Mammoth

Frostrunner's page

28 posts. Alias of RedAssassin.


Full Name

Frostrunner

Race

Elven

Classes/Levels

Bar/12

Gender

M

Size

M

Age

26

Special Abilities

See spoiler

Alignment

CG

Deity

Curchanus

Location

The Frozen Plains

Languages

Common Elven

Occupation

Cheiftain

Strength 20
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 14

About Frostrunner

Frostrunner

base:
  • Hp 168
  • BAB:+12/+7/+2
  • Fort 9=8+1
  • Ref 7=4+3
  • will4=4+0
  • base speed=40ft 8sq
  • init=+3

skills:
[list]
  • skill(att)total=abl mod+rank+misc
  • Acrobatics (Dex) 14=3+11
  • Climb (Str)11=5+6
  • Craft (Int)n/a
  • Handle Animal 13=2+11 (Cha)
  • Intimidate 8=2+6(Cha)
  • Knowledge (nature) (Int)13=2+11
  • Perception (Wis)13=0+11+2
  • Ride (Dex)14=3+11
  • Survival (Wis)11=0+11
  • Swim (Str)11=5+6
  • feats:

    Vital Strike*
    Base attack bonus +6
    Deal twice the normal damage on a single attack

    Improved Vital Strike*
    Vital Strike, base attack bonus +11
    Deal three times the normal damage on a single attack

    Power Attack*
    Str 13, base attack bonus +1
    Trade melee attack bonus for damage

    Cleave*
    Power Attack
    Make an additional attack if the first one hits

    Great Cleave*
    Cleave, base attack bonus +4
    Make an additional attack after each attack hits

    Improved Critical (Combat) Greatsword
    Proficient with weapon, base attack bonus +8.
    Benefit: When using the weapon you selected(greratsword), your threat range is doubled.

    Class features:

    • Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet.

    • Greater rage: 23 rounds per day.
      While in rage, a barbarian gains a +6 morale bonus to her Strength and Constitution, as well as a +3 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(+24hp)

      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.

    • Rage power 1 Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.

    • Rage power 2 Renewed Vigor (Ex): As a standard action, the barbarian heals 3d8+1 points of damage

      For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.

    • Rage power 3 Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

    • Rage power 4 Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

    • Rage power 5 Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. 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. This power can only be used once per rage.
    • Rage power 6 Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.
    • Trap Sense (Ex) a barbarian gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to Armor Class against attacks made by traps.

    • Uncanny Dodge (Ex) 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 Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
    • Improved Uncanny Dodge (Ex) At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
    • Damage Reduction (Ex) a barbarian gains damage reduction. Subtract 2 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack.

    equipment:
    Greatsword+1,giants bane 2d6 17–20/×2 — 8 lbs.S 8,050 gp

    A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe.

    Breastplate
    200 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs.
    Adamantine breastplate 10,200 gp

    Cohort:
    me: IceBlade
    Race: Elf
    Gender: Female
    Class: Barbarian
    Level: 10
    Alignment: CG
    Religion:
    Age: 110
    Height: 5`2`` ft
    Weight: 95 lbs

    Ability Scores:
    Str: 16 (3 )
    Dex: 12 (1 )
    Con: 10 (0)
    Int: 16 (3)
    Wis: 10 (0)
    Cha: 10 (0)
    (15)

    Base Attack: +10/+5
    Armor Class: 10 +8(Breastplate +2) +1(Dex) +2(+2 Heavy wooden Shield) = 21 AC
    Hit Points: 140
    Initiative: +1
    Speed: 40ft
    Saves:
    Fort: +7 (Class) +7 (Con) +0
    Reflex: +4 (Class) +3 (Dex) +1
    Will: +3 (Cloak) +3 (Wis) +0

    Skills: (12+24=36 Skill Points)
    acrobatics: 9
    Climb: 11
    Handle Animal 13
    Intimidate 13
    knowledge nature 16
    perception 15
    Survival 13

    Languages:elven Draconic Gnome Orc
    Common

    Equipment:
    Breastplate +2 (4350 gp)
    Heavy wooden Shield (7gp)
    Great axe+1(2320 gp)
    Long bow+1(2375 gp)
    arrows x40 (2 gp)
    --------------
    9052
    Backpack (2 gp)
    Bedroll (1 sp)
    Blanket, Winter (5 sp)
    Rations, Trail x10 (5 gp)
    Waterskin x 5 (5 gp)
    Belt Pouch (1 gp)
    13gp6sp
    total spent 9065gp 6sp
    934gp 4sp
    Total Weight: 86.5 lbs

    Feats:
    1st: toughness
    3rd: Extra Rage
    5th: toughness
    7th: toughness
    9th: toughness

    Class Abilities:
    Rage 28 rounds.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.

    rage powers

    Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. 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. This power can only be used once per rage.

    Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

    No Escape (Ex): 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.

    Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

    Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

    Minons:

    Type:

    1 2nd Level elf Barbian
    Winter, Male

    Ability Scores:
    Str: 10
    Dex: 12
    Con: 8
    Int: 12
    Wis: 10
    Cha: 10

    Base Attack Bonus: +2
    Armor Class: 10 +6 (studded Leather Armor) = 16
    Hit Points: 13 (Level) +2 (Con) = -2 toughness
    Speed: 40ft
    Saves:
    Fort: +2 -1 = +2
    Reflex: +0 +1 = +1
    Will: +0 +0 = +0

    Equipment:
    studded Leather Armor (25 gp)
    Heavy Wooden Shield (7 gp)
    great club (5 gp)
    Javelin 2 (2gp)
    39g
    Backpack (2 gp)
    Bedroll (1 sp)
    Blanket, Winter (5 sp)
    Rations, Trail x6 (3 gp)
    Waterskin x 2 (2 gp)
    7g 6 s

    Feats:
    1st: toughness

    Type

    7 1st Level Elven Barbarians
    Polar, Friezia, Glacia, Frigid, chilete, Artis and brumal

    Ability Scores:
    Str: 10
    Dex: 12
    Con: 8
    Int: 12
    Wis: 10
    Cha: 10

    Base Attack Bonus: +2
    Armor Class: 10 +6 (studded Leather Armor) = 16
    Hit Points: 7 (Level) +2 (Con) = -2 toughness
    Speed: 40ft
    Saves:
    Fort: +1
    Reflex: +1
    Will: +0

    Equipment:
    studded Leather Armor (25 gp)
    Heavy Wooden Shield (7 gp)
    great club (5 gp)
    Javelin 2 (2gp)
    39g
    Backpack (2 gp)
    Bedroll (1 sp)
    Blanket, Winter (5 sp)
    Rations, Trail x6 (3 gp)
    Waterskin x 2 (2 gp)
    7g 6 s

    Feats:
    1st: toughness

    Type:8 elven warrior (NPc Class)
    gra, gild, dorm, dra, permafrost, jor, gram, frist
    Ability Scores:
    Str: 10
    Dex: 12
    Con: 8
    Int: 12
    Wis: 10
    Cha: 10

    Base Attack Bonus: +1
    Armor Class: 10 +6 (studded Leather Armor) = 16
    Hit Points: 7 (Level) +2 (Con) = -2 toughness
    Speed: 30ft
    Saves:
    Fort: +1
    Reflex: +1
    Will: +0

    Equipment:
    studded Leather Armor (25 gp)
    Heavy Wooden Shield (7 gp)
    great club (5 gp)
    Javelin 2 (2gp)
    39g
    Backpack (2 gp)
    Bedroll (1 sp)
    Blanket, Winter (5 sp)
    Rations, Trail x6 (3 gp)
    Waterskin x 2 (2 gp)
    7g 6 s

    tribe:
    Coelodonta Tribe
    Ethos: Endure
    Strengths: seeing the world at its most primal, and aptly answering its call to survive.
    Weakness: fiercely protective of kin to the point of sacrafice
    Reknown: for their Beserker Rage
    Symbol: a Three horned Whooly Rhino’s head

    background:
    The Coelodonta tribe, is in actuality a sub tribe of a much bigger colony of barbarians, known as the great horn. The subsist off of the Rhinos but just as the rhino’s do for the majority of the year they break off into smaller herds, eventually returning to the great horn and to protect the rhinos from predators while they mate and then hibernate.

    Frostrunner’s tribe this year consists of many of the younger elves and more females than males, but as with the Rhino, it is with the elves, It matters not your gender, but respect is won from your ferocity and rage.

    The Iceplane elves have light blue eyes and snow white skin. They keep their hair long and braided, Hair color ranges from silver to white, to light blue. 90 percent of their tools clothing and life is made of concentrates of that of the Rhino herd. It is almost a symbiosis between the herd and the Tribe. While they are very capable of protecting themselves, there are always bigger beasts.