Full Name |
Otom Orkbreaker |
Race |
Human (ulfen) |
Classes/Levels |
Barbarian/1 AC-16 HP-14 Fort Save +4 (+2 Class +2 Con); Ref Save +2 (+2 Dex); Will Save +2 (+2 Feat) |
Gender |
Male |
Size |
Medium |
Age |
27 |
Alignment |
Neutral |
Languages |
Common, Skald |
Strength |
17 |
Dexterity |
14 |
Constitution |
15 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
11 |
About Otom Orkbreaker
N Medium Human (Ulfen) xp 1
Init +6 (+2 Dex +4 Feat)
Defense
AC 16 (10 +4 Armor Bonus +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 14 (10 +4 Armor Bonus)
HP 14 (12+2 con)
Fort Save +4 (+2 Class +2 Con); Ref Save +2 (+2 Dex); Will Save +2 (+2 Feat)
Offense
Speed: Medium (30 ft) +10 ft class ability
Melee: Warhammer [one-handed]
Damage: 1d8 +4
Attack roll: +4 (+1 Base Atk +3 Str )
Crit: 20x3
Ranged: Javelin (3) [light]
Damage: 1d6 +1
Attack roll: +1 (+1 Base Atk )
Crit: 20x2
Statistics
Str 17 (15 +2 Race), Dex 14, Con 15, Int 10, Wis 10, Cha 11
Base Atk +1; CMB 4 (+1 Base Atk +3 Str); CMD 16 ] (10 +1 Base Atk +3 Str +2 Dex)
Feats (Class): Fast Movement, Rage
Feats (Other): Improved Initiative, Iron Will
Traits (Racial): Bonus Feat at lv1, Bonus Skills
Traits (Other): Viking Blood( gain +1 trait bonus on Intimidate checks, and Intimidate is always a class skill)
Traits (Faction):Observant(+1 on sense motive skill/becomes class skill)
Rage( 4 +2 Con) Rounds per day
Skills (Untrained):
Climb +3 (str)
Escape artist +2 (dex)
Fly +2 (dex)
Ride +2 ( Dex)
Stealth +2( Dex)
Skills (Trained):
Perception +4 (1 +3 class)
Profession Sailor +1
Acrobatics +6 (1 +2 dex +3 class)
Intimidate +5 (1 +3 class +1 trait)
Swim +7 (1 +3 str +3 class)
Sense Motive +1 (+1 trait)
Languages: Common, Skald
Equipment
Gold 427
Combat gear: War-hammer (12gp, 6lbs); Javelin (3) (3gp, 6lbs.)
Wearing: Chain shirt Armor (100gp, 25lbs.); Clothes (1gp, lbs.)
Inventory:
Backpack (1gp, 2lbs.)
Flint and steel (1gp, -)
Torch [x10] (each 1cp, 1lb.)
Waterskin (1gp, 4lbs.)
Encumbrance: 47lbs.;Light load 86 lbs. or less. Medium load is 87–173 lbs. Heavy load is 174–260 lbs.
Prestige points:2
Class Info
Rage powers
• Gain a +2 bonus on melee attack rolls, melee damage rolls, damage rolls with thrown weapons, skill checks that use Strength (such as Climb and Swim), and Strength checks. Gain a +2 bonus on Fortitude and Will saving throws. • Take a –2 penalty to your Armor Class. • Can’t use the Bluff, Diplomacy, Disable Device, or Knowledge skills, or do anything that requires patience or concentration. • Gain +2 hit points. Starting or ending a rage doesn’t cost an action, but you can only do it on your turn, and only if you’re not fatigued or exhausted (Game Master’s Guide, page 94). A rage ends if you fall unconscious. When the rage ends, you lose all of the above benefits and drawbacks, and you are fatigued for a number of rounds equal to how long your rage lasted × 2.
Favorite class (barbarian)