Baron Galdur Vendikon

Jaerric Insolitus's page

3 posts. Alias of Kalizkan.


Full Name

Jaerric Insolitus

Race

Half-Elf

Classes/Levels

Barbarian (Invulnerable) 5

Gender

Male

Size

Medium

Age

29

Alignment

Chaotic Good

Languages

Common, Elven

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Jaerric Insolitus

~WIP~

Statblock Summary from Myth-Weavers:
Jaerric Insolitus
Male CG Half-Elf Invulnerable Barbarian, Level 5, Init +4, HP 60/60, DR 2/-, Speed 40 ft.
AC 19, Touch 12, Flat-footed 17, Fort +6, Ref +4, Will +2, Base Attack Bonus 5
Alchemical Silver Greatsword +1 +9 (2d6+3, 19-20 x2)
Cold Iron Dagger (1d4+3, 19-20 x2)
Composite (+3) Longbow (Arrows (20)) +7 (1d9+3, 20 x3)
Mithral Breastplate +1 (+7 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Condition None
CMB: +8
CMD: 20
Rage Rounds: 0/20
Resist Fire 1
Immune to Magical Sleep
+2 racial bonus to saving throws against enchantment spells and effects

Rage Bonuses:
When raging, Jaerric has the following bonuses and penalties:
+4 morale bonus to Strength and Constitution

+3 morale bonus to saving throws against spells, supernatural abilities, and spell-like abilities (Also a +2 morale bonus to Will saves, does not stack with the above)

-2 penalty to AC

He cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

He cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Can use Intimidating Glare


Special Abilities:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Rage: 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.

Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.

Invulnerability: At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

Extreme Endurance: At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.


Feats, Traits, and Rage Powers:
Traits
Trait 1: Elven Reflexes: You gain a +2 trait bonus on initiative checks
Trait 2: Deft Dodger: You gain a +1 trait bonus on Reflex saves.

Feats
Half-Elf Bonus: Skill Focus (Intimidate)
1: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. 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.
3: Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
5: Extra Rage: You can rage for 6 additional rounds per day.

Rage Powers
2: Intimidating Glare: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
4: Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.


Skills:
Note: Due to Armor Check Penalty, subtract 1 from each Str/Dex based skill not on this list. The penalty is factored in for the skills listed below.
Acrobatics +9
Climb +8
Intimidate +11
Knowledge (Nature) +5
Perception +11
Survival +7
Swim +7

Equipment and Monies:
Remaining gold: 2916 GP
Mithral Breastplate +1 5200
Alchemical Silver Greatsword +1 2330
Cold Iron Dagger 4 GP
Composite (+3) Longbow 300 GP

Appearance:
In Progress

Personality:
In Progress

Background:
Jaerric was born in the border town of Risiei in the year 951. His mother, Rhynae, worked as a server in one of the local taverns. He never met his father, nor knew who he was, but rumors around the town were that he had been a soldier for the king—a member of a company that had passed through town for unknown reasons nine months before Jaerric’s birth. Whoever he had been, Jaerric’s unknown father left one thing certain; the fact that he had been an Elf.

Rhynae did the best she could in raising Jaerric, but her busy work schedule ensured that he had plenty of time to run about unsupervised. Unfortunately, he was always a bit of an outcast, often getting into fights with the other children of the town. Generally, he would be the one to start the fight, and he would often (barring adult intervention) be the one to end it as well. His superior speed (a gift from his father’s heritage) proved useful time and time again, and he grew to be rather strong as well. Despite complaints from others, Rhynae did little to discipline Jaerric, as she had enough of her own affairs to keep in order (at least, according to her).

By the time he turned fourteen, Jaerric was seen as a waste of space by much of the town. With few prospects for apprenticeship or other employment, fewer friends, and no money, it seemed that he would be consigned either to the armed forces, or to being paid thug. Fortunately for him, though, this was when Grayson arrived to the area.

An old soldier with rumored connections to the King’s mage hunters, Grayson settled in a small cabin just outside of Risiei’s “Forest Gate,” where he kept to himself but for the occasional trip into town for food and other supplies. One night, in an attempt to collect the funds to get him out of Risiei, Jaerric decided to try his hand at burglary. Grayson’s isolated house seemed like a prime target. Jaerric managed to break through the simple lock on Grayson’s door, only to be knocked unconscious a moment later.

When he awoke, Jaerric was tied to the one chair in the cabin, unable to move his hands or legs. Grayson stood by the broken door, puffing on a pipe. Growling, he informed Jaerric that a “real man,” as he put it, would not simply bust into a house in the middle of the night, but at least fight the owner while he was awake. With that, he untied the stunned Jaerric, and set him to work fixing a late meal.

From then, Grayson was a mentor to the young Half-Elf, providing a stabilizing force in his life. Instead of wandering in the woods or picking fights with the other youth of the town, Jaerric began spending more and more time with Grayson, learning his odd code of conduct and, after several years, even learning how to fight. Grayson taught Jaerric to put his anger (at his mother, at his father, at the town, etc.) to good use, channeling it in a fight to maximize his effectiveness, and using it to guard his mind from sorcery. Grayson also taught him restraint—how to pick a fight for a cause, rather than simple anger. Under Grayson’s guidance, Jaerric grew to be a productive member of society, and, by the time he turned twenty, was ready to leave Risiei on his own terms. As he prepared to try his hand at being a mercenary, Grayson gave him his old breastplate and saw him off, with a growled reminder to Jaerric to remember what he’d learned.

Since then, Jaerric has gained a modest reputation as both a competent caravan guard and an enthusiastic mage hunter—when the situation warrants it. Several times, he has taken it upon himself to go after minor spellcrafters who had used their skills to terrorize locals. It was from one of these encounters that he got his greatsword, “Insolence.” Recently, he has been looking for some more official backing for his talents, as well as a steady paycheck and chance to prove himself, in a sense, to Grayson.