About Kay TowerweedMyth-Weaver’s sheet
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)
CMB: +2 (2 Str, 2 BAB, -1 size)(+2 CMB and CMD against Large or larger)(+1 bonus on all offensive trip attempts)
Fort: +5 (3 base, 1 halfling, 1 Con)(+1 bonus on tests made to stabilise yourself whilst dying)
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.
Kit, Pathfinder's Price, 12 gp; Weight 22 lbs.
Kit, Survival, Masterwork 50 gp 5 lbs.
Kit, Healer's, Price 50 gp; Weight 1 lb.
Acid (flask) 10 gp 1 lb.
497.1 gp spent above
Carrying capacity
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]
She stands 2'8" tall and weighs 33 lbs.
Additional Traits
Poverty-Stricken (Social)
Strong Arm, Supple Wrist (Combat)
Caretaker (Faith)
Equality for All (Regional)
Family Ties (Drawback)
MW Heavy Flail +6 / 1d8+3 (1 BAB, 3 Dex, 1 size, 1 MW)(19-20,x2)
CMB: +2 (2 Str, 1 BAB, -1 size) (Agile Manoeuvres) (+2 CMB and CMD against Large or larger)
Fort: +4 (2 base, 1 halfling, 1 Con)
Skill Ranks per Level: 4 + 1 Int modifier +1 FC bonus = 6
Climb +3 (2 Str, 2 halfling, -1 studded leather)
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.
Kit, Gear Maintenance Price, 5 gp; Weight 2 lbs.
Kit, Pathfinder's Price, 12 gp; Weight 22 lbs.
Kit, Survival, Masterwork 50 gp 5 lbs.
Kit, Healer's, Price 50 gp; Weight 1 lb.
Acid (flask) 10 gp 1 lb.
497.1 gp spent above
Carrying capacity
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