Male Tiefling (Qlippoth-Spawn) Barbarian (Wild Rager, Totem Warrior) 4
CN Medium Outsider (Native)
Init +3; Senses Perception +10; darkvision 60 ft.
AC 19, touch 13, flat-footed 16 (+6 armor, +3 dex)
Fort +7, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
Speed 40 ft.
Melee +2 Undead Bane Adamantium Greatsword +12 (2d6+9)
Ranged Longbow +8 (1d8)
Human Slayer Jietin gains a +1 bonus on attack rolls against humans. The bastards.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled Tieflings gain a +2 racial bonus on Escape Artist and Survival checks.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability.
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.
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.
Uncontrolled Rage A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.
Wild Fighting At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC.
Reckless Abandon While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Trap Sense At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Beast Totem, Lesser While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage plus the barbarian’s Strength modifier.
Sudden Attack As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Mythic Rage As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.
Rage Conversion At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused as noted above.
Light 0-133 lb. Medium 134-266 lb. Heavy 266-400 lb.
Current Load Carried 84.5 lb.
Money 0 GP 0 SP 0 CP
The xenophobic king was crusading into the far corners of the map, purging the land of non-humans. The forests were put to the torch to burn out the evasive barbarian tribes, forcing them further and further back. One tribe's luck ran out and they were backed against a mountain range while the king's armies marched upon them. Despite the martial prowess of the tribes, they were no match for the king's armies and his war machines. It looked hopeless.
In their desperation, the tribe shaman turned to dark magic in hopes of saving them. She attempted to summon infernal powers to protect them and cleanse the king's armies from their land. But she was tampering with powers far beyond her abilities, and the results were not what she wanted. A contract devil answered her summons and inquired of her wish. She asked for champions that would be able to fight the soldiers and win. He requested the life of a first born son, and reluctantly she found an expecting mother. The deal was done and the devil left, doing nothing but smile at the offered mother.
A month later the king's army was upon them, and the mother gave birth to the child she thought she had lost. But when he came out he was not an orc or even a half orc; he was a horned and scaled monstrosity that looked like something that belonged in hell. Furious and terrified, the shaman called the contract devil back. He appeared and just laughed at her protests. "You required champions to defeat the king's army, and I have given you the potential to do that. Breed the boy for a few dozen generations and you will have quite the army on your hands. You should have specified when you wanted to defeat the king's army." And he disappeared, leaving them to their fate.
With no help, the tribe lost the battle quickly. Most of them were killed while a few were captured as slaves. The devilish babe was taken with them. He grew up as a slave, knowing nothing but cages and chains and whips. Once he was old enough to work he spent the first part of his life working in the mines. Even amongst the non-humanoid races he was treated poorly, a subject of amusement for the guards and shunning by his fellow slaves. The lack of humanoid interaction left him bitter and angry, knowing nothing but the pain of imprisonment and torment and loneliness. He grew up for years like this, and became a big strong bastard after all his years working. One day when another prisoner made a comment about him, he snapped and swung at the man. The next minute was a confused blur of anger and pain, and it ended with a sharp pain at the back of his head and the floor rushing up to meet him. A moment later he looked up to see that there were two guard bodies lying on the ground, beaten to death. He always had a deep anger for the cruel guards, but he knew the consequences far outweighed the benefits of attacking one. His stomach dropped as he realized what he had done in his blind fury.
Jietin was shipped away from the mines like cargo. He was told nothing and every time he opened his mouth he was either beaten or ignored. He has no idea if he's going to be executed or made into an example or made to do something far worse than he has already been doing. In shackles, he awaits his fate.
Appearance and Personality:
Jietin is a big ugly bastard of a tiefling, six and a half feet tall and built like a brick wall. He has charcoal grey, scaled skin. His chin has spiky hornes protruding down, and large curled horns on his head. His keen red eyes sit above a crooked nose that looks like it's been broken a dozen times. Scars and burn marks decorate his body.
Jietin is a cynical loner who wants nothing more than to taste freedom. He's a quiet individual who is slow to trust, but once he makes a friend he defends them to the death. He's morally conflicted, some deep part of him wanting to be conscientious but more often than not has to do whatever he needs to in order to survive.