Gorebeard Trench

Hugo Bearbane's page

205 posts. Organized Play character for PJP.


Full Name

Hugo Bearbane

Gender

Male Dwarf Barbarian 3| HP: 35/35 | AC: 15 (11 Tch, 14 FF) | CMD: 18 | F: +6, R: +2, W: +3 | Init: +1 | Perc: +8/+10stonework, SM: +7 | Active conditions: none

Size

Medium

Alignment

Chaotic-Neutral

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 15
Charisma 8

About Hugo Bearbane

#150786-25
XP 6 / PP 8 / FP 10

Hugo Bearbane
CG Dwarf barbarian 3
Init +1
Languages: Common, Dwarven
Faction: Grand Lodge

HP 35 {+6 with rage} (12 +3 Con/7+3/7+3)

DEFENSE
AC 15 / 13 in rage (+4 armor +1 Dex), touch 11, flat-footed 14
CMD 17 / 21 vs bull rush or trip attempts (10 +3 BAB +3 Str +1 Dex) +4 racial
Fort +6 (+3 class +3 Con)
Ref +2 (+1 class +1 Dex)
Will +3 / +5 in rage (+1 class +2 Wis)

Defensive Abilities
+4 dodge bonus to AC against monsters of the giant subtype.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+1 trait bonus on saving throws against enchantment spells and spelllike abilities.

OFFENSE
Speed 30 ft (20 ft + fast movement)
Base Attack +3; Melee Touch +6; Ranged Touch +4
CMB +6 (+3 BAB +3 Str)

Rage: 11 of 11 rounds remaining

Melee
Greatclub (2H) +6 Att : 1d10+4 B Dmg x2 Crit (+3 BAB +3 Str : +3+1 Str)
Greatclub (Rage) +8 Att : 1d10+7 B Dmg (+3 BAB +5 Str : +5+2 Str)
Greatclub (PA) +5 Att : 1d10+7 B Dmg (+3 BAB +3 Str -1 PA : +3+1 Str +2+1 PA)
Greatclub (Rage + PA) +7 Att : 1d10+10 B Dmg (+3 BAB +5 Str -1 PA: +5+2 Str +2+1 PA)

Ranged

+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
Strength Surge (Ex): Add 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.

STATISTICS
Abilities Str 16 (+3), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)
In Rage Str 20 (+5), Dex 12 (+1), Con 20 (+5), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)
Fatigued Str 14 (+2), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)

SKILLS 15 (4+1 FC/4+1/4+1) # -3 Hide Armor Check Penalty
Acrobatics* +5 (+1 rank +1 Dex +3 class skill)
Appraise +2 (+0 rank +0 Int +2 racial)
Bluff -1 (+0 rank -1 Chr)
Climb* +6 (+1 rank +2 Str +3 class skill)
Diplomacy -1 (+0 rank -1 Chr)
Disguise -1 (+0 rank -1 Chr)
Escape Artist +1 (+0 rank +1 Dex)
Fly +2 (+0 rank +1 Dex)
Handle Animal* +3 (+1 rank -1 Chr +3 class skill)
Heal +2 (+0 rank +2 Wis)
Intimidate* +2 (+1 rank -1 Chr +3 class skill)
Knowledge* (nature)* +5 (+2 rank +0 Int +3 class skill)
Perception* +8 / +10 (+3 rank +2 Wis +3 class skill) +2 bonus unusual stonework
Ride* +5 (+1 rank +1 Dex +3 class skill)
Sense Motive* +7 (+1 rank +2 Wis +1 trait +3 class skill)
Stealth +1 (+0 rank +1 Dex)
Survival* +7 (+2 rank +2 Wis +3 class skill)
Swim* +6 (+1 Rank +2 Str +3 class skill)

EQUIPMENT
Hide (15 gp / 25 lbs.)
Greatclub (5 gp / 8 lb)
potion of bull's strength
oil of Magic Weapon
Wand, CLW (45 charges)

COINS
PP – 0
GP – 2805
SP – 0
CP – 0

FEATS
Power Attack (1st Level choice) -1 Attack for +2 (+3 if 2 handed) damage
Cleave (3rd level choice) Standard action, successful attack allows an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. take a –2 penalty to AC.

TRAITS
Loyalty: You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spelllike abilities.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

SPECIAL ABILITIES
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

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. 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.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Level 2 - 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.

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 the attacker is invisible. She still loses 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.

BOONS
Explore, Report, Cooperate As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You
may reroll a single attack roll, saving throw, or skill check after the roll is
made but before the results are revealed. You must take the result of the
second roll, even if it is worse. Once this ability has been used, cross it off
the Chronicle.

DESCRIPTION
An odd looking dwarf with long, dirty red hair and beard, sits quietly in the corner watching everything unfold carefully.

BACKGROUND
Hugo had a very short known history. He was recently discovered by a group of Pathfinders in the Mwangi Expanse. They came across an angry creature, which one of the Pathfinders believed to be a bear. As it attacked their camp, Hugo appeared out of the trees and tackled the beast, bare handed. He took a pretty good beating, but the heroic gesture did buy the Pathfinder group the time they needed to get their wits about them and drive off the animal.

Not speaking much language, communication with the group was difficult, but they were friendly and helped him heal his wounds, of which there were many. Over the few days rest and recovery, they were able to communicate enough to discover that this dwarf was alone and surviving in the tropical forests alone, with no way to determine his history or even name. Between his size (big for a dwarf) and his timely intervention, some of the group started referring to him as the Huge Dwarf, while others happily nicknamed him "Bear-bane". Eventually, this transformed into his current moniker, Hugo Bearbane.

Deciding to stay with the group and help them navigate the tropics, he learned Common, and a bit about more refined fighting techniques such as weapons and armor, although these are still a little foreign to him. He also learned much of the Pathfinders mission, and was essentially recruited into their ranks.

While he is trying to fit into society, the truth is that he is still fairly barbaric, but his heart is good and he would like to become more civilized.

Planning:

S 16 10 16 +3
D 12 2 12 +1
C 14 5 +2 16 +3
I 10 10 +0
W 13 3 +2 15 +2
Ch 10 -2 8 -1

Add some Druid levels down the road or ranger? animal companion perhaps?
Dragonhide Breastplate (more for flavor than anything)

Feats: Toughness (almost took as 1st level), Raging Vitality, Imp. Grapple
Improved Bull Rush? Cleave? Weapon Focus?
Barbarian Powers: Bite

HISTORY
XP 1 - First Steps (+1XP/+2PP/+2FP/+417GP) Start: 130 End: 547
Spent 2 PP on CLW wand
XP 2 - Wounded Wisp (+1XP/+2PP/+2FP/+430GP) Start: 547 End: 977
XP 3 - Confirmation (+1XP/+2PP/+2FP/+430GP) Start: 977 End: 1407
Retool and level to 2.
XP 4-6 - Module: Crypt of the Everflame (+3XP/+4PP/+4FP/+1398GP) Start: 977 End: 2805
Level to 2.

Module
used 5 charges CLW