Sveinn Blood-Eagle

Gornash the Second's page

13 posts. Alias of RelicBlackOUT.

Full Name

Gornash the Second


Greatsword(PA&FF) +4 2d6+7 19-20x2 S // Cestus +4 1d4+3 19-20x2 B or P // 3x Javelin +4 1d6+3 20x2 P 30 ft range


Acrobatics 5 l Climb 6 l Intimidate 3 l K-Nature 5 l Perception 7 l Ride 5 l Survival 5 l Swim 2


Male l Unchained Barb 1 l HP: 6/14 l Rage 5/6 l AC:16 FF:14 T:12 l Fort:4 Ref:2 Will:1 l CMB:4 CMD:16 l Init: 2








Tharag Thulans


Tharag Thulan, Lamuran

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 9

About Gornash the Second

BAB: 1
Fort: 4 = 2 Base +2 Con
Ref: 2 = 0 Base +2 Dex
Will: 1 = 0 Base +1 Wis
HP 14
Rage 6/6


7 = 4 +1 int +1 Human +1 Favorite Class

Acrobatics 5 = 1 Rank +2 Dex +3 Class -1 AC
Climb 6 = 1 Rank +3 Str +3 Class -1 AC
Intimidate 3 = 1 Rank -1 Cha +3 Class
K-Nature 5 = 1 Rank +1 Int +3 Class
Perception 7 = 1 Rank +1 Wis +3 Class +2 Feral
Ride 5 = 1 Rank +2 Dex +3 Class -1 AC
Survival 5 = 1 Rank +1 Wis +3 Class
Swim 2 = 0 Rank +3 Str +0 Class -1 AC

Weapon and 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 base speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.

Rage (Ex):

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.


Human: Power Attack:

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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.

1st lvl: Furious Focus:

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Tharag Thulan:

Also known as Tharagians, these northern tribesmen inhabit the cold wastes at the edge of the world. In each generation, there are always some northerners who leave their ancestral lands to escape the ancient blood-feuds of their clans and explore the decadent empires of the south.

Appearance: Dressed in wolf-skin cloaks and tall boots of wolverine-fur, these barbarians of the north have long, yellow beards, white skin, and piercing blue eyes.

Religion: The Tharag Thulans revere the Moon- God, the Wolf-God, and the Skull-God.

Culture: These remote northern barbarians are mostly Savages. Some clans and individuals are Nomads, and as well as rare Civilized half-breeds.

Language: Tharag Thulan, plus Lamuran as a bonus language.


Savages include warriors from the frozen north and witch- doctors from the snake-infested jungles of the south. Savages tend to have a close connection with nature, but remain ignorant of many developments that more civilized people take for granted.

Savages have the following cultural traits:
Ability Adjustment: +2 to Strength
Sturdy: Permanent benefit as per the endure elements spell (select either cold or heat, as appropriate based on the origin of the savage), and a +1 natural bonus to Armor Class.
Feral: Savages gain a +2 racial bonus to Perception checks.
Superstitious: Savages suffer a –4 penalty on saving throws against creatures with the frightful presence ability. Exception: If the character has more levels in spellcasting classes than non-spellcasting classes, the character instead casts spells with a +1 bonus to effective caster level.

Savage Endure Element: Cold:

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


0 Gold 10 Silver 8 Copper

Greatsword 2d6 19-20x2 Slashing 50 gold 8 lbs
Cestus 1d4 19-20x2 B or P 5 gold 1 lb
3xJavelin 1d6 x2 P 1 Gold 2 lbs
Studded Leather Armor +3 AC 5 Max Dex -1 Armor Check 25 Gold 20 lbs

Barbarian’s Kit: backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, 10x torches, 5x trail rations, and waterskin 9 gold 26 lbs

Crowbar 2 gold 5 lbs
Grappling Hook 1 gold 4 lbs
Hammer 5 silver 2 lbs
4x Pitons 4 silver 2 lbs
Common Shovel 2 copper 3 lbs
Signal Horn 1 Gold 2 lbs
7x Tinder Twigs

Cold Weather Outfit: This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. 7 lbs (starting outfit)

Total: 86 lbs

Carrying Capacity: Light 86 lbs or less. Med 87-173 lbs. Heavy 174-260 lbs.

Brief Background:

Gornash “the Second” is the second born of a clan leader. His brother, Gornash “the Destroyer”, is the older heir to the clan and will one day take over the clan from his father, Gornash “the Conqueror”. Because of this Gornash “the Second” has always been overlooked and even abused because he is worthless in the eyes of clansmen. He has decided to take off from the clan and make a new name for himself by starting his own clan. His is strong willed but has doubts about his abilities because of the abuse he took from his own people. Finding a place and a group to call his own is top priority because he has been bred and taught that there is only strength in numbers, and now he is alone.