Hancock will rage during initiative, then do a sudden charge if necessary.
Latter rounds he will swing twice and shove with the maul.
If out of reach he will intimidate/interact/throw a javelin.
See spoiler labelled Offense to get the attack die rolls and the spoiler labelled Skills to get the intimidate bonus.
Resource Tracking:
Loot:
Pathfinder Provisions: lesser potion of resistance
Mind Quake scars (1 time only, treat mental failure as crit success):
Hero Point (1/adventure):
Glyphs (?):
Rugged Wayfinder (1/adventure, reduce clumsy, enfeebled, or sickened):
Healer's Gloves uses (1/day, 2d6+7):
Consumable uses:
Unkempt, slouching, and mumbling. Quick to anger and inpatient. When he sits too long a nervous twitch starts up in his leg and he starts drumming his foot on the ground.
Main Stats:
Hancock the Angry (141936-2001) N/N male dwarf barbarian/6
Ancestry Dwarf
Background Bounty Hunter
Class Barbarian
Str 19/+4 {10 +2[dwarf] +2[barbarian] +2[bounty hunter] +2[free] +1[level 5]} Dex 14/+2 {10 +2[free] +2[level 5]} Con 18/+4 {10 +2[dwarf] +2[bounty hunter] +2[free] +2[level 5]} Int 14/+2 {10 +2[free] +2[level 5]} Wis 12/+1 {10 +2[dwarf]} Cha 8/-1 {10 -2[dwarf]}
Senses Darkvision (see through magical darkness[Defy the Darkness]); Acute Scent and Supernatural Senses Traits Dwarf, Humanoid
Speed 20'[dwarf], 30' when raging[Furious Footfall]
[dice=athletics to shove with maul]1d20+15[/dice] vs. Fort DC
[dice=to hit maul]1d20+15[/dice]
[dice=bludgeoning/force damage - cold iron, ghost touch, draconic rage(force)]2d12+8[/dice]
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
[dice=to hit maul, map -5]1d20+15-5[/dice]
[dice=bludgeoning/force damage - cold iron, ghost touch, draconic rage(force)]2d12+8[/dice]
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
[dice=athletics to shove with maul, MAP -10]1d20+15-10[/dice] vs. Fort DC
[barbarian] A barbarian gets the Athletics skill, no choice in the matter.
[barbarian][free] A barbarian gets 3 skills of choice
[barbarian][int] A character gets one skill per int bonus at trained.
[experienced tracker skill feat] Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
[hireling] A pair of boons (Hireling/Expert Hireling) which provides an agent to perform one skill and one lore as an expert
Gear:
Max Bulk: 12 {5 +1[lifting belt] +4[str] +2[backpack]} Current Bulk: 10.92
Wealth: See spreadsheet
Gear List
Clan Dagger with Kin-Warded rune (see boon)
Cold IronMaul, potency +1, striking +1, ghost touch
hammer (knocks prone on crit), 1d12 2hd, Shove (can use to shove with athletics)
AC Bonus +4; Dex Cap +1; Check Penalty -2 [0 because of strength]; Speed Penalty -5 ft. [0 because of strength and Unburdened Iron], Strength +3; Bulk 2; Category Medium; Group Plate
Adventurer's pack
Contains a backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Knotted silk rope and grappling hook
Lifting Belt
Climbing Kit
6 javelins
Healing Potion (minor/1d8)
2 Silversheen
Brooch of Shielding (30 uses)
Wayfinder, Rugged (boons)
Healer's Gloves
2 Scrolls of Heal
Antidote (Lesser/+2 item bonus vs poisons for 6 hours)
Antiplague (Lesser/+2 item bonus vs diseases for 24 hours)
1 Potency Crystal
Thieves' Tools
Thieves' Tools Replacement Picks
Writing Set
Healer's Tools
Feats and Class Features:
Skill Feats At 2nd level and every 2 levels thereafter, you gain a skill feat.
Skill Increases At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
- level 3: Medicine Expert
- Level 5: Athletics Expert
- Level 7: Medicine Master
General Feats At 3rd level and every 4 levels thereafter, you gain a general feat.
- Quick Tempered Rage during initiative if not encumbered or wearing heavy armor
- Lasts 1 minute
- Add {+6[lvl] +4[con]} temp HP
- Gain a +2 conditional bonus to damage rolls.
- You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
- Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
Barbarian Specials
- Level 1: Barbarian Class DC 21 {10 +2[trained] +6[lvl] +4[str]}
- Level 1: Quick Tempered Rage during initiative if may move freely not encumbered or wearing heavy armor
- Level 3: Furious Footfalls The urge to fight drives you ever forward. You gain a +5-foot status bonus to your Speed. This bonus increases to +10 feet while you’re raging.
- Level 5: Brutality Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
- Level 7: Juggernaut Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
- Level 7: Weapon Specialization Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.
- Level 9: Lightning Reflexes Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
- Level 9: Raging Resistance You resist piercing damage and the damage type of your dragon’s breath weapon.
- Level 11: Mighty rage Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.
- Level 1: Draconic Rage (Instinct Ability) While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
- Level 7: Weapon Specialization draconic bonus When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.
Ability Boosts At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.
- Level 5: str, dex, con, int
- Level 10: str, dex, wis, int
Ancestry and Background Features:
Ancestry In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
- Forge Dwarf (heritage): You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Falcon's Descent
Balancing the Scales
Boomtown Betrayal
The Blackwood Abundance
Fishing in Anthuthis
Beginner Box - Upper Level
Enter the Pallid Peak
Little Trouble in Big Absalom
A Fistful of Flowers
Dacilane Academy’s Delightful Disaster
The Arclord Who Never Was
Arclord's Abode
Devil at the Crossroads
Star-Crossed Court
Mistress of the Maze
Boons:
Dacilane Academy Chaperone Gain access to Step Out of Phase [two-actions] Feat
Hireling/Expert Hireling Hire an ally (Bruce) who can perform checks for one skill (Diplomacy) and one Lore (Speech Impediments) at Expert (i.e. a modifier equal to 4 +6[lvl] your level).
Horizon Hunters Gear By building relationships and trust with the Horizon Hunters, you’ve gained access to special items favored by this faction. You gain access to the Horizon Hunters faction-specific gear (Lost Omens Pathfinder Society Guide 34). You must be Liked by the Horizon Hunters to use this boon.
Enter the Pallid Peak May add kin-warding run to clan dagger
Mistress of the Maze (Maze Walker (Advanced)) You have survived exposure to numerous planar forces that would have warped or obliterated a lesser being. As long as you are at least 7th level and a master in Survival, you can slot this boon to gain the benefits of the Planar Survival skill feat.
Mind Quake Scars: You gain mental resistance equal to 1/3 your level. Check a box (1) to treat a mental success as critical success. May purchase more than once, but cost increases 50% at each purchase.
Rugged Mentor (Horizon Hunters) While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2. Normal: A Level Bump increases a PC’s saving throw modifiers by 1. Special: A PC can only benefit from two mentor boons.
Rugged Wayfinder You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. As an action, you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
Secondary Initiation Your contacts have introduced you to an influential member of another organization (Envoys' Alliance), allowing you to join that group or train in some of their techniques. Select an organization other than the Pathfinder Society. For the purpose of fulfilling prerequisites and Access conditions, you are treated as being a member of that group in addition to your belonging to the Pathfinder Society. Special: You can apply this boon multiple times to the same character, but each time you apply it, you relinquish your membership in the previous group in order to join a different group. Before doing so, you must retrain any options that listed membership in your previous group as a prerequisite.
Star-Crossed Court (Seasoned Diplomat) You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in ne of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.
Storied Talent (Horizon Hunters) Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level. Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.
Wayfinder To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp. Bought twice accidentally.