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About Hugo Bearbane#150786-25
Hugo Bearbane
HP 35 {+6 with rage} (12 +3 Con/7+3/7+3) DEFENSE
Defensive Abilities
OFFENSE
Rage: 11 of 11 rounds remaining Melee
Ranged +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
STATISTICS
SKILLS 15 (4+1 FC/4+1/4+1) # -3 Hide Armor Check Penalty
EQUIPMENT
COINS
FEATS
TRAITS
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
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
DESCRIPTION
BACKGROUND
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?
Feats: Toughness (almost took as 1st level), Raging Vitality, Imp. Grapple
HISTORY
Module
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