (2d12+4) Fort +5, Ref +1, Will +0; +2 vs. fear -------------------- Offense -------------------- Speed 40 ft. Melee greatsword +6 (2d6+4/19-20/x3), morningstar +6 (1d8+4/x2), or dagger +6 (1d8+4/19-20/x2) Ranged javelin +3 (1d6+4/x2) or dagger +3 (1d4+4/19-20/x2) Special Attacks rage (14 rounds/day) -------------------- Rage Statistics -------------------- AC 12 hp 27 Fort +7, Will +2 Melee greatsword +8 (2d6+6/19–20/x3), morningstar +8 (1d8+6/x2), or dagger +8 (1d4+6/19-20/x2) Ranged javelin +3 (1d6+6/x2) or dagger +3 (1d4+6/19-20/x2) CMB +8 Skills Climb +10, Swim +10 -------------------- Statistics -------------------- Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12 Base Atk +2; CMB +6; CMD 17 FeatsCombat Expertise, Deadly Aim, Extra Rage, Power Attack, Step Up Skills Acrobatics +1, Climb +8, Intimidate +6, Perception +5, Ride +1, Stealth +2, Survival +5, Swim +8 Traits Love Lost: (Widowed) [Campaign], Courageous [Basic (Combat)] Background Skills Handle Animal +5, Knowledge (Geography) +4 Languages Common, Shoanti SQ fast movement Other Gear studded leather armor, greatsword, morningstar, daggar, javelins (4), backpack, bedroll, flint & steel, sunrod, trail rations (4 days), waterskin, whetstone -------------------- Racial Traits -------------------- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). -------------------- Class Features -------------------- Favored Class Bonus +1 skill rank per level 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 his 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 him 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, he 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-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. *No Escape*- The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage. 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, even if the attacker is invisible. She still loses 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. --------------------
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. --------------------
The murder victim was a lover. With your lover’s death, a part of
Courageous [Basic (Combat)]-Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects. Backstory:
BACKSTORY Growing up in the Sun Clan tribe, Dragas became known for two-things: his physical prowess as a warrior and the respect it earned him from his clan and a headstrong stubborness that bred contempt that matched the respect for his martial skills. When the tribe met to trade with a travelling merchant caravan passing through the Cinderlands, Dragas met Ketza, daughter of a textile merchant named Erygle. A mutual attraction blossomed quickly between the pair, but the time to get to know one another was both brief and forbidden by both bigotry and tribal traditions. In secret, Dragas gave Ketza a silver band engraved with a crescent moon that had been passed down to him from his grandmother as a gift to remember their brief time together. But love comes with a heavy price and for Dragas, it came in a bitter rift with his parents when they discovered the loss of the family heirloom. Angry at his son's bequeathing of the ring to an outsider and stunned at the potential ramifications of going against tribal traditions, Dragas's father Reved confronted his son in a rage. The two came to blows and afterwards, Dragas was banished by his father until he returned with his grandmother's ring. Dragas set out for Erygle and Ketza's home in Korvosa not to find and return the ring, but to instead to find Ketza and to start a new life with her in it. The reunion at a nearby market square was bittersweet. While Ketza was happy to see him, she refused to elope for fear of being disowned from her own family. Dragas stormed away to the nearest tavern to drown his sorrows in hard liquor. When the young man awoke, he found himself in a dank, dismal cell, accused by the Korvosan City Guard of Ketza's murder. If not for the tavern barkeep, two stable-boys and a serving girl providing him an alibi, Dragas would have swung from the city battlements. Upon being freed, Dragas tried to retrieve the ring from Ketza's family, only to be angrily rebuffed by her grieving father with threat of imprisonment that they had no such ring, nor was it found on Ketza when her body was discovered in an alleyway by the Korvosan City Watch. Through, inquiries mule-headed stubbornness (and an unfortunate street thug's broken leg), Dragas found the ring for sale. While lacking the funds to buy it back, Dragas come away with the name of the man who'd sold it to the merchant. The man whom Dragas now held responsible for Ketza's murder: Gaedren Lamb. Appearance & Personality:
Dragas's deeply tanned skin only serves to augment a muscular 6'6" frame, but the shoulder length deep auburn colored hair and pale blue eyes convey a stubborn spark of life that refuses to die out despite the trials of life and the hardships he faced as he grew up within the structure and standards of his tribe. Sans weapons and gear, Dragas wears a green cloak, a brown buckskin shirt, gray wolfhide leggings, and light brown deerskin boots. When it comes to facing and overcoming problems, Dragas takes the direct approach to facing and overcoming them unless he can be convinced otherwise that an alternate course of action would yield a better outcome to the situation, a task that that is easier said that done given his nature of trying to do things own his own without aid from anyone else. While Dragas isn't a wallflower, he's grown very comfortable in doing things on his own and having to work with a group is a huge step outside of his comfort zone. As he grew up, Dragas would get frustrated when it came to teamwork, usually either from inaction or from what he perceived as too much planning and not enough acting from individuals within a group. This gives him a strong sense of distrust when it comes to putting his faith into someone else's plan or decision that is seen as the best one for a group. However, if the right people come together with the right cohesiveness (and if they are able to convince Dragas to risk his trust), he could turn into a fiercely loyal companion to those people within such a group. Mostly unflappable, Dragas displays a violent, destructive side when he rages or loses his temper, especially when his heritage is brought up in a negative manner, but given the right circumstance, the rage that burns within him has the potential to be used in a positive focus, if he can discover it. Role:
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