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Jak Littlewolf's page

83 posts. Organized Play character for thejeff.


Full Name

Jakrun Brownlock

Race

Halfling Barbarian 1

Gender

[Per: +5, AC 16, Init +2, CMB +2, CMD 14, hp 14/14]

Size

Small

Age

23

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common/Halfling/Hallit

Strength 15
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 12

About Jak Littlewolf

Jak Littlewolf
Male Halfling barbarian 1
CG Small humanoid (halfling)
Init +2, Senses Perception +5
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DEFENSE:

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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size )
hp 14 ((1d12)+2)
Fort +5, Ref +3, Will +0, +2 vs. fear

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OFFENSE:

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Speed 30 ft., Fast Movement
Melee greataxe (small) +4 (1d10+3/x3)
Ranged oil, 1 pint flask +2 (1d6)
Ranged acid +2 (1d6)
Ranged sling staff, halfling +4 (1d6+2/x3)

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STATISTICS:

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Str 15, Dex 14, Con 14, Int 12, Wis 8, Cha 12,
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Skills Climb +6, Craft (Calligraphy) +5, Intimidate +5, Knowledge (Nature) +5, Perception +5, Stealth +11, Stealth (In hilly or rocky areas) +12,
Traits Armor Expert,
Languages Common, Halfling, Hallit
SQ fast movement, fearless, halfling luck, keen senses, rage, swift as shadows, weapon familiarity,
Combat Gear rations, trail (small) (3), sunrod (3), oil, 1 pint flask (3), acid (2),
Other Gear greataxe (small), studded leather armor (small), explorer's outfit (small), backpack (small), pouch, belt (small), waterskin, filled (small), sack (small) (2), artisan's tools (tattoo), bedroll (small), blanket (small), caltrops, flint and steel, rope, silk (50 ft.), bullets, sling (10) (small) (4), sling staff, halfling, 35.66 gp

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SPECIAL ABILITIES:

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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Barbarian ~ Uncanny Dodge Tracker

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.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Language Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 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.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 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.

Standard Rage

Swift as Shadows Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the surefooted racial trait.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Background:

Born Jakrun Brownlock

He grew up in a small isolated halfling village in the River Kingdoms. He was always the biggest toughest lad of his generation and he reveled in it, becoming a bit of a bully until he got old enough to start training in the militia. His wild raging fighting style didn't sit well with the tradition bound trainers, used to light weapons and more finesse. He was soon dismissed. At loose ends, he began to drink more heavily and causing trouble. In the end he killed a man in a drunken quarrel.
Self-defense, though it shouldn't have happened and the man had friends.
He left his little village and went out among the giants.
Drifting through the River Kingdoms, he fell in with bandits for awhile. Robbing farmers and poor travellers didn't appeal to him for long though and when one captive turned out to be a Pathfinder, he helped her escape and fled with her. On her advice, he made his way to Absalom and joined.

In his time among the bandits he took up their habit of fighting masked. Then it was to hide identities, now it is just for the effect.