Little Girl

Kay Towerweed's page

219 posts. Alias of OberonViking.


Race

/ 28

Classes/Levels

| Halfling Barbarian

Gender

HP: 17

About Kay Towerweed

Myth-Weaver’s sheet
Halfling
Urban Barbarian (APG)
Neutral Good
Level 2

Tracking Damage:

Damage / source (current)
13 gore from stag (0)
1 (-1)
*Healing channel 1 (0)
*Healing channel 2 (2)
2 Force from explosion (0)
1 Sonic (-1)
*Healing from Caveth 5 (4)
*Levelling up (half of rolled 12 overnight) 6 (10)
*Overnight healing 2 (12)
*Healing burst from Caveth 5 (17)

Ability Scores:

Str 14 (+2)
Dex 16 (+3)
Con 13 (+1)
Int 12 (+1)
Wis 12 (+1)
Cha 10 (+0)
Combat Stats:

AC 17 (3 armour, 1 size, 3 Dex)
Touch 14, Flat 14
Max hp: 28 (2 Con, 2 trait, levels: 12, 12)

MW Heavy Flail +7 / 1d8+3 (2 BAB, 3 Dex, 1 size, 1 MW)(19-20,x2)
Disarm +9 (provokes AoO) (7 Flail, +2 disarm weapon)
Trip +8 (provokes AoO) (7 Flail, +1 bonus on all offensive trip attempts)
Javelin +6 1d4+2, 30' (2 BAB, 3 Dex, 1 size)

CMB: +2 (2 Str, 2 BAB, -1 size)(+2 CMB and CMD against Large or larger)(+1 bonus on all offensive trip attempts)
CMD: 14 (10 + 3 Dex, 2 Str, -1 size)

Fort: +5 (3 base, 1 halfling, 1 Con)(+1 bonus on tests made to stabilise yourself whilst dying)
Ref: +4 (0 base, 1 halfling, 3 Dex)
Will: +2 (0 base, 1 halfling, 1 Wis)(+2 vs fear)

Skills:

Skill Ranks per Level: 4 + 1 Int modifier +1 FC bonus = 6
Acrobatics +9 (3 Dex, 2 rank, 3 class, 2 halfling -1 studded leather)
Climb +7 (2 Str, 1 rank, 3 class, 2 halfling, -1 studded leather)
Heal +7 (2 rank, 3 class, 1 Wis, 1 trait) (+2 kit circumstantial)
Knowledge (local) +5 (1 Int, 1 rank, 3 class)
Knowledge (nature) +6 (1 Int, 1 rank, 3 class, 1 trait)
Perception +7 (1 Wis, 1 rank, 3 class, 2 halfling)
Stealth +10 (3 Dex, 1 rank, 3 class, 4 size, -1 studded leather)
Survival + 7 (1 Wis, 2 rank, 3 class, 1 trait) (+2 kit circumstantial)
Swim +5 (2 Str, 1 rank, 3 class, -1 studded leather)
Class Abilities and Rage Powers:

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. This ability replaces fast movement.

Controlled Rage (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.

Uncanny Dodge (Ex):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, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Equipment:

MW Heavy Flail 315 gp, 5 lbs
Studded leather armour 25 gp, 10 lbs
2 javelins, 2 gp 2 lbs

Kit, Gear Maintenance Price, 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Kit, Pathfinder's Price, 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Kit, Survival, Masterwork 50 gp 5 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Kit, Healer's, Price 50 gp; Weight 1 lb.
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Acid (flask) 10 gp 1 lb.
Alchemist's fire (flask) 20 gp 1 lb.
50' silk rope 10 gp, 5 lbs

497.1 gp spent above
29 sp carried

Carrying capacity
43.5 lbs light load
39.5 lbs carried

Level 2 Bonus Trait:
Kay, you threw yourself into the metaphorical fire (and out of the literal fire) to help your team-mates. You gain Stout of Heart, a permanent +2 bonus to your hp and a similarly permanent +1 bonus on all offensive trip attempts. In addition, you gain a +1 bonus on tests made to stabilise yourself whilst dying.
Level 1:

[spoller=Kay Towerweed]
Kay was the fifth daughter born to a loving couple in the hills around Barrjka. When she was four her parents were evicted from their tenant farm, and her father Kaleb moved the family from farm to farm with any employment he could find. Work for halfling farmhands or labourers was not abundant and the family often spent months living in the wild, subsisting off what they could find. This time of hardship brought the family close together.

Now aged 21 Kay is striking off on her own, so that she can send money back to her parents. Whilst Kaleb has recently found regular work keeping a busy cafe stocked in Barrjka, he can barely afford the rent. Her sister work waiting tables or caring for children, but this work is also fickle and underpaid.

Kay asked a distant cousin, Mr Hawcroft, for work at his logging factory. He soon realised that her quick wit and dexterous sword arm would be better served as one of his 'investigators'. Kay has learned that to disarm troublemakers is a better course of action for the company than to clobber them into submission when inevitable confrontations occur. [/spoller]
[spoller=Appearance]
Kay is a little round and a little ruddy. She has an ever present broad smile, broad shoulders from toiling hard as a labourer's assistant, and broad hips as anything sweet or rich goes straight to her hips. She wears utilitarian trousers and shirts made for male halflings, which adds to her dowdy appearance. When on duty she wears a studded leather sleeveless long coat, which she cut down from a human's tunic, with a javelin and heavy flail carried in hand, a dagger in her belt. Kay has dark brown hair cropped short with a longer fringe hanging across her brown eyes.

She stands 2'8" tall and weighs 33 lbs.
[/spoller][spoller=Feats]
Weapon finesse (free)

Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
[/spoller][spoller=Traits]
Know the Land (Religion)
Your have a deep familiarity with the plants and animals of a variety of environments.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills becomes a class skill for you. [Knowledge (nature)]
Pathfinder Player Companion: Faiths of Balance

Poverty-Stricken (Social)
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.
Benefits: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Pathfinder Roleplaying Game: Ultimate Campaign.

Strong Arm, Supple Wrist (Combat)
You have been trained in the javelin and the spear, and know how to make the best use of your momentum.
Benefit: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.
Restriction: You can only gain this benefit once per round.
Section 15: Copyright Notice
Pathfinder Companion: Qadira, Gateway to the East.

Caretaker (Faith)
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Pathfinder Roleplaying Game: Ultimate Campaign.

Equality for All (Regional)
Even when facing foes much larger than yourself, you still embody the ethos of liberty.
Benefit: You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.
Pathfinder Player Companion: Halflings of Golarion

Family Ties (Drawback)
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Pathfinder Roleplaying Game: Ultimate Campaign.
[/spoller][spoller=Ability Scores]
Str 14 (+2)
Dex 16 (+3)
Con 13 (+1)
Int 12 (+1)
Wis 12 (+1)
Cha 10 (+0)
[/spoller][spoller=Combat Stats]
studded leather
AC 17 (3 armour, 1 size, 3 Dex)
Touch 14, Flat 14

MW Heavy Flail +6 / 1d8+3 (1 BAB, 3 Dex, 1 size, 1 MW)(19-20,x2)
Disarm +8 (provokes AoO) (6 Flail, +2 disarm weapon)
Trip +6 (provokes AoO) (6 Flail)
Javelin +5 1d4+2, 30' (1 BAB, 3 Dex, 1 size)

CMB: +2 (2 Str, 1 BAB, -1 size) (Agile Manoeuvres) (+2 CMB and CMD against Large or larger)
CMD: 14 (10 + 3 Dex, 2 Str, -1 size)

Fort: +4 (2 base, 1 halfling, 1 Con)
Ref: +4 (0 base, 1 halfling, 3 Dex)
Will: +2 (0 base, 1 halfling, 1 Wis)
[/spoller][spoller=Skills]
Class Skills
The (Urban) barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + 1 Int modifier +1 FC bonus = 6
Acrobatics +8 (3 Dex, 1 rank, 3 class, 2 halfling -1 studded leather)
Heal +6 (1 rank, 3 class, 1 Wis, 1 trait) (+2 kit circumstantial)
Knowledge (local) +5 (1 Int, 1 rank, 3 class)
Knowledge (nature) +6 (1 Int, 1 rank, 3 class, 1 trait)
Perception +7 (1 Wis, 1 rank, 3 class, 2 halfling)
Survival + 6 (1 Wis, 1 rank, 3 class, 1 trait) (+2 kit circumstantial)

Climb +3 (2 Str, 2 halfling, -1 studded leather)
Stealth +6 (3 Dex, 4 size, -1 studded leather)
Swim +1 (2 Str, -1 studded leather)
[Skills: An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.]
[/spoller][spoller=Class Abilities]
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. This ability replaces fast movement.

Controlled Rage (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.
[/spoller][spoller=Equipment]
MW Heavy Flail 315 gp, 5 lbs
Studded leather armour 25 gp, 10 lbs
2 javelins, 2 gp 2 lbs

Kit, Gear Maintenance Price, 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Kit, Pathfinder's Price, 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Kit, Survival, Masterwork 50 gp 5 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Kit, Healer's, Price 50 gp; Weight 1 lb.
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Acid (flask) 10 gp 1 lb.
Alchemist's fire (flask) 20 gp 1 lb.
50' silk rope 10 gp, 5 lbs

497.1 gp spent above
29 sp carried

Carrying capacity
43.5 lbs light load
39.5 lbs carried
[/spoller][spoller=Future]
2: Rage Power: Guarded Stance, +1 dodge bonus whilst raging.
3: Agile Maneuvers
4: Increase Con, Rage Power (Rolling Dodge?)
5: Shield Focus
[/spoller]