Shoanti

Segang's page

1,808 posts. Alias of Skorn.


Full Name

Segang Gal

Race

Human (Shoanti)

Classes/Levels

Barbarian (Urban) HP 132/159,(Rage HP=189) l DR 5/10 Nonlethal and Resist Fire 3: INIT +2, Perc. +13, AC 22/T:14/FF:18, Saves= Fort+13/16, Ref +7, Will +7/+12 with rage

Gender

M

Size

M

Age

18

Alignment

CG

Deity

Sky

Location

Korvosa

Languages

Common, Shoanti

Occupation

Guard

Strength 16
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 10
Charisma 10

About Segang

Background:

Have you ever beeb sold? Can you imagine being taken from your family and your tribe at a young age and being dropped into an urban jungle, when all you have know are the open planes and hills and sea? Now imagine the cruelty of Gaedren Lamm. No love, no warmth; only the whip and the demand to bring in more coin and to "not get caught." LOng nights huddling with other unloved youth for warmth and never a full belly. This for 6 years. If you can imagine this then maybe you can understand what drives Sagang. Its not quite hatred. Hatred is too selfish, and Segang's drive is more focused on ending Lamm to make sure he can never steel another's childhood.

The young barbarian spend 6 years in the "care" of Master Lamm. At age 12 he was recognized as Shoanti by visiting riders on market day. He was spotted trying to remove a coin purse from a shopper. It happened so fast. They called to him in Shoanti and he responded instinctively, still remembering the tongue of his early years. The next thing he knew he was in tribal leathers and seated behind a great warrior on his mount. Sagang can still remember holding onto the Earthbreaker across the warrior' back as they left Korvosa. Freedom had been so simple. The guards did not even stop and question them.

Returned to the Shriikiri-Quah, Sagang was once again under the big sky. He had to lear to ride again. And to hunt, and to swim, and to climb. But it all came back. His grandmother was there on his marking day when he received the tribal totems in bright inks onto his face and back. His head was shaved and he was officially named a man. When it came time to make the blood vows, he listened to the others. Most vows were to regain lost land from the evil Cheliax. Some were to avenge a family member or to hunt a great beast, But for Sagang there could be only one vow. Gaedren Lamm must be made to pay for his crimes. Gaedren Lamm must die.

Appearance:

The young Segang Gal stands well over 6 feet tall. His steel blue eyes almost clash with his weathered tan skin and black hair. He is well muscled, quick and lean. His lamellar leather armor is marked with similar colors and designs as those of his new tribal tattoos on one side of his face. These markings, so new that they are still slightly red label him Shoanti and Shriikiri-Quah.

Sagang
Male human (Shoanti) barbarian (invulnerable rager, urban barbarian) 10
CG Medium humanoid (human)
Init +2; Senses Perception +12

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Defense
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AC 20, touch 13, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +3 natural,)
hp 169 (10d12+61)
raging hp 189 (10d12+103)
Fort =14 (+17), Ref +7/9, Will +7; +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities
DR 5/—, 10/lethal; Resist fire 3, extreme endurance

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Offense
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Speed 40 ft.
Melee
+2 vicious scythe +16/+11 (2d4+9/×4 plus 2d6) or
adamantine earth breaker +15/+10 (2d6+7/×3) or
+1 frost earth breaker +15/+10 (2d6+8+1d6 cold/×3) or
mwk longspear +15/+10 (1d8+7/×3) or
sap +14/+9 (1d6+5 nonlethal) or
+1 Bastard Sword +14/+9 (1d8+4)
silver short sword +14/+9 (1d6+4/19-20) and
2 claws +12 (1d8+3)

Ranged
amentum +11 (1d6+5) or
javelin +11 (1d6+5) or
mwk composite longbow +12/+7 (1d8+3/×3)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks: Pounce, rage (27 rounds/day), rage powers (beast totem, greater beast totem, lesser beast totem, spell sunder, superstition +5, witch hunter +3)

+1 to hit when next to 2 or more enemies
Rage - 0 of 27 rounds used.

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Statistics
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Str 16 (20), Dex 14, Con 18(24), Int 10, Wis 10, Cha 10

Base Atk +10; CMB +14; CMD 29

Feats Combat Reflexes, Cornugon Smash, Extra Rage Power, Furious Focus, Power Attack, Raging Vitality

Traits Armor Expert, Dockside Avenger

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Skills
Acrobatics +15, +20 to jump.
Climb +10,
Diplomacy +13,
Escape Artist +2,
Fly +2,
Intimidate +13,
Fly +2,
Knowledge (local) +6,
Knowledge (nobility) +4,
Perception +13,
Profession Sailor +4,
Ride +6,
Stealth +2,
Swim +8

Languages Common, Shoanti

SQ Controlled Rage, Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control, Heart of the Fields +0 (Profession [sailor]) (1/day), Rage (24 rounds/day)

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Special Abilities
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Beast Totem +3 (Su) +3 to Natural Armor while raging
Beast Totem, Lesser (Su) Gain 2 d8 claw attacks while raging
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Combat Reflexes (3+ AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Armor Expert -1 Armor check penalty.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate
Intimidate check as a free action to attempt to demoralize your opponent.
Crowd Control +4 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) 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
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
Dockside Avenger Not slain until HP reaces negative Con +3.
Heart of the Fields +0 (Profession [sailor]) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -3/+4/+9 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Invulnerable - DR5/10 vs nonlethal
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Spell Sunder (1/rage) (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by
succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must
make her combat maneuver check against a CMD of 15 plus the effect's
Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witchhunter - +3 damage against spell casters or users of spell like abilities

Harrow Points:

Harrow Point uses in this chapter. You each start with 3 points. They can be spent any time as a free action.

Brutal Strike: A PC can spend a Harrow Point to gain a +5 bonus on damage rolls with all melee or natural weapons for the duration of one combat. Alternatively, brutal strike allows the PC to ignore an object’s hardness for 1 round.
Mighty Thews: A PC can spend a Harrow Point to be treated as a creature one size category larger than normal for the purposes of attempting grapple combat maneuver checks, wielding weapons, lifting heavy objects, and determining whether a hungry monster can swallow her whole; this adjustment lasts for one encounter (but no more than 10 minutes).
Strength Rerolls: A PC can spend a Harrow Point to reroll a Strength-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Gear:
Armor
+2 Lamellar Leather Armor with armored gauntlets
Heavy Wooden Shield

Weapons
+2 Vicious Scythe
Adamantine Earthbreaker
+1 Bastard Sword
Silver Short Sowrd
Masterwork composite Long Bow +3 strength
9 +1 arrows
5 Adamantine arrows
Masterwork Long Spear
Amentum and 5 javelins
MW Longspear
Sap

+2 hide armor, a +1 frost earth breaker and a +1 returning totem spear.

Other Gear
+1 Ring of Protection
Cloak of Resistance +2
Belt of Mighty Con +2
Boots of Striding and Springing
Mask of the Mantis - 3 changes/day which can grant 30 minutes of Darkvision, See Invisibility, Deathwatch, or +5 Perception

Barbarian kit - Includes rope and grapple
5 days of iron rations
3 water skins
Cold Weather Gear
Platinum Ring for Shield Other
potion of cure serious wounds
Potion of Lesser Restoration
Potion of Cure Light X4
Potion of Darkvision
2 alchemist fires
Whet Stone

Money = 343 gold