Rhuun Two-Axe's page

125 posts. Alias of Great Green God.

Full Name

Rhuun Two-Axe




*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







Special Abilities

darkvision 60 ft., rage (6 rounds/day)


Neutral Evil


Barghest Lords



Strength 12
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

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
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
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)
Languages Goblin
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


Class Features/Feats/Traits:

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.

Rage (Ex)
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.

Dirty Fighter
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.



[dice=Charging Swish]1d20+8[/dice]


[dice=Damage (with Power Attack)]2d6+7[/dice]

[dice=Fortitude save]1d20+4[/dice]
[dice=Reflex save]1d20+2[/dice]
[dice=Will save]1d200[/dice]