*sickened* Barbarian (supersticious) 1 | hp 15 | AC 17 T 14 FF 14 | CMD 14 | F +4 R +3 W +1 | Spd 40' | Init +3 | Acro +6 (+10 run. jump), Perc +1 (darkvision 60 ft.), Stealth +11 (+12 hills), Surv +5 | Rage Rds. 0/6
darkvision 60 ft., rage (6 rounds/day)
About Rhuun Two-Axe
We be Rhuun Two-Axe (character sheet) We be Rhuun Two-Axe Raging (character sheet)
Male goblin barbarian (superstitious) 1
NE small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft. Perception +1
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 15 (1d12+2+1 favored class)
Fort +4, Ref +3, Will +1
Speed 40 ft.
Melee battleaxe +4 (1d6+1/x3) or
_____ +1 Gutwad's dogslilcer +4 (1d4+2/19-20) or
_____ dagger +3 (1d3+1/19-20) or
_____ shortspear +3 (1d4+1)
_____ unarmed strike +3 (1d2+1 nonlethal)
Ranged shortspear +5 (1d4+1)
_____ dagger +5 (1d3+1/19-20)
SA rage (6 rounds/day)
————— Str 12, Dex 17, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Weapon Focus (battleaxe)
Traits dirty fighter, highlander
Skills Acrobatics +6 (+10 to jump), Climb +4, Intimidate +3, Ride +6, Stealth +11 (+12 in hilly or rocky areas), Survival +5; Racial Modifiers +4 Ride, +4 Stealth, highlander (hills or mountains)
Combat Gear caltrops
Other Gear studded leather, battleaxe, dagger, shortspear (2), mwk backpack, bear trap, big rabbit-skin boots (cleats), belt pouch, flint and steel, torch (2), trail rations (2, including his toad Ungulp XIV), twine (50 ft.), waterskin, whetstone, 1 gp, 9 sp, 5 cp
Goblin Standard Racial Traits
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Movement Racial Traits
Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
Senses Racial Traits
Darkvision: Goblins see perfectly in the dark up to 60 feet.
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
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.
Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Highlander (Hills or Mountains)
Benefits: 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.
Weapon Focus (battleaxe)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.