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About KarthasAppearance:
Ht: 6'6" Wt: 255 lbs. Hair: Black Eyes: Ice Blue Karthas appears as large man, dressed in well-worn clothing. His skin and hair tell the tale of a man that does not spend a great deal of time indoors. A fair number of scars decorate his skin, trophies of past battles and travels, with the most telling being a large diagonal scar across his chest. Personality:
Background:
Karthas and his brother, Barek left their home in Numeria before either really had any business doing so. Rather than find their way in the world in an honorable manner, the brothers turned to banditry. Karthas and Barek were doing quite well for themselves until they tried to pick on the wrong travelers. The end result was Barek's death, and Karthas grievously wounded and taken to trial in Restov. As a result of the trial, Karthas had two choices, join an expedition into the Stolen Lands at the behest of the Swordlords of Restov, or face hard labor and imprisonment in Restov. As unsavory as doing some lord's bidding was to Karthas, it certainly beat being a prisoner.
Having left with a group of five others, "The Chartered Six" set off in the Stolen Lands, having moderate success in the beginning. Eventually, intra-party squabbling and a rather unfortunate encounter with a trio of owlbears ended the "Chartered Six's" run as an adventuring company and the survivors returned to Restov. Upon returning, Karthas was informed than he had two choices, prison or return to the Stolen Lands to join the group that had just vanquished the Stag Lord. The choice was easy for the Kellid as he began his journey back into the Greenbelt. XP: Combat Statistics:
BAB: +3, CMB: +6, CMD: 19 Initiative: +3 Movement: 40 ft. Fortitude: + (+ w/ Rage) Reflex: + Will: + (+ w/ Rage) HP: 40 (48 when Raging) AC: 17 (13 Touch, 14 FF); 15 (11 Touch, 12 FF) w/ Rage; 14 (10 Touch, 11 FF) w/ Reckless Abandon Attack Options:
Warhammer (Wielded 2-handed) +6 (1d8+4; 20/x3)
Dagger +6 melee, +6 thrown (1d4 + 3; 19-20/x2; 10 ft. range)
Master work Composite Longbow (STR +3) +7 (1d8 + 3; 20/x3)
Skills:
Acrobatics +10 (+9 armored) Appraise -1 Bluff +0 (+2 vs. bandit types) Climb +7 (+6 armored) Craft -1 Diplomacy +0 (+2 vs. bandit types) Disguise +0 Escape Artist +3 (+2 armored) Fly +3 (+2 armored) Heal +0 Intimidate +10 (+12 vs. bandit types) Perception +7 Perform +0 Ride +3 (+2 armored) Sense Motive +0 (+1 vs. bandit types) Stealth +10 (+9 armored) Survival +6 Swim +7 (+6 armored) Disable Device +10 (includes +2 from MW Tools) Knowledge(Local) +4 Sleight of Hand +7 Equipment:
Masterwork Greatsword, Warhammer, Longbow, 20 Arrows, Dagger, Masterwork Chain Shirt, Backpack, Flint & Steel, 50'Hemp Rope, 5 Days Trail Rations, Waterskin, Whetstone, Wooden Holy Symbol (Gorum), Traveler's Outfit, Cold Weather Outfit, Bedroll, Masterwork Thieves' Tools,
Total Weight Carried: 75 lbs. Cash: 25 pp, 455 gp, 28 sp, 38 cp
Class Features:
Barbarian:
Favored Class (+0 HP, +2 Skill) Rage - A barbarian may call upon inner reserves of strength and ferocity, granting him addition combat prowess. Starting at 1st level a barbarian may rage for a number of rounds equal to 4 + CON modifier per day. At each level after 1st, a barbarian may rage for an addition 2 rounds per day. Temporary CON modification such as bear's endurance do not modify the number of rounds a barbarian may rage. A barbarian may enter a rage as a free action, and the number of rounds allowed returns to maximum after 8 hours of rest. While in a rage, a barbarian's STR and CON gain a +4 morale bonus, and he gains a +2 morale bonus to Will saves. In addition a -2 penalty is applied to the barbarian's AC. After raging, a barbarian is fatigued for a number of rounds equal to twice the number of round he was in rage, and can not re-enter rage while fatigued or exhausted. Fast Movement - A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when the barbarian is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarians speed because of any armor worn or load carried. This bonus stacks with other bonuses to the barbarian's speed. Uncanny Dodge - At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Rage Powers - As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. - 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.
Rogue:
Trapfinding - Rogues gain a bonus equal to 1/2 his rogue level to Perception skill checks to find traps and Disable Device checks to disarm a trap (minimum +1). A rogue can use disable device to disarm magical traps. Sneak Attack - A rogue does extra damage anytime an opponent would be denied their DEX bonus (whether they have a DEX bonus or not), or when flanking an opponent. Only applies to ranged attacks from 30 ft or less. A rogue must be able to see his target to use sneak attack. Sneak attack is not applicable if the target has concealment. Evasion - At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talent - As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. - Weapon Training - A rogue that selects this talent gains Weapon Focus as a bonus feat - Greatsword Traits:
Brigand (Campaign): You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk. Dirty Fighter (Combat-Basic): You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Feats:
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. Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Extra Rage: You can rage for 6 additional rounds per day. You can gain Extra Rage multiple times. Its effects stack. Weapon Focus (Greatsword): (From Rogue Talent) +1 to attack rolls with Greatswords
Current Status:
HP: 40/40 (48/48 Raging) Rage Rounds: 12/12 Conditions: |