Tsadok Goldtooth

Mardak Falconflight's page

125 posts. Organized Play character for Ietsuna.


Full Name

Mardak Falconflight

Race

35/35 Max HP|| AC:17 T:11 FF:18 CMD:17 || Fort:+5 Refl:+2 Will:+3| HP 35/35 | AC 17, T 11, FF 17 | CMD 18| F +6 R +3 W +4; +1 Ref vs traps | Init +3 | Perc +7

Classes/Levels

| Speed 30ft | Rage10/10 | Power attack -0/+3 | Active Conditions: None.

Gender

”Mardak Falconsflight” | Male CG Medium Human Barbarian (Unchained) 3

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Mardak Falconflight

Statistics:
Mardak Falconsflight
Male Half-Orc (Ulfen) barbarian 2
CG Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +7 (+8 Vs surprise)
------------------------------
DEFENSE
------------------------------
AC 17, touch 11, flat-footed 17 (+6 armor, +1 Dex)
hp 35 ((3d12)+9)
Fort +6, Ref +3, Will +4 (+1 Reflex to avoid traps)
Defensive Abilities uncanny dodge, danger sense +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft., Fast Movement
Ranged chakram +4 (1d8+4)
Ranged composite longbow str (+3/darkwood)[/b] +5  (1d8+3/x3)
Melee earth breaker +7 (2d6+6/x3)
Melee masterwork greatsword +8 (2d6+6/19-20)
Melee ogre hook +7 (1d10+6/x3)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10,
Base Atk +3; CMB +7; CMD 18
Feats Power Attack, Furious Focus
Skills Acrobatics +2, Climb +8, Escape Artist -2, Fly -2, Intimidate +8, Knowledge (Nature) +4, Perception +7 (+8 Avoid Surprise), Ride -2, Stealth -2, Survival +6, Swim +5,
Traits Indomitable Faith, Reactionary,
Languages Common, Orc, Skald
SQ darkvision, fast movement, intimidating, orc blood, orc ferocity, rage, superstition, weapon familiarity,
Combat Gear Wand of Cure Light Wounds (50 charges), rations (trail/per day) (2), torch (10),
Other Gear composite longbow str (+3/darkwood), masterwork agile breastplate, outfit (traveler's), backpack, common, flint and steel, rope (hemp/50 ft.), chakram (6), earth breaker, masterwork greatsword, ogre hook, arrows (20), Cloak of Resistance +1, 148.9gp

Raging Statistics:
Mardak Falconsflight
Male Half-Orc (Ulfen) barbarian 3
CG Medium humanoid (orc, human)
Init +3, Senses darkvision (60 ft.); Perception +7
------------------------------
DEFENSE
------------------------------
AC 15, touch 9, flat-footed 15 (+6 armor, +1 Dex, -2 Rage)
hp 35 ((2d12)+6) + 6 Temporary HP
Fort +6, Ref +3, Will +6 (+1 Reflex to avoid traps)
Defensive Abilities danger sense +1, uncanny dodge,
------------------------------
OFFENSE
------------------------------
Speed 30 ft., Fast Movement
Ranged chakram +4 (1d8+6)
Composite Longbow Str (+3/darkwood) +5  (1d8+3/x3)
Melee earth breaker +9 (2d6+8/x3)
Melee masterwork greatsword +10 (2d6+8/19-20)
Melee ogre hook +9 (1d10+8/x3)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10,
Base Atk +3; CMB +7; CMD 16
Feats Power Attack, Furious Focus
Skills Acrobatics +2 , Acrobatics (Jump) +5 , Climb +8 , Escape Artist -2 , Fly -2 , Intimidate +8 , Knowledge (Nature) +4 , Perception +7 , Perception (Avoid Surprise) +8 , Ride -2 , Stealth -2 , Survival +6 , Swim +5

*ACP applies to these skills

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fast Movement (Ex) A barbarian's land speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.

Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Power Attack 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, you gain a a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a -2 penalty to Armor Class. You also gain 2 temporary hit points. These temporary hit points are lost first when you take damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of your previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Superstition The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.

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 Dexterity bonus to AC if immobilised. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Background:

Appearance and Personality:

PSF Career:

5-10 The Confirmation - 2PP
6-16 Scions of the Sky Key, Part 3: The Golden Guardian - 2PP
The Devil We Know: Part 1 - 2PP
The Devil We Know: Part 2 - 2PP
The Devil We Know: Part 3 - 2PP
The Devil We Know: Part 4 - 2PP

6 XP, 8 PP, 12 Fame