Hekk will start off by raging, moving and attacking with his Bardiche, or readying an attack with his Bardiche.
2nd round and afterwards he will drop the Bardiche and go all out attack with
his claw/claw/bite (all primary attacks) if within range of a full attack.
He wants to take a frontal position in the marching order.
Main Stats:
Hekk (141936-19) C/N Male Half-orc Unchained Barbarian/3 Sorcerer/2 Dragon Disciple/4
Concordance
AC normal 20, touch 10, flat-footed 19 {10 +1[dex] +2[DD/Natural Armor] +1[sorcerer lvl 3/draconic/Natural armor] +7[breastplate] +1[ring of prot] -2[rage] (+1)[danger sense]} Current AC Additional Bonuses +2[~raging]
Energy Resistances electrical 5
CMD 24 {10 +7[BAB] +7[str] +1[dex]}; +2 vs. sunder on Bardiche due to weapon's special properties. Current CMDAdditional Bonuses +2[~raging]
Saving Throws:
Fort +8 {+2[con] +3[barbarian] +0[sorcerer] +1[dr disc] +1[cloak]} Ref +4 {+1[dex] +1[barbarian] +0[sorcerer] +1[dr disc] +1[cloak] (+1)[danger sense]} Will +9 {+0[wis] +1[barbarian] +3[sorcerer] +1[dr disc] +1[ind faith] -1[crossblooded] +1[cloak] +2[ragingk] +(5)[Seducer's Bane] Repurposed trap boon See GoM pt 2, -2 ST vs. environmental cold
Current ST Additional Bonuses
+1 ST vs negative energy effects or illusions (cradle of night, chapter 1)
[PBtA] Pushing Back the Abyss boon makes knowledge planes a class skill and also grants a +2 but only when concerning demons.
Gear:
Explorer's Outfit
Diatribics by Leopold R. Bibbard
Perfectly fitting shoes accented with precious metals worth 100 gp (chronicle 1)
Bardiche, masterwork cold iron, +1 enhanced
Composit Longbow +4, +1 enhanced, adaptive
30 cold iron arrows
10 cold iron silver blanched arrows
Agile Mithral Breastplate, +1 {+7, +5 max dex, -1 ACP, ASF 15% - 10%[Arcane Armor Training]}
Belt Pouch
Pathfinder Pouch (10 lbs, 2 cu ft)
Sleeves of Many Garments
Seducer's Bane: Bracelet
Belt of Physical Might (str,con), +2
Bane Baldric: Chest
Cloak of Resistance, +1
Ring of Protection, +1
Amulet of Mighty Fists, +1
Cracked Dusty Rose Prism Ioun Stone, +1 init
Claws of the Ice Bear, +2 climb, 1 round spider climb, spike gauntlet
Masterwork Backpack
Page of Spell Knowledge (Mirror Image)
Wand of Infernal Healing (41 ch)
Wand of CLW (Gallows of Madness boon, 11/12 chg)
Wand of Heightened Awareness (49 ch)
Scroll of Breath of Life
Scroll of 5 Lesser Restoration
Wayfinder
Traveller's Any-Tool
Potion of CLW
Potion Sponge of Touch of the Sea
Twitch tonic (+2 vs. sleep, paralysis, staggered and new ST)
Wismuth salix (+2 vs. nausea/sickness and new ST)
Impact foam (splash to help vs. fall damage)
Buoyant balloon (twist to create a big atmospheric balloon)
Antiplague
Antitoxin
Air Crystals
Alchemical Solvent
Alchemical Glue
Oil of Bless Weapon
2 Alchemist's Fire
2 Acid Flask
Vermin Repellent
Smelling Salts
Climber's Kit
Bedroll
Courtier’s outfit (Gallows of Madness boon)
Noble's Outfit (Gallows of Madness boon)
5 Orc Trail Rations
4 Trail rations (Chronicle 1)
>2,800 gp
Racial Traits, Traits:
Race Specials
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score (str) of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Starting Traits
Indomitable Faith (Faith trait) +1 Will ST
Berserker of the Society (combat trait) +3 rounds of rage
Magical Knack (magic trait) Wanted, trade for Indomitable Faith using PP?
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.
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.
- 2) Lesser Draconic Blood (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. They deal 1d6 points of slashing damage for Medium creatures (1d4 if Small) plus her Strength modifier.
- 4) No escape: 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.
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, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
Draconic Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type (electrical), that spell deals +1 point of damage per die rolled.
Orc Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bonus class skills: Diplomacy, Escape Artist, Fly, Knowledge (all), Perception, and Spellcraft
Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.
Natural Armor Increase (Ex) As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any). These armor bonuses stack.
Ability Boost +4 str
Bloodline Feat 1st, 4th, and 7th level
+1 spellcasting class
Dragon Bite (Ex) At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Breath Weapon (Su): At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.
Feats:
Feats
1) Power Attack (of course)
3) Toughness
5) Extra Rage
7) Arcane Armor Training
9) Arcane Strike
2DDB) Improved Initiative {bloodline feat gained at DD level 2}
Feat Track
5DDB) Toughness {bloodline feat gained at DD level 5}
- Apprentices Returned (Dependable Drummady's) Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
- Apprentices Returned (Gunty's Hearty Breads) Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
- Apprentices Returned (Pricknettle’s Potions and Poultices) You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
- Apprentices Returned (Temple of Erastil) The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
- Apprentices Returned (Witch’s End Tavern) The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
GoM Pt 2, What Lurks in the Woods
- Goblin Slayer Check box for +1 vs. goblinoid
- Repurposed Trap Gain endure elements in cold weather. Check box to lose endure elements and throw for 2d6 cold damage.
GoM Pt 3, The Festering Blot
- Bringing the Truth to Light Check box to reduce devils's DR by 5 and SR by 2.
GoM Bonus Chronicle Sheet
- Savior of Saringshollow 3xp, 6pp, 3711 gp
- Friends in Saringshollow May do EACH of the following once
-> +5 Kn Planes
-> +6 to heal or survival
-> cast bless at CL 3, concentration +5
-> Cast CLW CL 3, concentration +5
-> Free attack with longsword +4/1d8+3 and shield +3/1d3+3
- Pushing Back the Abyss +2 Kn Planes concerning demons and is a class skill concerning such
Tears at Bitter Manor (1)
- A Piece of Time swift action to haste for 3 rounds, once per day, 3 checkboxes
Tears at Bitter Manor (2)
- An Alchemical Discovery May buy certain potions at CL7
- Tristeza House Landed, +2 fame and prestige points, bonuses to knowledge geography and survival in Taldor
Cradle of Night, Chapter 1
- Aiyana's ally 1 check box to reroll knowldge check or will st vs. illusion
- Shadowboound Eerie Perception, Emptiness of the Void, or Frightful
- Return from Shadow 2 check box after removing shadowbound to gain +1 ST vs negative energy effects or illusions (checked!)
- Aiyana's ally 2 check box to receive CLW CL 6 or two boxes for eagle's splender
- Shadowboound Stage 1 check box to gain shadowbound corruption at stage 1
- Return from Shadow 2 check box after removing shadowbound stage 1 to gain +1 ST vs drain or death effects.