Stronfeur Uherer

"Rolly" Skullsplitter's page

107 posts. Alias of Bryan.


Full Name

Havraal "Rolly" Skullsplitter

Race

Dwarf

Classes/Levels

Barbarian 1

Gender

Male

Size

Medium

Age

61

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Taldor

Languages

Common, Dwarf

Occupation

Bodyguard/Mercenary

Strength 16
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About "Rolly" Skullsplitter

HAVRAAL “ROLLY” SKULLSPLITTER
Male Dwarf Barbarian (Invulnerable Rager) 1
CG Medium Humanoid (dwarf)
Deity Cayden Cailean
Initiative +1 Senses perception +6, darkvision 60’

==DEFENSE==
AC 16 Touch AC 11 Flat-Footed AC 15
hp 21
Current hp 14
Fort +5 Ref +1 Will +2 (+4 vs. charm & compulsion effects)
+2 vs. poison, spells, and spell-like abilities

==OFFENSE==
Spd 30’
Melee greataxe +3 (1d12+7 / x3)
Melee heavy flail +3 (1d10+7 / 19-20)
Melee handaxe +3 (1d6+5 / x3)
Melee dagger +3 (1d4+5 / 19-20)
Ranged shortbow +1 (1d6 / x3)
Ranged javelin +1 (1d6+3)
Ranged dagger +1 (1d4+3)
Melee includes Power Attack

==STATISTICS==
Str 16 Dex 13 Con 16 Int 10 Wis 14 Cha 8
Current Statistics
Base Atk +1 CMB +4 CMD 14

Stats while raging:
Str 20 Dex 12 Con 20 Int 8 Wis 14 Cha 8
CMB +6 CMD 16
AC 14 Touch AC 9 Flat-Footed AC 13
hp 23
Fort +7 Will +4 (+6 vs. charm & compulsion effects)
Melee greataxe +5 (1d12+10 / x3)
Melee heavy flail +5 (1d10+10 / 19-20)
Melee handaxe +5 (1d6+7 / x3)
Melee dagger +5 (1d4+7 / 19-20)
Ranged shortbow +1 (1d6 / x3)
Ranged javelin +1 (1d6+5)
Ranged dagger +1 (1d4+5)
Melee includes Power Attack

==FEATS & TRAITS==

Spoiler:

Traits
• Restless Wayfarer: You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
• Strong Willed (Cayden Cailean): Your fervent desire to choose your own path gives you strong willpower, and you receive a +2 trait bonus on saving throws against charm and compulsion effects.

Feats
• Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. 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.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 4
• Acrobatics* -3
• Appraise
• Bluff -1
• Climb* -1
• Craft*
• Diplomacy -1
• Disable Device
• Disguise -1
• Escape Artist -3
• Fly
• Handle Animal*
• Heal +2
• Intimidate* +3 [1 rank]
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)
• Knowledge (geography)* +5 [1 rank]
• Knowledge (history)
• Knowledge (local)
• Knowledge (nature)*
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics
• Perception* +6 [1 rank]
• Perform
• Profession
• Ride* +1
• Sense Motive +2
• Sleight of Hand
• Spellcraft
• Stealth -3
• Survival* +6 [1 rank]
• Swim* -1
• Use Magic Device
*Class Skill

Languages Common, Dwarf, Giant
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
• Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
• Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Abilities
• 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 base speed is faster than the norm for her race by +10 feet. This benefit applies only when she 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 base speed.
• Rage (Ex) (7 rounds/day; Used: 3): 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.

==EQUIPMENT==

Spoiler:

Combat Gear: scale mail, greataxe, heavy flail, hand axe, shortbow, 20 arrows, 3 javelins, dagger
Other Gear: backpack, 2 waterskins, 4 days rations, mess kit, flint & steel, bedroll, blanket, hooded lantern, 4 pints oil, grooming kit, 10 torches, 50' rope, grappling hook, caltrops, belt pouch, map case, whetstone

Money/Wealth:
pp; 33 gp; 6 sp; 8 cp
Gems:
Jewelry:
Misc:

Carries – 125 lbs
Light load: < 76 lbs
Medium load: 77-153 lbs
Heavy load: 154-230 lbs

APPEARANCE & PERSONALITY

Spoiler:
Height: 4' 1" Weight: 188
Hair: Black
Eyes: Green

Havraal "Rolly" Skullsplitter is a dwarf of average height and slightly above-average weight. Though broad, his extra weight is carried in muscle, not fat. Unlike most dwarves, he keeps his head shaved bald, and his black beard relatively short. His mustache is generally long and well groomed; it reaches about the same length as his beard. While he tries to keep his clothes and armor clean, and a modicum of grooming, a life spent on the road means he often carries a layer of road dust and/or mud on himself. And after a long day traveling, Rolly's first concern is a hot meal and a bottle of wine, not a bath.

Rolly isn't like the stereotypical dwarf. While his table manners can leave a lot to be desired, he isn't "dour" or "grim". He's usually good-natured, cheerful, and always ready with a joke (as often at his own expense as at others). Unlike many dwarves, Rolly chafes at discipline and rules (one of the reasons he left home). He likes being on his own, and though he works hard when on a job, he rarely stays for more than one or two assignments with the same employer (due to his course manners, that is as often his employer's decision as his own). Finally, if Rolly has one weakness, it's his love of a good fight. Though never intentionally picking one, his sense of humor and occupation ensures he sees a fair share. In the majority of cases, these are the standard, non-lethal, barroom brawl types; however, more than a few folks have found themselves on the receiving end of his greataxe.

BACKGROUND

Spoiler:
Rolly knew from an early age that he wasn’t much like his friends and family. He found most of his clan and community to be grim and humorless, and generally not much fun to be around. Even as a child, he was constantly in trouble for getting into places he shouldn’t and fighting. His parents hoped to curb these tendencies by signing him up into the clan militia at as young an age as they could. While Rolly did excel in fighting skill, and his natural strength was a huge asset, he chafed in the highly disciplined environment. Finding that most of the community seemed to dislike his constant jokes and cheerful disposition, Rolly decided to leave when his first term of duty expired.

Since that time several years ago, Rolly has spent much of his time working as a bodyguard or general man-at-arms for merchants and their caravans. He’s met a large number of people, and has actually found he gets along best with the more “happy-go-lucky” races, such as halflings and gnomes. Though he likes the elves, they generally look down at his crude personality and dirty appearance.

Rolly has come to believe that most creatures’ natural instincts are to be free and unburdened by harsh rules and laws; as such, he holds a special hatred in his heart for slavers and slavery in general (he will never willingly take a job for a Chelaxian or that takes him to that land). He has also come into conflict many times with the various goblinoid races and giants, although his friendship with several half-orcs in the past leads him to try and avoid quick judgments about that race. As for his unusual name, Rolly dropped his clan name and took up "Skullsplitter" after one particularly brutal battle during a caravan; another guard commented on the number of foes he had slain in that manner.

Most recently, Rolly worked as a guard for a small caravan that passed through Zimar in Taldor. Left to his own after it arrived, some wandering found him in the town of Heldren, as he contemplated heading south for some warmer weather ...