Female Fighter

Hilde Tuva's page

477 posts. Alias of Corsario.


Full Name

Hilde Tuva

Race

HP 44/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent |

Classes/Levels

Status: Raging, -1 CON

Gender

Female Human (Ulfen) Barbarian (Invulnerable Rager) 4 |

Size

Medium

Age

17

Special Abilities

Rage

Alignment

Chaotic Good

Deity

Gorum

Languages

Common

Occupation

Soldier, Adventurer

Homepage URL

PC Gen Character Sheet

Strength 21
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Hilde Tuva

"Hilde? She is a wild one. Even at her young age she has left more than one big man unconscious on the floor after a kick in their privates! Maybe she seems like a normal girl, if a very big one, but she has a short temper and a big strength, and that means trouble if you are not careful."
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Female Human Barbarian 4 Archetypes Invulnerable Rager
CG Medium Humanoid (Human)
Init +3, Senses Perception +8 (Scent while raging)

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SPENT RESOURCES
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Rage (12 rounds/day): Used 9
Ignore Fatigue Heart of the Fields (1/day): Used 0

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DEFENSE
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AC 15, Touch 11, Flat-Footed 14 (+4 Armor, +1 Dex)
Raging AC 13, Touch 9, FF 12
Damage Reduction 2/-
HP 60 (4d12 +8 CON +4 Favored Class)
Raging 68
Fort +6, Ref +2, Will +2
Raging F +8, R +2, W +4
Extreme Endurance (Cold): As if using endure elements (Cold)
Endurance: +4 bonus on Fortitude saves made to:
- Avoid nonlethal damage from hot or cold environments
- Resist damage from suffocation
- May sleep in light or medium armor without becoming fatigued
Cold Weather Outfit: +5 circumstance bonus on Fortitude saves vs cold weather

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OFFENSE
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Speed 40 ft. (Fast Movement)
Melee Masterwork Greatsword (2H) +10 (2d6+7/19-20) Raging +12 (2d6+10/19-20)
Melee Masterwork Greatsword (2H PA) +8 (2d6+13/19-20) Raging +10 (2d6+16/19-20)
Melee Unarmed Strike +9 (1d3+5)
Melee Unarmed Strike (PA) +7 (1d3+7)
Melee Raging Claws +11/+11 (1d6+7/1d6+7)
Melee Raging Claws (PA) +9/+9 (1d6+11/1d6+11)
Melee Spear (2H) +9 (1d8+7/x3) Raging +11 (1d8+10/x3)
Melee Spear (2H PA) +7 (1d8+13/x3) Raging +9 (1d8+16/x3)
Ranged Spear (Thrown) +5 (1d8+5/x3) 20' Range Raging +7 (1d8+7/x3)

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STATISTICS
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Str 21, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Raging Str 25, Dex 13, Con 18, Int 10, Wis 12, Cha 10
Endurance: +4 bonus on Constitution checks made to
- Continue running
- Avoid nonlethal damage from a forced march
- Hold your breath
- Avoid nonlethal damage from starvation or thirst
Base Atk +4; CMB +9; CMD 20
Raging CMB +11
Feats Improved Unarmed Strike, Power Attack, Endurance
Skills
Acrobatics +7
Acrobatics (Jump) +11
Climb +8 Raging +10
Handle Animal +4
Heal +1
Intimidate +6
Knowledge (Nature) +4
Perception +8
Sense Motive +1
Survival +5
Swim +8 Raging +10 (Endurance: +4 bonus to resist nonlethal damage from exhaustion)
Traits Reactionary
Rage Power Beast Totem (Lesser), Scent
Languages Common
SQ Bonus Feat, Fast Movement, Heart of the fields (Profession (Soldier)), Humanoid Traits, Rage, Extreme Endurance (Cold)

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GEAR
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Masterwork Greatsword
Spear (3)
Masterwork Chain Shirt
Cold-weather Outfit
Belt of Giant Strength +2
Backpack
- Oil (1 pint flask) (7)
- Rations (trail/per day) (2)
- Torch (10)
- Blanket
- Flint and steel
- Hooded Lantern
- Belt Pouch
- Waterskin (filled)
- Silk Rope (50 ft.)
- 2 Potions of Cure Light Wounds
- Potion of Bull's Strength
- Potion of Cure Moderate Wounds
- Potion of Lesser Restoration
- 221.1 gp in gems

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SPECIAL ABILITIES
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Beast Totem, Lesser (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. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.

Bonus Feat Humans select one extra feat at 1st level.

Endurance Harsh conditions or long exertions do not easily tire you. You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Heart of the Fields (Profession (Soldier)) Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Unarmed Strike You are skilled while fighting unarmed. You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Invulnerable Rager Archetype Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage.

Power Attack You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 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. 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.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 12 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Scent (Ex) You gain the scent ability while raging and can use this ability to locate unseen foes.

Description:
A real tall and strong ulfen girl, she is the epitome of what other people think of her kind. Blond, blue eyed, tanned with the snow reflection, accustomed to the hard and unforgiving toils and tests of the Ulfen. She likes to make elaborate braids of her long hair. She has a mark on her forehead, a symbol of the eagle totem of her clan.

Personality:
Wild and savage, don't fear to speak her mind and show her will, by force if need to. But even so she is feminine and loyal to those she considers her friends.

History:
At a very young age of 16 se joined of of her clan militias, but they didn't let her participate in more than patrols and "safe" activities. She got fed up with that, and decided to leave her family to look for a real test of her abilities elsewhere, in Kaer Maga.

Look ahead:
She hopes to find enemies to vanquish, innocent people to protect and save, new lands to know, and maybe a man to love.

Why see will follow the prophecy:
Why not? It seems like a good place to find her real calling in life. Save the world? Yes, a worthy goal.

Proposal

Status: HP 60/60 | AC 15 T 11 FF 14 CMD 20 | F +6 R +2 W +2 | Init +3 | Perc +8 |
Raging: HP 68/68 | AC 13 T 9 FF 12 CMD 20 | F +8 R +2 W +4 | Init +3 | Perc +8 Scent |