About Nebbin Elsbet[dice=Perception]1d20+9[/dice] [ spoiler=Quick stats]
Favored Class: Barbarian (invulnerable rager) Hit Points: 92 -- Half+1 HP / level (7 hp / level) +3 Con (10 hp/level)
Attacks:
BAB: +8/+3 Melee: +12/+7 Ranged: +10/+5 CMB: +13 or +15 to grapple (inc. +1 trait bonus) Halberd: 1d10/x3; P or S; brace, trip Greatsword:
Greatsword, power attack:
Greatsword, power attack, vital strike:
Greatsword, raging:
Greatsword, raging, power attack:
Greatsword, raging, power attack, vital strike:
Defense:
DR: 4/- Cold resistance: 2 AC: 20 (+6 armor, +3 Dex, +1 natural) Touch: 13 Flat-footed: 17 CMD: 24 or 26 vs. grapple (10 +7 BAB +4 Str +2 Dex) Armor: +2 mithral chain shirt (Armor Bonus: +5; Max Dex: +4; Check Penalty: 0; Type: Light; Weight: 25 lbs.) Fortitude save: 10 (6 base, 3 Con, 1 resistance)
* Defiant luck
Class abilities:
+10 feet movement Rage: 24 rounds/day At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian 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). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends. Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements. In addition, the barbarian gains 1 point of cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Rage powers: Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.
Rage powers to consider: energy resistance, quick reflexes, regenerative stance, renewed vigor, renewed vitality, roused anger, shove aside, taunting stance (12th), terrifying howl Harrow points: Harrow Points are used as a free action, with no limit to the number of points that can be spent in one turn (limited at the DM's discretion). You can use your harrow points for different things in each adventure of this AP. In the Edge of Anarchy, you can use them for the following purposes: Reroll dexterity-based attacks, dexterity-based skill checks, initiative or reflex save rolls. The new roll must be accepted (unless another point is spent to reroll again). Gain a +1 dodge bonus to AC for one encounter. You can spend up to three points in this manner in a single encounter. Gain 10 to your base speed for one encounter.
Feats and traits:
Power Attack (Human): -3 to hit/+6 (or 9) damage Defiant Luck: (First): Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. Improved Grapple (Third): You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Weapon Focus: Greatsword (Fifth): +1 to attack rolls with chosen weapon. Vital Strike (Seventh): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. To consider: Furious focus, Combat Reflexes, Dazing Assault (11th), Improved Sunder, Iron Will, Hammer the Gap, Raging Brutality (12th level), Stunning irruption (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Stunning%20Irrup tion).[/ooc] --- Traits
Skills:
Skill points/level: 5 (4 + 0 Int +1 human) Acrobatics (5 ranks, 3 class skill, 3 Dex)
Climb (5 ranks, 3 class skill, 4 Str)
Diplomacy (4 ranks, 1 Cha)
Intimidate (6 ranks, 3 class skill, 1 Cha, 1 trait)
Knowledge (local) (6 ranks, 3 class skill, 0 Int, +1 trait)
Perception (6 ranks, 3 class skill, 0 Wis)
Stealth (5 ranks, 3 Dex)
Swim (3 ranks, 3 class skill, 4 Str)
Other class skills: Craft (Int), Handle Animal (Cha), Knowledge (nature) (Int), Ride (Dex), Survival (Wis)
Gear:
Magic items Amulet of natural armor +1 Cloak of resistance +1 Potion of CSW Ring of jumping (2,500 gp) Belt of incredible dexterity +2 (4,000 gp) Combat gear
Non-combat gear
527.1 gp Other things to consider: Torc of lionheart fury, cord of stubborn resolve
Racial traits:
+2 to One Ability Score: Applied to Strength. 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. Languages: Humans begin play speaking Common. Background:
Growing up on the streets is difficult, a constant effort to find food and shelter and all the other things a child needs to grow up strong and healthy. Despite that, Nebbin Elsbet grew and grew, becoming a virtual giant of a man. His size opened the door for Nebbin to have just about anything he could have wanted. More than one gang vied for his attention, seeking to having him join and giving them an edge in the constant fighting of Korvosa's slums. Nebbin Elsbet could have been a bully, terrorizing everyone around him. But he's not. Nebbin, somehow, amid the muck and the mire of Bridgefront, came out clean. He puts his strength to work on the docks, hauling items on his own that would normally take two -- or even three -- men to carry, and trying to avoid drawing attention to himself. Because attention where he's from is bad. That brings the gangs, and with them the violence, even if Nebbin just wants to be left alone. He took a few beatings along the way as he grew up, and some say that's affected him. Maybe knocked something loose in his head, made him a bit slow. But others say he just doesn't get mad, or make hasty decisions, because he knows what can happen. He doesn't bother anyone and doesn't seem to be bothered by anyone. If you push him, he just ... moves. Try to push someone else, though, someone smaller than him? Well, then Nebbin will do something about it. Recently, he was walking home when he saw some some thug trying to take advantage of a girl strung out on Shiver that he knew, Carawyn. Grabbing the closest thing he could find -- a massive board -- Nebbin rushed over, that makeshift club of his almost caving in the man's chest. Maybe the thug would have killed Nebbin if he'd had his sword out, but he just lay there on the ground, eyes rolled up in the back of his head. Got what he deserved, of course. Nebbin even felt a little bad -- didn't mean to hit him that hard but just didn't know his own strength. A couple of the thug's friends later said Nebbin was out of control, a madness in his eyes, but no one really believed them. Mad? Nebbin? Doesn't seem likely. After all, Nebbin's as nice a man as you could ever hope to meet, in a place where that's even rarer than a couple gold pieces to rub together. Unfortunately, as nice as Nebbin is, the thug was one of Gaedren Lamm's men. And Gaedren Lamm doesn't take well to his men being challenged, especially by someone who he never could get into his gang when he was a child. Now Lamm and his thugs are out to get Nebbin. Some of his friends are looking after him, fortunately. They pooled some money and bought Nebbin some armor and other equipment -- told him he had to wear it to keep himself safe and he couldn't go home because Lamm's thugs were waiting for him there -- but that might not be enough. TO make matters worse, now Nebbin hasn't seen Carawyn in some time, and he's not sure Gaedren didn't take her, as part of his revenge or to send a message or maybe just to punish poor Nebbin. Height: 6 ft. 4 inches
Campaign notes:
Meeting Amin after Master Orsini's home was torched by Red Mantis assassins. Learning about artist named Salvator Scream Trinia reappears; we learn more about Orsini, and Marcus, and the seneschal A dream of spiders, plus the Careless Curiosities The second Harrow reading by Madame Carrington Getting the second Harrow card Leveling:
Half+1 HP / level (7 hp / level) +3 Con (10 hp/level) Favored class bonus:
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