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About Perun of the Tiger Lords.
Background:
Perun was destined for greatness. This is what the shaman told him on his naming day. Even if he was as far back as fourth in line for chief, he had the blood of the great Armag, unlike the impostor who was set to lead the the tribe. On his mother's side, he was told stories of his great grandfather, Choral the Conquerer, the man who united Brevoy to their north, who spoke and dragons listened, who made the great Swordlords shake in fear. His mother, too, was a younger child, though, far from the throne, and so she left that great kingdom for his father, the chief, not knowing until it was too late he'd dishonor her as a mere concubine. Still, Perun knew he had the blood of champions on both sides of his heritage, and the shaman knew, and that's why when he came of age, he was sent out as an emissary for the tribe...sent away from gathering up a following more than the token they sent him off with. As another potential threat to Armag's reign, Perun's younger brother, Karan, was sent with him, and any of the tribe who dared to question Armag's legitimacy over the Tiger Lords. They used his mother's relation to the throne as reasoning, even though his mother had long since disappeared when the entire line of Choral had in Brevoy. . Appearance:
Standing at 6'6", with a muscular frame, and chiseled features, Perun is a handsome young man, and a physical example for his people. His hair jet dark brown as fits his Kellid background, but there's a noble bearing from his mother's ancestry. He is clearly in excellent shape, with muscles rippling, his body covered with tribal tattoos, and piercing brown eyes that miss little. . . . Perun of the Tiger Lords Male Human (Kellid) Barbarian (Mounted Fury) 7 ___________________ Stats
Size / Type: Medium Human
Attributes
___________________ Offense
BAB: +7 +1 Mithral Lance
Mithral Armor Spikes
Ammendum with Javelins (x10)
Claws (Only when raging)
___________________ Defense
HP: 105 (7d12 +2 Con per Level +1 Favored Class)
Fort: +8 (+5 Base +2 Con +1 Magic)
___________________ Skills
Per Level: 4 4 Base +0 Int Skills List:
*Acrobatics: +2 (+0 Ranks +2 Dex)
Appraise: 0 (+0 Ranks +0 Int) Bluff: 0 (+0 Ranks +0 Cha) *Climb: +8 (+1 Ranks +3 Class Skill +4 Str) *Craft (any): +0 (+0 Ranks +0 Int) Diplomacy: +0 (+0 Ranks +0 Cha) Disable Device: +2 (+0 Ranks +2 Dex) Disguise: +0 (+0 Ranks +0 Cha) Escape Artist: +2 (+0 Ranks +2 Dex) Fly: +2 (+0 Ranks +2 Dex) *Handle Animal: +10 (+7 Ranks +3 Class Skill +0 Cha) Heal: +1 (+0 Ranks +1 Wis) *Intimidate: +9 (+6 Ranks +0 Cha +3 Class Skill) Knowledge (arcana): +0 (+0 Ranks +0 Int) Knowledge (dungeoneering): +0 (+0 Ranks +0 Int) Knowledge (engineering): +0 (+0 Ranks +0 Int) Knowledge (geography): +0 (+0 Ranks +0 Int) Knowledge (history): +0 (+0 Ranks +0 Int) Knowledge (local): +0 (+0 Ranks +0 Int) *Knowledge (nature): +0 (+0 Ranks +0 Int) Knowledge (nobility): +0 (+0 Ranks +0 Int) Knowledge (planes): +0 (+0 Ranks +0 Int) Knowledge (religion): +0 (+0 Ranks +0 Int) Linguistics: +0 (+0 Ranks +0 Int) *Perception: +11 (+7 Ranks +3 Class Skill +1 Wis) Perform (any): +0 (+0 Rank +0 Cha) Profession (Soldier): +4 (+1 Rank +1 Wis +2 Trait) *Ride: +12 (+7 Ranks +3 Class Skill +2 Dex) Sense Motive: +1 (+0 Ranks +1 Wis) Sleight of Hand: +2 (+0 Ranks +2 Dex) Spellcraft: +0 (+0 Ranks +0 Int) Stealth: +2 (+0 Ranks +2 Dex) *Survival: +9 (+5 Ranks +3 Class Skill +1 Wis) *Swim: +8 (+1 Ranks +3 Class Skill +4 Str) Use Magic Device: +0 (+0 Rank +0 Cha) Notes:
___________________ Traits
Armor Expert:
Armor Expert (Combat) - You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Bastard:
Bastard (Campaign) - One of your parents was a member of a great family. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition, hoping to make a name all your own. Benefit: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) ___________________ Feats
Nemesis:
Nemesis: A past enemy seeks your ruin. Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating. Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available. Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count. Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat. Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down. (Bonus Story Feat) Mounted Combat:
Mounted Combat: You are adept at guiding your mount through combat. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Human Bonus Feat) Power Attack:
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.. (Level 1 Feat) Ride-By Attack:
Ride-By Attack: While mounted and charging, you can move, strike at a foe, and then continue moving. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. (Level 3 Feat) Boon Companion:
Boon Companion: Your bond with your animal companion or familiar is unusually close. Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. (Level 5 Feat) Leadership:
Leadership: You attract followers to your cause and a companion to join you on your adventures. Benefit: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit. Leadership Score: XX. (Level 7 Feat) ___________________ Special Abilities
Proficiencies:
Proficiencies - A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Heart of the Fields:
Fast Rider:
Rage:
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. 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. Rage Powers:
Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
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. Beast Totem, Lesser (Su): Benefit: 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. (2nd Level Rage Power) Ferocious Mount: Benefit: While raging and mounted, the barbarian’s mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage. (4th level Rage Power) Beast Totem (Su): Benefit: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. (6th level Rage Power) Danger Sense:
Danger Sense: At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class). Bestial Mount:
Damage Reduction:
Damage Reduction: At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0. ___________________ Equipment
Gold: 3535.86 Equipment:
+1 Spiked Mithral Breastplate +7 AC, +5 Max Dex, 0 Check Penalty Cold Weather Outfit
Ring of Protection +1
Amulet of Natural Armor +1
+1 Buckler
Cloak of Resistance +1
Quick Runner's Shirt
Military Saddle (on mount) Muleback Cords (on mount) Saddlebags (on mount) Masterwork Chain Shirt Barding (on mount) Masterwork Backpack
Waterskina
Rations, Trail (x2) Rations, Wandermeal (x14) Bedroll +1 Mithral Lance
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