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18 posts. Organized Play character for epicmusic42.


Full Name

Drkynbrakal

Race

| HP 83/83 +8 raging | AC 22 21 raging | F +12 R +9 W +9 | Perc +9 (+2 Initiative) | Default Exploration (Search)

Classes/Levels

| Speed 25ft | Hero Points: 1 | Active Conditions: Raging

Gender

Drkynbrakal | Non-binary LN Small Gnome Barbarian 5

Age

39

Occupation

Barrister

Strength 18
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 10
Charisma 16

About Drkynbrakal

Drkynbrakal - Level 5
Non-binary gnome barbarian 5
LN, Small, Gnome, Humanoid
Perception +9 (+11 to initiative rolls.)
Languages Common, Gnomish, Sylvan, Azlanti
Skills Acrobatics +9, Arcana +8, Athletics +11, Diplomacy +11, Intimidation +12, Legal Lore +8, Performance +10, Society +10, Warfare Lore +8
Str 18 (+4), Dex 14 (+3), Con 16 (+3), Int 12 (+0), Wis 10 (+0), Cha 16 (+2)
Other Items hide, +1 striking greatsword sword, javelins (4), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, grappling hook, rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, [i]wayfinder[/i], purse (4 gp; 8 sp)
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AC 22; Fort +12; Ref +9; Will +9
HP 83 Hero Points 1
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Speed 25 feet
Melee [1] (L) +1 striking greatsword sword +14 (Versatile P, magical), Damage 2d12+4 slashing
Raging Melee [1] (L) +1 striking greatsword sword +14 (Versatile P, magical, arcane, evocation, electricity), Damage 2d12+8 electricity
Ranged [1] javelin +11 (thrown 30 ft.), Damage 1d6+4 piercing
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Feats Gnome Weapon Familiarity, Group Impression, Incredible Initiative, Intimidating Glare, Intimidating Prowess, Raging Intimidation, Second Wind, Skill Training (Society), Sudden Charge, Unexpected Shift
Other Abilities anathema, brutality, deny advantage, dragon instinct (blue), instinct, draconic rage (instinct ability)

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Skills:

  • Acrobatics +9 (Trained)
  • Arcana +8 (Trained)
  • Athletics +11 (Trained)
  • Crafting +1
  • Deception +3
  • Diplomacy +10 (Trained)
  • Intimidation +12 (Expert)
  • Legal Lore +8 (Trained)
  • Warfare Lore +8 (Trained)
  • Lore Other +0
  • Medicine +0
  • Nature +0
  • Occultism +1
  • Performance +10 (Trained)
  • Religion +0
  • Society +10 (Expert)
  • Stealth +2
  • Survival +0
  • Thievery +2
  • Special Abilities:

  • Anathema: Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

  • Brutality: When raging, critical successes with your bastard sword make the target flat-footed until the start of your next turn.

  • Demoralize [one-action] (auditory, concentrate, emotion, mental): - You attempt to frighten a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against the target’s Will DC. No matter the result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
    Critical Success The target becomes frightened 2.
    Success The target becomes frightened 1.

  • Deny Advantage: You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

  • Dragon Instinct: - You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon’s blood or after watching a marauding wyrm burn your village.

  • Incredible Initiative: You gain a +2 circumstance bonus to initiative rolls.

  • Intimidating Glare: - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you doesn’t take a penalty if the creature doesn’t understand your language.

  • Rage [one-action] (barbarian, concentrate, emotion, mental) - Requirements You are not fatigued or already raging; Effect You can tap into your inner fury and begin raging. You gain 8 temporary hit points. Your rage lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging, you:
    • Deal 2 additional points of damage with melee weapons and unarmed attacks (instead deal 6 additional damage with your Large bastard sword).
    • Take a –1 penalty to AC
    • Can’t use actions that have the concentrate trait unless they also have the rage trait. You can Seek while raging.

  • Raging Intimidation: - You can use the Demoralize action while raging and gain Intimidating Glare as an additional skill feat.

  • Sudden Charge [two-actions] (flourish, open) - You dash up to a foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Because Sudden Charge has the flourish and open traits, you can only use Sudden Charge if you haven’t used an action with the attack, flourish, or open trait yet this turn.
  • Equipment:

    [spoiler=Equipment]

  • Backpack - A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).

  • Grappling Hook: - You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a secret attack roll against a DC depending on the target (typically 20). On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.

  • Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.

  • Thrown (trait): - You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment in feet.

  • Versatile (trait): -A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

  • Wayfinder: This magical device can be used as a compass. When an aeon stone is slotted into a wayfinder, the wayfinder can draw out the aeon stone’s resonant power. Activate [one-action] command; Effect The wayfinder is targeted by a 1st-level light spell, causing it to glow with bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch.