About Durnim HornblowerDESCRIPTION: Age 39 Height 4-ft, 5-in Weight 206 lb. Hair platinum blonde Eyes sapphire blue Durnim Hornblower towers over most dwarfs with a build of strength and thickness of good-living. He has finely chiseled features of smooth, pale skin, and his platinum blonde hair flutters as if in a breeze. His dazzling sapphire blue eyes sparkle with youthful curiosity and energy. He wears magically fashionable, classic traveling clothes over full plate with a prominent Gold Holy Amulet of Spiryth hanging on his chest. Over his shoulder, he slings a gearbag, longbow, quiver, giant sticker. He holsters a Sphinx Hammer on his weapon's belt. PERSONALITY: Durnim is relatively carefree and enjoys life. He believes that nobility is earned not inherited, despite his unwavering loyalty to his family. So, he treats others as he wishes to be treated and counterattacks if mistreated. He is equally comfortable at court as in a tavern.
For his family and himself, he is willing to do most anything. He deeply regrets not joining the army and persevering through the nausea of his oath-breaking. BACKGROUND:
Durnim grew up with a platinum spoon in his mouth. He never wanted for anything. His tutors were always the best. Even if they were only good, his family told him and anyone who would listen how they were the best.
As the youngest of three siblings, he enjoyed being the “baby” of the family and had limited pressure to carry on the family business of being nobles. Therefore, he developed good relationships with the servants and some of his tutors. When they recruited for the war, his mother made him swear an oath not to join his father and older siblings to war. He followed them after a day but turned around overcome by nausea caused by betraying his mother’s trust. A medal is hung around his neck. Lineage
Male Barbarian (Invulnerable Rager & Hurler) 2 / Oracle (Warsighted & Wind) 4 / Rage Prophet 1
==DEFENSE==
==OFFENSE==
Offensive Abilities
==STATISTICS==
==FEATS==
==TRAITS==
2. Magical Knack (Magic) : Oracle Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. ==SKILLS==
Acrobatics -1 (1 rank +3 class +0 Dex -5 ACP)
Bluff +5 (0 ranks +3 Cha +2 Racial)
Knowledge (geography) +4 (1 rank +3 class +0 Int)
Armor Class Penalty (ACP) = +1 Full Plate = -5 Languages Draconic, Dwarven ==EXTRAORDINARY & SUPERNATURAL ABILITIES== Cloud Dwarf
Skilled Thrower (Ex) The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet. This ability replaces fast movement. Rage (Ex) 4 +3 trait +3 Con +3 level = 13 rounds per day 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. Moment of Clarity (Ex) The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier. Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Martial Flexibility (Ex): 5 per day At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level. The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels. Wind Sight (Ex): You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive. Lightning Breath (Su): As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. Oracle’s Curse: Legalistic: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Savage Seer: A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities. Spirit Guide (Sp): Every rage prophet possesses a spirit guide, an insubstantial phantom that speaks to his mind, watches over him, and lends him its strength and wisdom. Whenever the rage prophet rages, he gains the benefit of a single guidance spell from his spirit guide; this bonus can be used at any time during his rage. The spirit guide also allows the rage prophet to use dancing lights, ghost sound, and mage hand as spell-like abilities once per day each (caster level equal to the rage prophet’s class level). The DCs are Charisma-based. ==SPELL-CASTING==
Spells Known
==EQUIPMENT== 3,000 gp
Current Load 82 lb. Medium Current Wealth 1,904 gp Carrying Capacity Heavy Load (154 – 230 lbs.) ============================================== TRAVELING GEAR:
Backpack
- (21 gp) Ranger’s kit (less 10 torches) – 18 lb. - (1 gp) grappling hook - 4 lb. - (1 gp) Grooming kit – 2 lb. - (5 gp) Scroll box - 1 lb. - (25 gp) Parade Armor (pajamas) – 20 lb. - The Diary of Darius Nimbus WEALTH:
Lady Sylvia Dawnstone gestures to neatly tied bags a servant has set before each of you which appear to have coins. = +1,000 gp hires a coach and four for his crew of dwarves = -30 gp Sell for half (1,650 gp) Masterwork Full Plate = +825 gp +1 Full Plate refitted and have the Drexiesh/orcish symbols filed off without affecting its magic for 50 gold = -50 gp Starting cash 159 gp DOWNTIME:
ADVANCEMENT:
4th level XP 4th – Oracle 2 - Know (nobility) 1, Perform (Oratory) 1, Diplomacy 3, Perception 1, Alter Winds, Flex 4/day, 1st 4/day, Will +1, BAB +1 5th – Oracle 3 - Know (nobility) 1, Perform (Oratory) 1, Diplomacy 1, Sense Motive 2, Perception 1, Endure Elements, 1st 5/day, Fort +1, Ref +1, BAB +1 6th – Oracle, Knowledge (religion) 5 7th – Rage Prophet 8th – Rage Prophet |