Amiri

Eriziel "Rizz" Aleson's page

167 posts. Alias of inxpitter.


Full Name

Eriziel "Rizz" Aleson

Race

NG Female Gnome Barbarian 4 | HP: 41/41 | AC: 16 (13 Tch, 13 Ff) | CMB: +2, CMD: 14 | F: +6, R: +3, W: +2 | Init: +4 | Perc: +6 | Speed 20ft | Rage: 13/13 rounds | Active conditions: None

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 12

About Eriziel "Rizz" Aleson

Raging:

Str 20, Dex 14, Con 20, Int 8, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 15
hp 49/49
AC 14, touch 13, flat-footed 14 (+3 armor, +2 dex, +0 shield, +1 race, -2 Rage)
Fort +6 (+4 base, +2 Con), Ref +3 (+1 base, +2 Dex), Will +6 (+1 base, +1 Wis, +4 Rage)

Rage Powers
Reckless Abandon: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Inspire Ferocity: While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1)

Offense
Greatsword +9 (1d10+5, 19-20/x2)

Statistics:

Female Gnome Barbarian (Titan Mauler) 4
NG Small Humanoid (Gnome)

Init +4; Senses Perception +6, LowLight Vision 60 ft

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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 dex, +0 shield, +1 race)
hp 37
Fort +6 (+4 base, +2 Con), Ref +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 Wis)

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Offense
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Speed 20 ft.

Melee
Greatsword +7 (1d10+3,19-20/x2)

Ranged

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Statistics
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Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 15

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Feats
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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.

Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

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Traits
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Reactionary: +2 initiative.

Ilizmagorti Native: You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious- looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.

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Skills (4 Class, 0 INT)
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Acrobatics +8 (rank 3, 2 DEX)
Climb +8 (rank 3, 2 STR)
Intimidate +7 (rank 3, 1 CHA)
Perception +7 (rank 3, 1 WIS)
Sense Motive +5 (rank 1, 1 WIS)
Swim +9 (rank 4, 2 STR)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, gnome, Sylvan

Special Abilities:

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Special Abilities
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Gnome
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Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Dark vision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

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Barbarian
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Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Big Game Hunter (Ex)
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.

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.

Jotungrip (Ex)
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.

This ability replaces uncanny dodge.

Massive Weapons (Ex)
At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes.

She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).

This ability replaces trap sense.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 50 lb.

Worn
Greatsword, small (50 gp, 4 lbs)
Studded Leather, small (25 gp, 20 lbs)

Backpack (9 gp, 26 lbs)
*Belt pouch
*blanket
*flint and steel
*iron pot
*rope
*soap
*torches (10)
*trail rations (5 days)
*waterskin.

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Money 21 GP 0 SP 0 CP

Background:

Appearance and Personality:

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Appearance
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Personality
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