Race |
Human (versatile) |
Classes/Levels |
Barbarian (spirit)/2 HP 36/36, 4 temp| AC 19| Fort (E) +8| Ref (T) +6| Will (E) +7| Init Perc (E) +7 |
Gender |
Exploration activity: Scout |
Strength |
4 |
Dexterity |
2 |
Constitution |
2 |
Intelligence |
0 |
Wisdom |
1 |
Charisma |
0 |
About Kimmo
Male human (versatile) barbarian (spirit) 2
CG Medium humanoid (human)
Init/Perception +6
XP: 14
Prestige: 14
Fame: 14
Faction: Vigilant Seal
OP#: 67750-2001
DEFENSE
AC 19 (trained bonus +4; +2 Dex, +3 armor)
hp 36 (8 human + 24 barbarian + 4 CON bonus)
Fort +8, Ref +6, Will +7
Resistances/Immunities None
OFFENSE
Speed 30 ft.
Melee greatsword +8 (T), (1d12+4S) (versatile P), greatclub +8 (T), (1d10+4B) (backswing, shove)
Ranged javelin +6 (T), (1d6+4P) ()
Special Attacks None
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
ACP 0
RACIAL
Versatile Human Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). (Incredible Initiative)
Ancestry Feats
General Training: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. (Fleet) (L1)
General Feats
Incredible Initiative You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. (from Versatile Human)
Fleet You move more quickly on foot. Your Speed increases by 5 feet. (from General Training)
Class Feats
Acute Vision When you are raging, your visual senses improve, granting you darkvision. (L1)
Sudden Charge ◆◆ With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. (L2)
Skill Feats
Assurance Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in (Survival). You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). (background bonus)
Quick Jump (Athletics) You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). (L2)
Skills
Lore (Arctic) +4 T
Lore (Scouting) +4 T (Network benefit)
Lore (Pathfinder Society) +5 T
Acrobatics +6 T
Medicine +1
Performance +4 T
Religion +1
Diplomacy +0
Intimidation +0
Crafting +0
Arcana +0
Occultism +0
Society +0
Survival +5 T
Nature +1
Athletics +8 T
Thievery +2
Stealth +6 T
Deception +0
BACKGROUND
Nomad: Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost (Strength).
You're trained in the Survival skill, and a Lore skill related to one terrain you traveled in (Arctic Lore). You gain the Assurance skill feat with Survival.
CLASS FEATURES
Instinct
Spirit Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.
Anathema - Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.
Spirit Rage - While raging, you can increase the additional damage from Rage from 2 to 3 and change its damage type to negative or positive, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.
Rage ◆ You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Racial Modifiers none
Languages Varki, Common
SQ
Gear greatsword (20/2), greatclub (10/2), javelins x4 (4/4L), hide armor (20/2) adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), grappling hook (1/L), sheath x2 (.2/0) TBD gp, TBD sp, TBD cp, 7 Bulk, 5 Light
SPECIAL ABILITIES
Networking Points:
3 Swords
Current benefits: Scouting Lore; 1 potency crystal