Barbarian

Ghars Stonefist's page

10 posts. Alias of Full Metal Ferret.


Full Name

Ghars Stonefist

Race

Human (Shoanti)

Classes/Levels

CG Barbarian (Invulnerable Rager) 1 | HP 15/15 | AC 16 T 12 FF 14 | CMB +3 CMD 15 | F +5 R +3 W +2 | Init +4 | Perc +5

Gender

M

Size

6'2"/200lb.

Age

23

Special Abilities

Rage

Alignment

Chaotic good

Deity

Gorum

Location

Varisia

Languages

Common, Shoanti

Occupation

Monster Hunter

Strength 15
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 11

About Ghars Stonefist

(Last edit: 11AUG13)

Male Human (Shoanti) Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (human)
Init +4; Senses - Perception +5
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Defense:

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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +3, Will +2

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Offense:

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Speed 40 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
Greatsword +3 (2d6+3/19-20/x2)
Throwing axe +3 (1d6+2/x2)
Ranged Sling +3 (1d4+2/x2)
Special Attacks rage (7 rounds/day)

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Statistics:

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Str 15, Dex 14, Con 16, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Additional Traits, Power Attack -1/+2
Traits Auspicious Tattoo (Shoanti), Highlander (hills or mountains), Monster Hunter, Reactionary
Skills Acrobatics +4 (+8 jump), Climb +4, Perception +5, Stealth +5 (+7 in hilly or rocky areas), Survival +5, Swim +4; Racial Modifiers highlander (hills or mountains)
Languages Common, Shoanti
SQ fast movement +10
Other Gear Lamellar (leather) armor, Dagger, Greatsword, Sling, Sling bullets (10), Throwing axe (2), Backpack (9 @ 17.5 lbs), Bedroll, Belt pouch (6 @ 1.78 lbs), Blanket, winter, Fishhook, Flint and steel,
Sewing needle, Soap, Torch (2), Trail rations (3), Twine (50'), Waterskin, Whetstone, 14 GP

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Special Abilities:

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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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Background:

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Born into the Shundar-Quah (Spire Clan) of the Shoanti, Ghars was the son of one of the clan's most respected lorekeepers and emissaries, the family name being well known to other six Quahs. From a young age, he was trained not only as a warrior, as are all Shoanti, but also to be a diplomat and advisor like his father. However it was during one of the many journeys through Varisia that his family embarked on, during which his father sought to strengthen the ties between the seven Shoanti tribes, that fate decided that the young Ghars would tread a different path.

In the wilds, the small entourage which included Ghars, his parents and his sister were attacked by owlbears, driven into their encampment one night by local goblins. Although the beasts and goblins were driven off, both of his parents, and most of the other accompanying members of the Shundar-Quah, were slain in the fighting, leaving young Ghars and his sister orphaned and stranded far from their clan. Seeing no other option, he and his sister were unwillingly adopted by the Tamiir-Quah, in whose territory the massacre took place, and they were thereafter raised as members of that clan.

That hardy mountain clan had no use for the children of a diplomat, and the siblings were trained instead as warriors. Despite the hardship of growing up as an orphan with a foreign Quah, Ghars thrived and dedicated himself to the harsh regimen, vowing that next time his family (such as remained of it) were threatened by monsters, he would not allow himself to be a helpless bystander. Once they were old enough, the siblings were returned to the Shundar-Quah for their rites of adulthood. While his sister, Zalika, chose thereafter to resume the traditional family role of diplomat for the clans, the rage still burning within Ghars would not allow him to settle down.

Upon assuming the mantle of adulthood, Ghars chose to continue on the path of the warrior, declaring himself a monster slayer not only of the Shundar-Quah, but in defence of all Shoanti clans. Accordingly he currently bears tattoos of both the Shundar and Tamiir-Quahs, with aspirations to earn the respect and markings of all five of the other Shoanti clans through great deeds of courage. As such, Ghars has become a wandering emissary of a sorts, a respected wanderer among the Shoanti, in self-imposed exile who serves all the clans, but is beholden to no one chief. He still believes in the creed of his family, to unite all Shoanti, and to achieve that Ghars will earn the respect of all the Quahs through his own deeds first.


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Appearance:

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Standing at over six-feet in height, with solidly muscled limbs and torso, Ghars appears every inch the typical Shoanti warrior. He has the dark hair and golden eyes of his native-Quah, but bears the Drimiil (Guardian heart) tattoo of the Shundar and the Clivat (Wind soul) tattoo of the Tamiir, an almost unheard of thing even amongst Shoanti.

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Character Progression:

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By fifth level Ghars will have taken Combat Reflexes and Improved Initiative as his additional feats. For rage powers he will have chosen Superstition and Witch Hunter. His fourth level bonus attribute point will go towards raising his Strength to 16. So by that point his stat-block should look something like this (sans any magic/improved gear):

Male Human (Shoanti) Barbarian (Invulnerable Rager) 5
CG Medium Humanoid (human)
Init +8; Senses Perception +9
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 55 (5d12+15)
Fort +7, Ref +3, Will +3; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while
raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance (cold)
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Offense
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Speed 40 ft.
Melee Dagger +8 (1d4+3/19-20/x2) and
Greatsword +8 (2d6+4/19-20/x2) and
Throwing axe +8 (1d6+3/x2)
Ranged Sling +7 (1d4+3/x2)
Special Attacks rage (15 rounds/day), rage powers (superstition +3, witch hunter [+2])
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 11
Base Atk +5; CMB +8; CMD 20
Feats Additional Traits, Combat Reflexes (3 AoO/round), Improved Initiative, Power Attack -2/+4
Traits Auspicious Tattoo (Shoanti), Highlander (hills or mountains), Monster Hunter, Reactionary
Skills Acrobatics +8 (+12 jump), Climb +5, Escape Artist +0, Fly +0, Handle Animal +4, Intimidate +8, Knowledge (nature) +6, Perception +9, Ride +4, Stealth +7 (+9 in hilly or rocky areas), Survival +9, Swim +5; Racial Modifiers highlander (hills or mountains)
Languages Common, Shoanti
SQ fast movement +10
Other Gear Lamellar (leather) armor, Dagger, Greatsword, Sling, Sling bullets (10), Throwing axe (2), Backpack (9 @ 17.5 lbs), Bedroll, Belt pouch (6 @ 1.78 lbs), Blanket, winter, Fishhook, Flint and steel, Sewing needle, Soap, Torch (2), Trail rations (3), Twine (50'), Waterskin, Whetstone, 14 GP
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.