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About Myrdul WhiteStat Sheet: ----------------------------------------------------------------------- Basic Information Character Name : Myrdul White
Class and Level : Barbarian (Scarred Rager) 1
Favored Class(es) : Barbarian
Strength : 18 (+4) 10
Maximum Load : 47/300 lbs.
Hit Points : (15) 15
Base Melee : (+5) 1 BAB + 4 Str + 0 size + 0 misc
Combat Maneuver : (+5) 1 BAB + 4 Str + 0 misc + 0 size <- CMB
Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Fortitude : (+4) 2 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
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. ----------------------------------------------------------------------
Scarred Rager
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields). Terrifying Visage (Ex): A scarred rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by the scarred rager also increases by 1. This ability replaces fast movement. Rage (Ex): 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. Tolerance (Ex): At 2nd level, a scarred rager who fails a save against an effect that causes her to become nauseated, sickened, fatigued, or exhausted can make a second save to negate the effect on the start of her next turn. Only one additional save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round). This ability replaces uncanny dodge. Scarification (Ex): At 3rd level, a scarred rager can ignore 1 point of bleed damage per round. This amount increases by 1 every three levels beyond 3rd. At 15th level, a scarred rager can ignore 1 bleed effect each round. This ability replaces trap sense. Improved Tolerance (Ex): At 5th level, a scarred rager's tolerance ability also applies to effects that would cause her to become dazed, frightened, shaken, or stunned. This replaces improved uncanny dodge. Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage. Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage. Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. Ex-Barbarians
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Auspicious Mark (Su): 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. [spoiler=Some good Rage Power options]
Come and Get Me (Ex): While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack. A barbarian must be at least 12th level to select this rage power. Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power. Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power. Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC. Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks. Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start. Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks. Regenerative Vigor (Ex): After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns. A barbarian must have the renewed vigor rage power and be at least 6th level before selecting this rage power. Renewed Life (Ex): While raging, the barbarian ignores the effect of one temporary negative level per four barbarian levels she has (maximum 5). Once per day, when a barbarian with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging. A barbarian must have the renewed vitality rage power and be at least 6th level before selecting this rage power. Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging. Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging. Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power. Skills and Feats: ----------------------------------------------------------------------- Skills and Languages Your maximum ranks in a skill are equal to your total level.
Skill Ranks per Level: 4 + Int modifier. *Acrobatics (Dex) - 0r+2a+0c-2acp = (0)
Languages: Common
1) Brigand: You hail from the more lawless reaches of Brevoy. Life has been hard for you, but not particularly harder than any other life of one of the People. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, not with the law or with other bandits, but rather an internal struggle for understanding. You’re looking to get away to somewhere no one would ever think to look for you, and where you can gain this understanding you seek. An expedition into the rugged wilderness seems like a perfect way to gain the trust of those you wish to study. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk. 2) Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Feats:
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Equipment: ----------------------------------------------------------------------- Money and Equipment Armor : Chain Shirt (+4 AC, +4 MaxDex, -2 ACP, 25 lbs)
Weapon : Earth Breaker (2d6+6, x3, B, 14 lbs)
Other Equipment :
Equipment Weight : 53 lbs Money :
Combat:
HP 15/15, AC16 Conditions: none [dice=Earth Breaker, Attack & Damage]1d20+5;2d6+6[/dice]
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[dice=Earth Breaker, Attack & Damage]1d20+7;2d6+8[/dice]
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He's a barbarian who's trying to be smart like the 'small men' (basically everyone who's not a barbarian) and knows that he must try to integrate himself into their society if he ever hopes to learn and be as powerful as the small men have learned to be. He's lost many men when attacking the small men, never able to understand how the tribe would lose against smaller, weaker foes. To gain this knowledge, which he believes will make him powerful, powerful enough to one day rule the tribes, he has forsaken the traditions of his people to remake himself -and this Remaking has led him to Brevoy. |