Savage Barbarian 2 | Ref +3 | Init +2; Per +5 | Effects: mage armor
Normal:
21/21hp | AC 14 Tch 13 FF 11 CMD 17 Fort +4, Will +1
Rage:
23/23hp AC 12 Tch 11 FF 9 CMD 17 Fort +6, Will +3
Gender
Male
Size
Medium(6'3" 197lbs)
Age
22
Alignment
CG
Deity
Ancestor worship
Location
Magnimar
Languages
Common
Occupation
Escaped slave/Sczarni enforcer/Prisoner
Strength
17
Dexterity
15
Constitution
13
Intelligence
9
Wisdom
12
Charisma
12
About Pelgrev
Pelgrev(Shame of Capture)
Human(Shoanti) Male Savage Barbarian 2
CG Medium Humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 14, touch 13, flat-footed 11 (+2 Dex, +1 Dodge, +1 Shield)
hp 21 (2d12+2)
Fort +4, Ref +3, Will +1
Defensive Abilities Uncanny Dodge
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Offense
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Speed 40 ft.
Melee Unarmed Strike +5 (1d3 +3/x2) or Silver Dagger +5 (1d4 +2/19-20/x2) or Cold Iron Dagger +5 (1d4 +3/19-20/x2)-- while raging 2 Claws +7 (1d6+5 x2)
Ranged Blowgun +4 (1d2/x2)
Special Attacks rage(7 rounds/day), rage powers(beast totem, lesser)
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Statistics
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Str 17, Dex 15, Con 13, Int 9, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 17
Feats Dodge, Improved Unarmed Strike
Traits Deft Dodger, Highlander, Poverty Stricken
Drawbacks Mark of Slavery
Skills Acrobatics +5, Intimidate +6, Linguistics +0, Perception +5, Stealth +5, Survival +6, Swim +6
Languages Common, Shoanti
SQ fast movement
Combat Gear buckler, 2 alchemist’s fire, 20 blowgun darts, warpaint of the fearsome visage, 3 cure light wounds potions, 2 mage armor potions, barkskin potion, magic fang potion; Other Gear backpack, blanket, survival kit, 50ft silk rope, explorer’s outfit, 13 gp, 5 sp
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Special Abilities:
Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.
Deft Dodger You gain a +1 trait bonus on Reflex saves.
Dodge You gain a +1 dodge bonus to your AC.
Highlander (hills or mountains) You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Mark of Slavery Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check
Poverty-Stricken You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Uncanny Dodge (Ex): A barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Gear:
Alchemist’s Fire Price 20 gp; Weight 1 lb.
Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.
Buckler Price 5 gp; Weight 5 lbs.
This small metal shield is worn strapped to your forearm. You can also use your shield arm to make an attack, but you take a –1 penalty on attack rolls while doing so. [1st claw +7, 2nd claw +6 to hit while raging] If you use your off hand to attack, you lose the buckler's AC bonus until your next turn.
Survival Kit, Common Price 5 gp; Weight 4 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
Background:
Born into the Moon Clan of the Shoanti, Pelgrev grew up in the rugged steppes of the northeastern Varisia. He learned the Shoanti’s traditional survival skills and to honor the ancestor’s spirits and wisdom. He excelled at hunting, and became well known for travelling long distances from his clan. Upon reaching adulthood, his clan named him Eagle's Wing in honor of his courage and proclivity to travel.
During a hunting trip, Pelgrev was ambushed and captured by a group of slavers. After his subsequent sale into the service of a Chelish noble, Pelgrev abandoned the name Eagle's Wing and began calling himself Shame of Capture. During Pelgrev's tenure as a slave on the southern coast of Cheliax, the constant manual labor strengthened him. He spent his off hours brawling with other slaves, and became quite adept at unarmed combat. Eventually, his skill at combat earned him a place at his master’s side during trade missions.
Pelgrev's chance at redemption came during a trading voyage to Magnimar. His master was double-crossed by the Sczarni gang who had been contracted to manufacture Pesh for distribution to far ports. Pelgrev fell under a red rage when blood was splashed over him. He turned on his master’s guards and beat several to death with his bare hands. Pelgrev, slick with the mixture of his and his enemy's blood, turned to see his master's head roll up to his feet. Exhausted, injured, and unable to complete his vengeance, Pelgrev collapsed unconscious on the floor.
The Sczarni gang was impressed by the slaughter Pelgrev had wrought, and offered him a spot in the crew. Pelgrev felt his chance at redemption was lost, and grasped the opportunity to carve out a new life. He spent some time as an enforcer: breaking knees and collecting debts. Pelgrev got a little too merciful in his collections, allowing women and the truly unfortunate to skate by with warnings or light beatings. The Sczarni noticed, and as punishment, set him up to get caught by the guards with a dead body.
Tried and falsely convicted of murder, Pelgrev is serving a sentence in jail. He is still looking for redemption from the failures and betrayals that haunt him…