Whoa! Wha'daya think that is? Do you think it can be ridden? Let's go find out!
Animal Companion: Angry Nord
PFS # 264524-21
Male Gnome Elemental Kin / Mounted Fury Barbarian 5
Melee +1 Adamantine Earthbreaker +10 (1d10+5 bludgeoning)
Ranged Sling +7 (1d3+3 bludgeoning)
Non-Standard Skill Bonuses
AC 14, touch 10, flat-footed 13 (+4 armor, +1 dex, +1 size, -2 rage)
Fort +11, Ref +3, Will +6 (+3 morale vs spells/SLA’s, +2 racial vs illusions, +2 racial vs fear and despair)
Speed 20 ft.
Melee +1 Adamantine Earthbreaker +12 (1d10+8 bludgeoning)
Ranged Sling +7 (1d3+5 bludgeoning)
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:
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 Will 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.
Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Elemental Rage: At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level. This ability replaces trap sense.
Bestial Mount: At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or a wolf, but can also select a boar or a dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.
Lesser Beast Totem: 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.
Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Boon Companion: 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 dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.
Power Attack: 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.
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.
Light 0-49 lb. Medium 50-100 lb. Heavy 101-150 lb.
Current Load Carried 39 lb.
Cloak of Resistance +1 (1000 gp) (1 lb)
+1 Darkleaf Hide Armor (2515 gp) (6 lb)
+1 Adamantine Earthbreaker (5040 gp) (7 lb)
Cold Iron Dagger (3 gp) (0.5 lb)
Masterwork Composite Longbow (+3 Str) (700 gp) (3 lb)
Arrow x20 (1 gp) (3 lb)
Sling (0 gp) (0 lb)
Sling Bullets x10 (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 (48 charges) (- gp) (0 lb)
*Stored in Backpack
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.
Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition or the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Pharasma’s Blessing: You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.
Day at the Auction: When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet.
Dragonfoe: You may use this boon to reroll either one attack roll against a dragon or one caster level check to overcome a dragon’s spell resistance. If you are using a weapon, spell, or item that grants a specific benefit when used against dragons, you gain a +2 insight bonus on the reroll. The reroll must be made before the results of the original roll are known, and you must take the second result even if it is lower. When you use this boon, cross it off your Chronicle sheet.
Gift of the Ghaele: You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet:
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 “smacking stick” 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: