Arcane Experimenter

Reckum's page

32 posts. Organized Play character for Hawthwile.


| HP 16/16 | AC 15 T 12 FF 14 | CMB +2, CMD 13 | F: +5, R: +1, W: +2 (+2 vs illusions, +2 vs fear, despair) | Init: +3 | Perc: +7, SM: +1, Low-light Vision


| Speed 20ft | Rage 3/7 | Active conditions: None


M CG Gnome Mounted Fury Barbarian 1

About Reckum

Whoa! Wha'do ya think that is? Do you think it can be ridden? Let's go find out!

Male Gnome Mounted Fury Barbarian 1
CG Small Humanoid (gnome)
Init +3; Senses Perception +7, Sense Motive +1, Low-light Vision
AC 15, touch 12, flat-footed 14 (+3 armor, +1 dex, +1 size)
hp 16
Fort +5, Ref +1, Will +2 (+2 vs illusions, +2 vs fear, despair)
Speed 20 ft.

Melee Earthbreaker +4 (1d10+3)
Cold Iron Dagger +4 (1d3+2)

Ranged Sling +3 (1d3+2)
Str 15, Dex 12, Con 16, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 13
Traits Excitable, Indomitable Will
Feats Raging Vitality
Skills (3 points; 4 class, -1 INT)
ACP -?
(0) *Fly +3
(1) Handle Animal +5
(1) Perception +7
(1) *Ride +5
(0) *Stealth +5
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Stealth (size)
+2 Fly (size)
+2 Perception (race)
Languages Common (Taldane)

Raging Statistics:
AC 13, touch 10, flat-footed 12 (+3 armor, +1 dex, +1 size, -2 rage)
hp 19
Fort +8, Ref +1, Will +4 (+2 vs illusions, +2 vs fear, despair)
Speed 20 ft.

Melee Earthbreaker +6 (1d10+6)
Cold Iron Dagger +6 (1d3+4)

Ranged Sling +3 (1d3+4)
Str 19, Dex 12, Con 22, Int 8, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 13
ACP -1
(0) *Fly +2
(1) Perception +7
(1) *Ride +4
(0) *Stealth +4
*ACP applies to these skills

Special Abilities:
Academician: Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Eternal Hope: Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Gnome Magic: Gnomes with this racial trait and a Charisma score of 11 or higher gain the following spell-like abilities once per day:
- Dancing Lights
- Ghost Sound (Will 11)
- Prestidigitation
- Speak with Animals

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Excitable: You gain a +2 trait bonus on initiative checks.

Indomitable Will: You gain a +1 trait bonus on Fortitude saves.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Fast Rider: The speed of any mount the barbarian rides is increased by 10 feet. This ability replaces fast movement.

Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Carrying Capacity
Light 0-49 lb. Medium 50-100 lb. Heavy 101-150 lb.
Current Load Carried 38.5 lb.
Studded Leather Armor (25 gp) (12.5 lb)
Masterwork Earthbreaker (340 gp) (7 lb)
Cold Iron Dagger (3 gp) (0.5 lb)
Sling (0 gp) (0 lb)
Sling Bullets x9 (0.1 gp) (5 lb)
Backpack (2 gp) (0.5 lb)
*Waterskin (1 gp) (1 lb)
*Flint and Steel (1 gp) (0 lb)
*Rope (1 gp) (10 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Wand: Cure Light Wounds (15 charges) (225 gp) (0 lb)

*Stored in Backpack

Bot Me!:
Reckum prefers to be in the front in any situation, whether its fighting a monster or meeting a prince. Granted, this could be more because he’s short than any particular interest in the prince. Unless the prince has a horse! Or a cat, or a dog, or a falcon, or a...

You Be Goblin Whelp: Once you reach 6th level or higher, check any remaining boxes on the boon below:
[ ] Squirmtongue: Before attempting a saving throw, you can check this boon’s box to roll the saving throw twice and take the better result.

Great Goblin Relics: When you use one of the items below, you must check the box that precedes it - afterwards, the object is a mundane keepsake with no further powers.
[ ] Kettlehelm of Glory: You can use the kettlehelm as an immediate action to gain the benefits of the light fortification armor enhancement against a single attack. If this fails to prevent a critical hit or sneak attack, the helm’s power is not expended and can be used again.
[ ] Handful of Wedding Cake: You can eat a handful of wedding cake as a full-round action. At the beginning of your next turn, you gain the benefits of haste for 1d4+2 rounds, after which you are fatigued for 1 minute.

Reckum hails from the Solos Forest. A reckless thrillseeker even by gnome standards, Reckum grew up tracking various animals - first through the village, then through the neighboring woods - and occasionally bringing them back to the village, where the panicked creatures would wreak havoc before escaping back into the woods, the tiny form of Reckum in hot pursuit. As he grew bigger, so did the creatures he rode. Realizing they needed to channel his energy before it flattened the village, the elders gave Reckum the job of patrolling the village perimeter and chasing off hostile creatures. This suited the young gnome well, and he still proudly carries his “wallop-hammer” everywhere he goes.

It was a dark and stormy night when Reckum came to Sandpoint on the back of a particularly energetic buck. To say he was riding it would be generous - travelers still tell stories about hearing maniacal laughter through the mists one night and seeing a wide-eyed gnome clutching the neck of an equally wide-eyed deer careening out of the sleet before vanishing as quickly as they appeared. Reckum doesn’t remember how the ride ended - only that he woke up to the sun in his eyes on the road outside Sandpoint and with his leg bending in a frankly physics-defying manner of brokeness. A passing traveler mentioned the Pathfinder Society during his convalescence in Sandpoint as a place to meet more amazing animals, and Reckum marched right over to Absalom as soon as he was out of bed to apply!

Appearance and Personality: