Karv the Red
Male Tiefling (Pitborn) Barbarian 1/ Oracle 1
CG Med outsider (native)
Init +1; Senses Perception +5, Darkvision 60ft
Defense
AC 16, touch 10, flat-footed 16 (+x Dex, +6 armor, +x size, +x natural armor)
hp 21 (1d8+1d12+7)
Fort +5, Ref +0, Will +2
Sanity: 4
Defensive Abilities cold resistance 5, electricity resistance 5, fire resistance 5
Offense
Speed 40 ft.
Ranged +1
Melee +4
Attack Options MWK Greataxe +5 1d12+5 x3 crit
Special Attack Rage 6 rounds/day
Base Statistics
Str 16, Dex 10, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Perception +5, Intimidate +8, Survival +5
SQ
Fiendish Resistance:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
revelations:
Battlecry (Ex): As a standard action, you can unleash an inspiring battlecry. All allies within 100 feet who hear your cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. At 10th level, this bonus increases to +2. You can use this ability once per day, plus one additional time per day at 5th level and for every five levels thereafter.
Curse:
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
[spoiler=Tongues] Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Rage:
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 toConstitution 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 fatiguedor 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.
Traits:
Resilient:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Arcane Temper:
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Spells
Lv 0:
Bleed, Create Water, Detect Magic, Spark
Lv 1:
Cure Light Wounds, Divine Favor, Protection from Law
Languages Common, Abyssal (curse language), Infernal
Combat Gear Masterwork Greataxe breastplate Other Gear Flask of Alchemist's Fire x2, Hemp rope 100 ft, Heavy Wagon, Light Horses (combat trained) x2, Potion of Enlarge Person, Potion of Cure Light Wounds x3, Scroll of Lesser Restoration CL 3
Backpack
backstory:
Karv was born into a tribe of savage humans and elves on the outskirts of civilization. His father was an important elder of the clan and his mother an elven soothsayer. Before he was born his family was cursed by a wandering shaman whom his father had refused to give hospitality. The family thought nothing of it. Karv grew up as a normal boy, or as much as any boy can being raised by barbarians. Growing up, Karv was not that bright, but he made up for it with his above average strength and charming personality. His fourteenth birthday, however, brought about a horrible change. His skin turned red, his eyes turned black, his teeth elongated, his toes sharpened into talons. Worst yet was his speech. For as he lay there he muttered in an unknown language who's sounds could only mean great and horrible things. The tribe decided to kill him on the spot but his father used his position in the tribe to spare him in exchange for his banishment. And so Karv was abandoned.
Karv lived off the land, barely more than an animal. He avoided other intelligent forms of life for fear of what his new appearance would make them do. This kept him alive for two years until an adventurer named Henry the Swift found him. The brave knight was expecting a horrible demon that was preying on livestock. What he found was a scared boy who just wanted to eat. He took Karv under his wing and taught him to harness the darkness that taints his blood and do good for others. Under the tutelage of Henry, Karv to became a mercenary and set off on his own. It was on this journey that he met the unlikeliest of travelers, another creature tainted by darkness named Dravvorn. It was he who explained what they were, a race called the fey'ri. A desendent of both elvish and demonic bloodlines. And who became Karv's first friend.