Neolandis Kalepopolis

Harn Jenkins's page

111 posts. Alias of dathom.


Full Name

Harn Jenkins

Race

Human (Taldan)

Classes/Levels

Barbarian / 2

Gender

Male

Age

23

Special Abilities

Fast Movement, Rage

Alignment

CG

Deity

Cayden Cailean

Location

Falcon's Hollow

Languages

Common, Halfling

Occupation

Lumberjack

Strength 17
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 12
Charisma 9

About Harn Jenkins

Height: 6'3"
Weight: 250 lbs
Eyes: hazel
Hair: brown
Skin: tanned
XP: 0 of 1300

Durability:
Hit Points: 29
Initiative: +2
Armor Check Penalty: -1
Speed: 40 feet
Armor Class: 15 (10 + 3 Armor + 2 Dex)
Touch: 12
Flat-footed: 13

Saves:
Fortitude: 6 (3 +3 Con)
Reflex: 2 (0 +2 Dex)
Will: 2 (0 +1 Wis +1 trait)
Situational Bonuses: +2 to will saves when raging, +1 trait bonus to Ref to avoid falling

Combat:
Base Attack Bonus: +2
Melee Attack Bonus: +5(2 BAB+3 Str)
Range Attack Bonus: +4(2 BAB+2 Dex)
Combat Maneuver Bonus: +5 (2 BAB+3 Str) CM DC: 17 (10 +2 Base +3 Str +2 Dex)
Great axe: +5 Melee (1D12+4; 20/X3; S)
Great axe: (Power Attack) +4 Melee (1d12+7; 20/X3; S)
Dagger: +5 Melee (1d4+3; 19-20/x2; P; 10 ft)

Feats:

Spoiler:
Intimidating Prowess (Human): Add Strength Modifier on top of Charisma to Intimidate checks.
Power Attack (1st level): 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.
xxx (xxx):
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Traits:
Indomitable faith: +1 to Will Save
Tree Hanger: +1 trait bonus to Acrobatics and Climb checks and on Reflex saves to avoid falling

Other Special Abilities and Special Qualities:

Spoiler:
(Human) ability Bonus:+1 to Strength
(Human) Favored Class (Barbarian):Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
(Barbarian) Fast Movement (Ex): A barbarian's land 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 land speed.
(Barbarian) 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 (7 rounds). 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.
(Barbarian) Rage Power:Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
(Barbarian)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.

Skills: Skillpoints gained/level (6) 4+1(int)+1(human)

Spoiler:
*Acrobatics: +7{+11} (2 ranks; +3 trained; +2 Dex; -1 armor; +1 trait {+4 running jump})
Appraise: +1 (0 ranks; +0 trained; +1 Int)
Bluff: -1 (0 ranks; +0 trained; -1 Cha)
*Climb: +8 (2 ranks; +3 trained; +3 Str; -1 armor; +1 trait)
*Craft (any): +1 (0 ranks; +0 trained; +1 Int)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha;)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +1 (0 ranks; +0 trained; +2 Dex; -1 armor)
Fly: N/A (0 ranks; +0 trained; +2 Dex; -1 armor)
*Handle Animal: -1 (0 ranks; +0 trained; -1 Cha)
Heal: +1 (0 ranks; +0 trained; +1 Wis)
*Intimidate: +7 (2 ranks; +3 trained; -1 Cha; +3 Str)
*Know (Nature): +5 (1 ranks; +3 trained; +1 Int)
Know (Local): +3 (2 ranks; +0 trained; +1 Int; )
*Perception: +6 (2 ranks; +3 trained; +1 Wis)
Profession (): +1 (0 ranks; +0 trained; +1 Wis)
*Ride: +1 (0 ranks; +0 trained; +2 Dex; -1 armor)
Sense Motive: +1 (0 ranks; +0 trained; +1 Wis)
Stealth: +1 (0 ranks; +0 trained; +2 Dex; -1 armor)
*Survival: +6 ( 2 ranks; +3 trained; +1 Wis)
*Swim: +2 (0 ranks; +0 trained; +3 Str; -1 armor)

Carrying Capacity:
Light Load: 0 lbs - 86 lbs
Medium Load: 87 lbs - 173 lbs
Heavy Load: 174 lbs - 260 lbs
Lift Over Head: 260 lbs
Lift Off Ground: 520 lbs
Push or Drag: 1240 lbs

Possessions (54.5 lbs):

Spoiler:

Backpack 2 lbs 2 gp(17 lbs):
Trail Rations(4): 4 lbs; 2 gp
Silk Rope: 5 lbs; 10 gp
Waterskins (1): 4 lbs; 1 gp
Whetstone: 1 lb; 2 cp
Ever Burning Torch: 1 lb; 110 gp

Sheathed or Worn (33.5 lbs):
Traveler's Outfit: 5 lbs
Great Axe: 12 lbs; 20 gp
Dagger: 1 lbs; 2 gp
Studded Leather: 15 lbs; 25 gp
Belt pouch: .5 lbs; 1 gp
Flint & Steel; 1 gp

Pouch with Coins (1 lbs):
CP:7
SP:9
GP:5
PP:

Appearance: Haln's body ripples with muscles honed by years or work cutting dense darkwood. His tall frame and wide shoulders can make the man seem intimidating for those who do not know him. He is decker out if cured deer hides which feature studs which have seen more use deflecting wooden splinters than metal weapons. Haln wields a nicked great axe and his heavy, leather boots are built for protectiong from falling objects. Though he has a big frame, Haln moves with a deceptive grace, proof that he is use to getting at wood in high places.

Story/Background: Haln, native of Falcon's Hollow, had always lived a tough life as the son of a lumberjack. Accustomed to the tough discipline and corrupt tactics of the Lumber Consortium, he learned from his father how to bend the rules in order to do what was right. Born with a wild side, he frequently got into brawls which ended with him visiting the local sheriff. However, his skill as a lumberjack always saw that he was released to continue his work. Wanting more with his life, but stuck with the lot he was given, Haln works day-to-day, rebuking the illicit opportunities provided by Kreed, to live an honest, if dead-end life. He has made friend with many of the townspeople for various reasons. One such friend even offered a torch which gives off light without burning, so that he can do his job even in the deepest of woods without having to worry about causing forest fires.

Personality: Gruff and taciturn, Harn often intimidates those he meets without even trying. However, all who have gotten to know him know that he has a good heart and is willing to help those in need. Even with his wild personality, he has never killed anyone, preferring to end disputes with his fists than with his axe.

Hit Points Summary and Favored Class Bonus:

Spoiler:

Character Level 1: 1d12+3, 12+3 = 15, 16 HP total +1 hp
Character Level 2: 1d12+3, 10+3 = 13, 29 HP total +1 sp
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total