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About Searok IronbeardSearok Ironbeard
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Animal Fury (Ex)(Rage Power 2nd): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. Greater Animal Fury (Ex) (Rage Power 6th) This power works as animal fury, but the barbarian’s bite attack deals damage as if she were one size larger. Barbarian ~ Uncanny Dodge Tracker Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Extra Rage You can use your rage ability more than normal.
Extreme Endurance At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to hot climate effects as if using endure elements. [Benefit 3] Extreme Endurance / Hot 3 Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Increased Damage Reduction (Ex) Your damage reduction increases by 1/--. This increase is always active while you are raging. Indomitable Will (Ex) While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also recieve during your rage. ]Intimidating Prowess (Combat)Your physical might is intimidating to others. Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Improved Uncanny Dodge At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Ironhide You gain a +1 natural armor bonus due to your unusually tough hide. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Mighty Swing (Ex) You automatically confirm a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage. Penetrating Bite (Ex) When using the animal fury rage power while raging, the barbarian's bite is able to overcoming damage reduction. At 4th level, her bite is treated as a magic weapon. At 7th level, it is treated as cold iron and silver, and at 10th level, as a chaotic weapon. At 16th level, her bite is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness. Powerful Blow (Ex) You gain a +4 bonus on a single damage roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 40 rounds per day. You 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, you gain a +6 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 52 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 42 rounds per day. You 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, you gain a +8 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 56 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Raging Vitality While raging, you are full of vigor and health.
Resistance to Fire (Ex) You may ignore 3 points of Fire damage each time you take fire damage. Serithtial is a +4 holy bastard sword crafted, it is said, by Iomedae herself as a gift to Mandraivus’s great-grandfather, a man who led several crusades against Nidal. The sword was handed down through the generations, finally coming into the hands of a well-respected hero of Lastwall— Mandraivus. Serithtial was the perfect weapon for Mandraivus’s assault on Scarwall, and some scholars of history now believe that Iomedae had foreseen its need and forged it early to ensure that Mandraivus not only would inherit it, but would respect its traditions all the more. Although made of steel, Serithtial is treated as if made of both cold iron and silver for the purpose of penetrating damage reduction. Serithtial glows with the equivalent of a continual flame, but its wielder can extinguish or ignite this glow as a move action. In addition, it gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon, as if it had the bane weapon special ability against such foes. This effect also functions against Queen Ileosa and those who directly serve her—including creatures like the dragon Zarmangarof (who serves her under magical compulsion) and the Red Mantis assassins (who serve as paid mercenaries). While Serithtial was forged as a bastard sword and reverts to this shape when no one wields it, when held in the hand, the sword immediately transforms into the type of blade its owner is most proficient with (choosing from dagger, short sword, longsword, scimitar, falchion, greatsword, rapier, or bastard sword—the GM can add additional sword-like weapons as she sees fit). Serithtial can cast cure moderate wounds and zone of truth three times per day each, and usually reserves its healing power to use on its wielder when he is reduced to 1/4 his total hit points. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. Surprise Accuracy (Ex)(Rage Power 4th): You gain a +4 morale bonus one attack roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. Unhappy Childhood (Tortured) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Weapon Focus (Warhammer) 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. 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. Description:
Searok is a little stouter than normal Dwarves – and a tad thicker. His unruly hair is always peeking out from his helm. His attempts to braid his beard only lasted an hour before coming undone. His armor is usually dull and dented. His boots contain soil samples from all over the underdark. He has a deep, guttural voice that he uses to taunt foes and encourage friends in battle. Despite (or because of) his wild temperament, laughter comes easy to him and he has been known to regale his drinking mates with outlandish deeds. Background:
Searok remembers that day clearly. After months of begging to accompany the merchant caravan from Janderhoff to Korvosa with his father he was finally given permission. For a young dwarf that had never been out of Janderhoff, the trip was awe inspiring. When they finally reached Korvosa, it was a different world for the dwarf. The sights! The Sounds! It wasn't long before the dwarf wandered away from his father while he was negotiating the sale of the trade goods. He had done a good deal of exploring before he finally realized he was lost. A stranger noticed his confused state and approached him with a friendly smile. Are you lost, young dwarf? he purred. I will get you back to your parents. Follow me!
The man, Gaedren Lamm, did not lead him back to his father. Instead he locked him in a cellar and beat him regularly until he 'knew his place'. His place was one of Lamm's enforcers. He was tasked to deal with those that did not agree to Lamm's terms. Searok hated doing this and did not punish those Lamm wanted punished as thoroughly as Lamm wanted. After many such instances, Lamm casted him out as a 'good-for-nothing'. Searok survived Korvosa's dangerous neighborhoods all the while waiting for the day that Lamm will not be able to do to another child what he did to him.
Sample Post:
The Small Man approaches the wild-looking Dwarf sitting at a table drinking his ale. Timidly the man says to the Dwarf, Excuse me, sir, but I was told you might help me? The dwarf puts down his ale and gives the man a hard stare. The Small Man begins to shake. He dreaded coming to this part of town and would rather be anywhere else at this moment than here. It seemed like an eternity before the Dwarf belches and the Small Man becomes almost nauseated by the foul stench. In a deep voice the Dwarf says, Go on. The deepness of the voice causes the small man to shake even more. Well..uh..you see…I… The Dwarf, growing impatient roars, Spit it out! The Small Man almost loses control of his bowels at this point and rapidly says, IsellfruitfromacartonthestreetandsomeoneisrequestingIpaythematolltobeonhiss treet The small man gasps for air. The Dwarf takes another sip of his ale. Let me get this straight. Ye are a fruit vendor and someone is askin’ for a toll on the street that ye work ? The small man nods. Move to another street and don’t bother me! The dwarf bellows. The Small Man turns to leave, takes a few steps then suddenly turns and says, I would, but I do well there. Enough to feed my family. I paid for all the proper permits and such to the proper authorities. I don’t see why I need to give him half. I’m not the only one either. He is taking half of ALL the merchants on the street. The Dwarf listens to the man, not saying a word. When the man finishes his tale, the Dwarf smiles a wide, toothy grin. Sure! I’ll help ye if ye pay me five gold pieces and buy me me next ale! The Dwarf holds out his hand. Searok’s the name. Rage:
Searok Ironbeard
Male Dwarf barbarian 10 Archetypes Invulnerable Rager, CG Medium humanoid (dwarf) Init +1, Senses darkvision (60 ft.); Perception +13 ================================================= DEFENSE ================================================= AC 22, touch 10, flat-footed 21 (+9 armor, +1 deflection, +1 Dex, +1 natural, +2 shield, ) hp 154 ((10d12)+80) Fort +16, Ref +7, Will +6, +2 vs. poison, spells, and spell-like abilities DR5/-; Resistances fire 2, ================================================= OFFENSE ================================================= Speed 30 ft., Fast Movement Melee +1 light wooden shield +14 (1d3+2) Melee +1/shock/thundering warhammer (furious) +16/+11 (1d8+5/x3) Ranged +1 heavy crossbow +12/+7 (1d10+1/19-20) Melee dagger +14/+9 (1d4+4/19-20) Ranged dagger (thrown) +11/+6 (1d4+4/19-20) Special Attacks Animal Fury, Animal Fury, Greater, Powerful Blow, Surprise Accuracy, =================================================
Animal Fury, Greater (Ex) This power works as animal fury, but the barbarian's bite attack deals damage as if she were one size larger. Barbarian ~ Uncanny Dodge Tracker Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Extreme Endurance At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to hot climate effects as if using endure elements. [Benefit 2] Extreme Endurance / Hot 2 Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Increased Damage Reduction (Ex) Your damage reduction increases by 1/--. This increase is always active while you are raging. Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Powerful Blow (Ex) You gain a +3 bonus on a single damage roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 34 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 20 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 34 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 20 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Resistance to Fire (Ex) You may ignore 2 points of Fire damage each time you take fire damage. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Standard Rage Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. Surprise Accuracy (Ex) You gain a +3 morale bonus one attack roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. Unhappy Childhood (Tortured) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. PbP stats:
Race Line in Profile: CG Male Dwarf Barbarian (Invulnerable Rager) 1 Class Line in Profile:
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