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About Maelodakh ListenerQuick View Stats for Combat:
Initiative: +6 (+4 Dex, +2 trait bonus)
Range Rounds/Day: 14 During Rage:
STR 17; Con 18; HP 68/68; AC 21/T 13/FF 17; Fort +8 ; Will +3; CMB +7; CMD 21; Spd 45 ft. After Rage/Fatigued:
STR 11; Dex 16; AC 22/T 14/FF 18; Ref +4; CMB +6; CMD 19 A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Maelodakh's Tale:
STATS:
Ability Scores Score (modifier) (point buy - 18pts) (racial bonus) (level up) Str : 13 (+1) (7)(-2 Goblin) Dex: 18 (+4) (5) (+4 Goblin) Con: 14 (+2) (5) Int: 12 (+1) (1) (+1 4th level) Wis: 10 (+0) (0) Cha: 8 (-1) (0) (-2 Goblin) DEFENSE:
AC: 23, touch 15, flat-footed 19 (+4 armor, + 4 Dex, +4 shield, +1 size) HP: 58 (Full first/second level = 24, plus 19 [Rolls: 2, 9, 8 = 19], +10 Con, +5 Favored Class) Fort +6 (4 + 2), Ref +5 (1 + 4), Will +1 (1 + 0) OFFENSE:
Initiative: +6 (+4 Dex, +2 trait) Speed 40 ft. (30 ft Goblin, +10 ft Fast Movement) / 45 ft when Raging Base Atk: +5 CMB: +6 (+5 BAB, +1 str) CMD: 20 (10, +5 BAB, +1 str, +4 dex) Melee:
Power Attack:
During Rage:
Power Attack:
When Fatigued
Power Attack:
Ranged: N/A
Favored Class Bonus Barbarian: Hit points Feats:
[2: 1 1st level, 1 3rd level, 1 5th level]
Power Attack: Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Cleave: Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Cleaving Finish: Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. SKILLS:
Skills: (21 4 ranks x Barbarian 5, +2 Int) x x Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) Acrobatics (Dex)/Yes, +3/3/+4 = +10 * # Appraise (Int)/No/0/+1 = +xx Bluff (Cha)/No/0/-1 = +xx Climb (Str)/Yes, +3/1/+1 = +5 * Craft (tattoo) (Int)/Yes, +3/3/+1 = +7 Diplomacy (Cha)/No/0/-1 = +xx Disable Device (Dex)/No/0/+4 = +xx * # Disguise (Cha)/No/0/-1 = +xx Escape Artist (Dex)/No/0/+4 = +xx * Fly (Dex)/No/0/+4 = +xx * Handle Animal (Cha)/Yes, +3/1/-1 = +3 # Heal (Wis)/No/2/+0= +2 Intimidate (Cha)/Yes, +3/5/-1 = +7 Knowledge (arcana) (Int)/No/0/+0 = +xx # Knowledge (dungeoneering) (Int)/No/0/+1 = +xx # Knowledge (engineering)(Int)/No/0/+1 = +xx # Knowledge (nature)(Int)/Yes, +3/1/+1 = +5 # Knowledge (planes)(Int)/No/0/+1 = +xx # Knowledge (religion)(Int)/No/0/+1 = +xx # Linguistics (Int)/No/0/+0 = +xx # Perception (Wis)/Yes, +3/2/+2 = +11 (+4 Long Ears racial trait) Perform (Cha) /No/0/-1 = +xx Profession (Int) /No/0/+1 = +xx # Ride (Dex)/Yes, +3/1/+4 = +8 * Sense Motive (Wis)/No/0/+0 = +xx Sleight of Hand (Dex)/No/0/+4 = +xx * # Spellcraft (Int)/No/0/+1 = +xx # Stealth (Dex)/No/1/+4 = +9 * [+4 Size bonus] Survival (Wis)/Yes, +3/2/+0 = +5 Swim (Str)/Yes, +3/1/+1 = +5 Use Magic Device (Cha)/No/0/-1 = +xx # GOBLIN RACIAL TRAITS:
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: +1 to AC and attack rolls, -1 to CMB and CMD, +4 size bonus to Stealth Fast: 30 ft movement Darkvision: 60 ft Over-Sized Ears: While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled. Languages: Goblin, Gnoll TRAITS :
Reactionary: Benefit: You gain a +2 trait bonus on initiative checks. Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits. Advantageous Distraction Benefit: Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round. Languages: Goblin, Gnoll CLASS ABILITIES
Fast Movement:
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. This bonus stacks with any other bonuses to the barbarian's land speed. Rage:
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 to Constitution 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 fatigued or 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. Uncanny Dodge:
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.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead. Trap Sense:
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Improved Uncanny Dodge:
At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Rage Powers:
Auspicious Mark: The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll. Swift Foot: The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. GEAR:
Weapons: Spear-1d6 3lbs Masterwork Morningstar-1d6 3lbs Armor:
Note: Despite having the bracers, Mae still wears her armor, "because".
Alcor's Bane +2 Heavy Shield of Disruption that has a special property that gives it power to harm creatures of the undead category. Upon striking an undead creature with the shield, the holder can choose to channel positive energy through the shield to do damage. Damage is as if the holder where a cleric of 5th level (3d6) and only targets the creature struck by the shield. Undead creatures can save versus a DC of 17, for half damage (this is a Will Save). Skill Equipment: Miscellaneous: Total equipment cost: xx gp, xx sp
Capacity: xx lbs; xx lbs = medium load. Load: xx
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