About Dank GrimwolfSTATS Spoiler:
Hit Dice 1d12 + 2 + 1 (1d12 + 4 + 1)
Hit Points 15 (17) Rage Points 6 Action Points 4/5 Fort +4 = 2 + 2 (+6 = 2 + 4) Ref +1 = 0 + 1 Will +1 = 0 + 1 (+3 = 0 + 1 + 2) +2 bonus vs. Fear effects (see Traits) Initiative +1 Armor Class13(+1 armor, +1 Dex, +1 dodge), Touch 12, Flat-footed 11 (AC 11, Touch 10, Flat-footed 9) COMBAT Spoiler:
Base Attack +1 CMB +5 (+7)
Great Axe +5 melee, 1d12 + 6, x3, Slashing (+7 melee, 1d12 + 9) Great Axe w/ Overhand Chop 1d12 + 8 (1d12 + 12) Shortbow +2 ranged, 1d6, x3, 60 ft., Piercing SKILLS Spoiler:
Acrobatics +5 = 3 + 1 +1 Climb +8 = 3 + 1 + 4 (+10 = 3 + 1 + 6) Intimidate 4 = 3 + 1 + 0 Knowledge/nature +3 = 3 + 1 - 1 Perception +5 = 3 + 1 + 1 Survival +5 = 3 + 1 + 1 Swim +8 = 3 + 1 + 4 (+10 = 3 + 1 + 6) FEATS Spoiler:
Dodge Overhand Chop Weapon Finesse TRAITS Spoiler:
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.
Optimistic Gambler
RACIAL ABILITIES
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+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. (Strength)
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
CLASS ABILITIES
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Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those
EQUIPMENT Spoiler:
Great Axe(12lbs.), Shortbow (2lbs.), 20x Arrows (3lbs.), Armored Kilt (10lbs.), Backpack (2 lbs.), Winter Blanket (3lbs.), Belt Pouch (½ lb.), Waterskin (4lbs.), Flint and Steel, Whetstone (1lb.), 3x Torches (3lbs.)
Weight : 40 ½ lbs. 27 GP; 14 SP; 6 CP Total Weight : ~ 41 ½ lbs. DESCRIPTION Spoiler:
6'5”, 197 lbs., black hair, green eyes
Dank is a very large young man, with well-developed, rippling thews. His hair is unshorn, and usually hangs loose, although if he knows he is bound for battle, he ties it back by simply taking half of it in each hand, and tying it in a knot. He wears a kilt of hardened hides, a jerkin made from the hide of a silvery-white furred wolf, soft leather boots that stop just short of his knees, and little else. He carries his possessions in a simple pack upon his back, and keeps a quiver of arrows and a pouch on his belt. His large axe rarely leaves his side, and the heads of it are decorated with what seem to be dwarvish runes (actually Skald). He claimed it off the corpse of an Ulfen raider shortly before he left his homeland. He bears many scars, particularly a vicious knot of them atop his shoulder and neck on the left side, where the wolf he now wears savaged him. BACKGROUND Spoiler:
From the Realm of the Mammoth Lords, Dank has traveled far seeking word of his sister. She was taken from his tribe during a raid, by Ulfen's who rowed their longboat up the Gullik River, and left by sailing back down it. Originally several other of his tribesmen accompanied him, but the journey through the lands of Irrisen and the Linnorm Kings was brutal, and most of his companions died glorious deaths in battle. He followed word of his sister's captors south to Riddleport, but now he has here for three months, and has not been able to pick up the trail again, much to his chagrin.
While here, he has developed quite a fondness for games of chance, and these soft south-lander women. He berates himself daily for his failures in the search for his sister, but has trouble resisting the temptations so readily available in this city. He rather quickly found himself in debt to one of the city's moneylenders, and has only recently re-assumed his financial freedom. Not surprisingly, he has a strong dislike for Ulfen's, and often starts fights with any of them nearby, especially after he has tossed back a few beverages. This has led to him being tossed out of quite a few taverns and brothels, and the occasional confrontation with the gendarmes. The last of these led to him breaking the face of gendarme squad leader (he looked to have a more than a fair-share of Ulfen blood), and currently, he has been trying to avoid them and keep a low profile. |