Lantern Bearer

Kalamir Shadowsigh's page

5 posts. Alias of The Pale King.


Full Name

Kalamir Shadowsigh

Race

Elf

Classes/Levels

Barbarian (Urban/Invulnerable Rager) 2

Gender

Male

Size

Medium

Age

123

Alignment

Chaotic Good

Languages

Common, Elven, Draconic, Gnome

Occupation

Courier/Messenger

Strength 16
Dexterity 15
Constitution 12
Intelligence 14
Wisdom 10
Charisma 10

About Kalamir Shadowsigh

Male Elf Barbarian (Urban/Invulnerable Rager) 2
CG Medium Humanoid (Elf)
Init +2; Senses Low-light vision; Perception +7
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex, +0 shield)
HP 21 (2d12+2 Con) (+4 in CON rage)
DR/- 1
Fort +4, Ref +2, Will +0
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OFFENSE
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Speed 30 ft.

Melee - Lucerne Hammer Attack: +5 Hit: 1d12+4 Crit x2 Special Properties: Brace, Reach

Melee - Power Attack Lucerne Hammer Attack: +4 Hit: 1d12+7

Melee - STR Rage+Power Attack Lucerne Hammer Attack: +6 Hit: 1d12+10

Melee - Greatsword Attack: +5 Hit: 2d6+4 Crit 19-20/x2

Melee - Power Attack Greatsword Attack: +4 Hit: 2d6+7

Melee - STR Rage+Power Attack Greatsword Attack: +6 Hit: 2d6+10

Ranged - Longbow Attack: +2 Hit: 1d8 Crit: x3 Range 100 ft.

Ranged - Dex Rage Longbow Attack: +4 Hit: 1d8
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STATISTICS
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Str 16, Dex 15, Con 12, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 17
Traits
Drawbacks
Feats Power Attack
Skills
Diplomacy +5, Acrobatics +7, Knowledge (local) +7, Knowledge (nobility) +7, Profession(courier) +5, Perception +7

Non-Standard Skill Bonuses

Languages Common, Elven, Draconic, Gnome

Special Abilities:

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SPECIAL ABILITIES
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Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

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

Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

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

Controlled Rage - 7 rounds/day (Ex)
When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Superstition (Ex)
Benefit: 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Masterwork Studded Leather Armor - 20lbs
Lucerne Hammer - 12lbs
Greatsword - 8lbs
Longbow - 3lbs
20 Arrows - 3lbs

Carrying Capacity
Light 0-76 lbs. Medium 77–153 lbs. Heavy 154–230 lbs.
Current Load Carried 46lbs
Money 684 GP 0 SP 0 CP

Background:

Appearance and Personality: