Harsk

Drogan Stonebeard's page

91 posts. Alias of Josiah John.


Full Name

Drogan Stonebeard

Race

Dwarf

Classes/Levels

Barbarian1:

Combat Stats:
HP 7/15 | AC:13/10/13; +4 Dodge vs giant | CMB 3 (+1 vs Orc/Goblinoid), CMD 13 (+4 vs Bull Rush/Trip) | F5 (+5 vs Cold Wx Exposure), R0, W1 (+2 save vs poison and spells) | Init +0 | Perc +5, SM +1

Gender

M

Size

M; 4'1" 199

Age

54

Alignment

Chaotic Good

Deity

Gorum

Languages

Common, Dwarven, Skald

Strength 15
Dexterity 11
Constitution 17
Intelligence 12
Wisdom 13
Charisma 11

About Drogan Stonebeard

Basics:
AC: 13
Touch: 10 Flat: 13
CMD: 13 (+4 vs Bull Rush/Trip)
+4 Dodge vs Giant subtype

HP: 15/15 (dead at -30)

BAB: +1
CMB: +3 (+1 vs. Orc/Goblinoid)
Fort: +5 (+5 vs. Cold Wx Exposure)
Ref: +0
Will: +1
+2 Racial bonus to save vs. Poison, spells and spell-like abilities

Init: +0
Speed: 35'

Racial traits:

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 CMD 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.
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.
Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (to determine whether or not they are checked or blown away) and either hot or cold climates (COLD) as one step less severe. This racial trait replaces darkvision.
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.

Class Features:

Weapon/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 benefits 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.

Feats and Traits:
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.

Traits
Survivalist: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the
thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar
lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Basic Attacks:

Great Axe: +3, 1d12+2 damage, crit x3 , slashing

Skills (*Class Skill):

-1 Acrobatics*
+3 Appraise
+0 Bluff
+1 Climb*
+5 Craft (Weapons)* 1r
+0 Diplomacy
+0 Disable Device
+0 Disguise
-1 Escape Artist
+0 Handle Animal*
+1 Heal
+4 Intimidate* 1r
+5 Knowledge (Nature)* 1r
+3 Knowledge (Geography) 1r
+6 Knowledge (Local)* 1r
+5 Perception* 1r
+0 Perform
-1 Ride*
+1 Sense Motive
-1 Stealth
+10 Survival* 1r
+1 Swim*

Equipment:

Encumbrance: L/M 32.7/67.7 lbs
Gear:
Studded Leather [20 lbs]
Great Axe [12 [lbs]
Cold Weather Outfit
Kit, Ranger's[28 lbs]
--Backpack [2lbs]
--Bedroll [5lbs]
--Belt Pouch[0.5 lbs]
--Flint & Steel [-]
--Iron Pot [4 lbs]
--Mess Kit [1 lb]
--Rope, Hemp, 50'[10 lbs]
--Torches, 10 [10 lbs]
--Trail Rations (5 days) [5 lbs]
--Waterskin [4 lbs]
Cleats [2 lbs]
Snowshoes [5 lbs]
Money:
PP:
GP: 33
SP:
CP:

Background: