Jeromy Gee's page

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About Jeromy Gee

Race Half-Elf
Classes/Level Totem Warrior Barbarian (1)......Gender Male
Campaign ...........................Homeland
Alignment Chaotic Neutral...........................Deity
Size Medium......................................Age 21
Hair Brown.................................Eyes Brown
Height 6'4"................................Weight 180 lbs.
Skin Tan .....Languages Aquan, Common, Elven, Goblin, Ignan, Orc
Favored Class
Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.

Character Traits:

Never Stop Shooting: Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying. However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Militia Veteran: Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride , or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Offense:

Init -1 Base Attack: +1, CMB: +3
Weapon Club attack bonus +3/0 critical *2 type B range 10 ft damage 1d6+3/0
Weapon Quarterstaff attack bonus +3 critical *2 type B damage 1d4+3/1d4+3
Weapon Sling attack bonus 0 critical *2 type B range 50 ammunition 0 damage 1d3 or 1d4
Weapon Unarmed Strike attack bonus +3 critical *2 type B damage 1d3+3
Weapon Wooden Stake attack bonus +3/0 critical *2 type P range 10 ft damage 1d4+3/0

Defense:

HP 13/13(1d12+1)
CMD 12
AC 9, Touch 9, Flat-Footed 10
Fort Save: +3, Ref Save: -1, Will Save: +2
Spell Failure Chance 0%

Statistics:

Ability Scores: STR 15(+2), DEX 8(-1), CON 13(+1), INT 16(+3), WIS 15(+2),CHA 14(+2)
Feats:

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Barbarian Class Features:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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.

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.

Skills:
......................Total.....Abiltiy..Ranks..Misc.

  • Acrobatics ......................+3=DEX-1+1+3
    []Appraise .........................+3=INT+3+0+0
    []Bluff ............................+2=CHA+2+0+0
  • Climb ...........................+2=STR+2+0+0
  • Craft (Alchemy) .................+3=INT+3+0+0
  • Craft (Carpentry) ...............+3=INT+3+0+0
  • Craft (Weapon) ..................+3=INT+3+0+0
    []Diplomacy ........................+2=CHA+2+0+0
    []Disable Device ...................--=DEX
    []Disguise .........................+2=CHA+2+0+0
    []Escape Artist ....................-1=DEX-1+0+0
    []Fly ..............................-1=DEX-1+0+0
  • Handle Animal ...................--=CHA
    []Heal .............................+2=WIS+2+0+0
  • Intimidate ......................+2=CHA+2+0+0
    []Knowledge (Arcana) ...............--=INT
    []Knowledge (Dungeoneering) ........--=INT
    []Knowledge (Engineering) ..........--=INT
    []Knowledge (Geography) ............--=INT
    []Knowledge (History) ..............--=INT
    []Knowledge (Local) ................--=INT
  • Knowledge (Nature) ..............--=INT
    []Knowledge (Nobility) .............--=INT
    []Knowledge (Planes) ...............--=INT
    []Knowledge (Religion) .............--=INT
    []Linguistics ......................--=INT
  • Perception ......................+8=WIS+2+1+5
    []Perform (Dance) ..................+3=CHA+2+1+0
    []Perform (String Instruments) .....+2=CHA+2+0+0
    []Profession (Brewer) ..............--=WIS+2+0+0
    []Profession (Herbalist) ...........+3=WIS+2+1+0
  • Ride ............................+4=DEX-1+1+4
    []Sense Motive .....................+2=WIS+2+0+0
    []Sleight of Hand ..................--=DEX
    []Stealth ..........................-1=DEX-1+0+0
  • Survival ........................+7=WIS+2+1+4
  • Swim ...........................+10=STR+2+1+7
    []Use Magic Device .................--=CHA
  • Racial Abilities:

    +2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

    Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Half-elves have a base speed of 30 feet.

    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

    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 gain a +2 racial saving throw bonus against enchantment spells and effects.

    Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

    Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

    Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Equipment:

    Club ..............................3 lb.
    Quarterstaff ......................4 lb.
    Sling .............................0 lb.
    Wooden Stake ......................1 lb.
    Masterwork Backpack ...............4 lb.
    Belt Pouch ......................0.5 lb.
    Canteen ...........................1 lb.
    Flint And Steel ...................0 lb.
    Soap ............................0.5 lb.
    Trail Rations (10) ................5 lb.
    Coins ..........................0.66 lb.

    Total ......................19.66 lb.

    Light Load 53 lb. Medium Load 107 lbs. Heavy Load 160 lb. Lift Over Head 150 lb. Lift Off Ground 300 lb. Drag Or Push 750 lb.

    Money

    CP 9
    SP 4
    GP 20
    PP

    [spoiler=Background]