Osveta Daud's page

156 posts. Alias of Rysky.


| HP: 24/24 | AC: 18 | F: +8, R: +4, W: +6 | Perc: +6


| Speed 25ft | Hero Points: 1/1 | Reactions none| Conditions: None


Female Human Barbarian 1





Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Osveta Daud


Breastplate 8g 2B
Greatsword 2g 2B
Hatchet 4s LB x5
Light Hammer 3s LB x4
Adventure's Pack 7s 2B
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.
The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.



Perception - Expert

Offense - Trained

Fortitude - Expert
Reflex - Trained
Will - Expert

Athletics (STR)- Trained
Intimidation (CHA)- Trained
Lore (Warfare) (INT)- Trained
Religion (WIS)- Trained
Stealth (DEX)- Trained
Survival (WIS)- Trained


Versatile Heritage
Core Rulebook pg. 56
Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Natural AmbitionFeat 1
Core Rulebook pg. 57
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Lost and Alone
The Fall of Plaguestone pg. 55
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome at the taverns and inns of Elidir.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat


Intimidating Glare Feat 1
General Skill
Core Rulebook pg. 262
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language

ToughnessFeat 1
Core Rulebook pg. 268
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459).

RAGE [one-action]


Requirements You aren't fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

•You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
•You take a –1 penalty to AC.
•You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute

Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

Spirit Rage (Instinct Ability)
When you are raging, you can increase your damage from Rage from 2 to 3 and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.

SUDDEN CHARGE [two-actions] FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Acute Vision Feat 1
Core Rulebook pg. 88
When you are raging, your visual senses improve, granting you darkvision.