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==STATBLOCK==
Male human Barbarian (Scarred Rager) 1
CN Medium humanoid
Init +4 ; Senses Perception +4
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 15 (1d12+3)
Fort +6, Ref +2, Will +0
==OFFENSE==
Spd 30 ft./x4
Melee Halberd +4 1d10+4 19-20/x2
Melee Spiked Gauntlet +4 1d4+3 20/x2
Ranged Javelin +3 1d6+3 20/x2
==STATISTICS==
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +1, Cmb +4 Cmd +17
Feats Intimidating Prowess (PCFR 128), Power Attack (PFCR 131)
Skills Handle Animal +6, Intimidate +10, Perception +5, Ride +3, Survival +4
Languages Common
Combat Gear Halberd, Spiked Gauntlet, Javelins (3), Armored Coat
Other Gear Backpack, Bedroll, Waterskins (2), Spare Javelins, Traveler's Outfit, Flint and Steel, Clay jug, Iron pot, Hemp Rope (50 ft), Sacks (2), Torches (4), Bucket, cooking pan, wooden roasting sticks, four wooden bowls, flint and steel, knife (dagger), mixture of spices (cinnamon, pepper, ginger, salt, etc). 26g, 5s, 3c
Class Abilities • TERRIFYING VISAGE - +1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by Svalk also increases by 1.
• BARBARIAN WEAPONS AND ARMOR - All simple and martial weapons, light armor, medium armor, and shields (except tower shields). (PFCR 31).
• RAGE - While raging, gain +4 Str and Con, +2 morale bonus on Will saves, –2 to AC. (PFCR 32).
Traits
• Bred for War (Race) - +1 to Intimidate Checks, and +1 to CMB. Must be 6' or taller.
• Pioneer (Campaign) - You begin play with a horse. Also, gain +1 trait bonus on Survival.
• Reactionary (Combat) - +2 to Initiative Checks.
• Life of Toil (Social) - +1 to Fortitude Saves.
• Pride (Drawback) - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
While Raging:
==DEFENSE==
AC 14, touch 10, flat-footed 12 (+4 armor, +2 dex)
hp 16 (1d12+4)
Fort +6, Ref +2, Will +2
==OFFENSE==
Spd 30 ft./x4
Melee Halberd +7 1d10+7 19-20/x2
Melee Gauntlet, spiked +6 1d4+5 20/x2
Ranged Javelin +3 1d6+5 20/x2
Appearance:
Svalk is of the men of the Linnorm Kings, and his build certainly displays it to all. Standing at a massive 6'2, built to endure and outlast, he wears many scars across his body, one notably across his face. Meant to mar his chiseled look, it only accented them as it carves from right ear to nose in a clean way - or it healed as such. Normally caught in furs and leathers, and the hide of fallen animals, he bears a blade of massive steel upon his back, complete with a leather-wrapped handhold above the hilt for shorter swinging. Green eyes are always are beneath the golden locks that accent his tones, as if always looking for the next challenge - or perhaps to the horizon, towards a new future.
Background:
In these days, lineage means everything when you come from a clan as mighty as Svalk's. His was one of the greater bloodlines in line, for he was next on the block for chieftain when he'd last looked at things - but it was too soon, too late once he'd returned from a hunting expedition.
On return to his home, deep in the Land of the Linnorm Kings, he'd found the village in a state of confusion, the people gathered in the central ring. Once he'd made his way to them, he'd learned a vital fact - his father had been slain, and control was ousted to another, ending his line's trail to what it had been! Needless to say, the youth had a sudden rush of rage, and challenged the older male to an honor duel, to reclaim what was his birthright.
Days later, the male woke up in a cave far from home, with a single note and a pack of belongings and supplies next to him. It clearly stated: "Do not return until you are stronger than I or my successor. You are weak, and not worth the spit you left on my chest."
With this in his mind, Svalk stood tall, darkness creeping into his mind. No home to return to, he gathered his equipment together, and set to hiking across the lands, catching caravans here and there to be far from home, crudely tattooing a mark of exile on his face's left side. His travels were always farther and farther east, and eventually south into more temperate weathers, far from his arctic home.
One caravan, in particular, carried him further than the rest. It led him towards the southern end of the River Kingdoms, where he'd make for himself a place of living on a settlement as a laborer, and part of the militia. In time, though, he heard of the opportunities abound in the northern parts of Brevoy, and his hard lineage called out to him, the drums of war booming in his head once again, reminding him that he was determined to grow in power and eventually return. That feeling led him to journey again, this time with a fresh twist in store for his fate - for he'd be meeting with a noble, who'd hand him a most important piece of paper...