Smaar Janderfut

Strom Burlog's page

116 posts. Alias of Mug.


Full Name

Strom Burlog

Race

Human

Classes/Levels

Barbarian (Sea Reaver) / 1

Gender

Male

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 8

About Strom Burlog

While his fellow tribesmen would sing song and praise the cold breezes and open plain of his homeland, Strom yearned for the ocean. As often as his hunts would allow he'd run the many days and nights needed to bring him to the blue plains of water. Swimming near the shore, hunting fish and bigger game under the water, taking whatever driftwood he could find to go out as far into the blue plains as he could, rolling with the mountainous waves, feeling the power of the blue plain beneath him. This, this is the true wilderness, he'd often think to himself in these moments. Until one day, drifting on the waves, eyes closed in bliss, a net was thrown over him and he was dragged aboard a passing whaler which happened to be short on slaves. My lucky day he thought, as he was beaten again and again, the sailors trying to force him into submission. He took the beatings, and still he fought and tries to escape many times, ripping his manacles from the wall on more than one occasion. It wasn't till the Captain himself intervened, giving Strom a choice, he could work willingly and without trouble for the remainder of the journey, or he could patch sails with a needle and thread... and minus a leg. After that things became easier for Strom and his love of the sea only grew. He also grew about eight inches and gained a good forty pounds, finally coming into manhood. Not a few of his 'friends' told him it was a good thing he wasn't this big when they first fished him from the water, or they'd have had to cut his throat right off.

He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them.

Everyone on board, even the captain, was happy to see the retreating mans broad back, now criss-crossed with old scars gained during his 'education', walk away from the Murky Gull that day. Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the resting place of his youth, and subsequent rebirth as... something more.

Stat Sheet:

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Basic Information

Character Name : Strom Burlog
Player Name : Jordan
Character Race : Human
Alignment : Neutral
Deity : None (Athiest)
Total Level : 1
Height : 6',3"
Weight : 215 lbs
Eyes : Blue
Hair : Brown
Size : Medium
Speed : 30' (switched Fast Movement for Marine Terror)
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Character Class Information

Class and Level : Barbarian (Sea Reaver) 1
Class and Level :

Favored Class(es) : Barbarian
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores

Strength : 18 (+4)
Dexterity : 14 (+2)
Constitution : 14 (+2)
Intelligence : 08 (-1)
Wisdom : 12 (+1)
Charisma : 08 (-1)

Maximum Load : 25/300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push : 1500 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : (14)
Base Attack (BAB) : (+1)
Initiative : (+2) 2 Dex + 0 misc

Base Melee : (+5) 1 BAB + 4 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Combat Maneuver : (+5) 1 BAB + 4 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+17) 10 + 1 BAB + 4 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (14) 10 base + 4 armor + 0 shield + 0 misc + 0 size
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Saving Throws

Fortitude : (+4) 2 base + 2 Con + misc
Reflex : (+2) 0 base + 2 Dex + 0 misc
Will : (+0) 0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
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Racial Abilities and Features
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Class Abilities and Features

Sea Reaver (Archetype)
Not all barbarians hunt forests, plains, and mountains. Some are raiding terrors on the sea and coasts, pillaging those who hoard treasure and pursuing monsters of the deep. Some sea reavers are no more than hunters of the open sea, while others are raiders striking fear into coastal settlements within reach of the sea reavers' longships.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

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.

Rage Powers (Ex): The following rage powers complement the sea reaver archetype: bestial leaper, bestial swimmer, come and get me, hurling charge, raging leaper, raging swimmer, rolling dodge, and smasher.

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Animal Fury (Ex): 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.

Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.

Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.

Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.

Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.

Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.

Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.

Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

Eyes of the Storm (Ex): At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved. This ability replaces uncanny dodge.

Savage Sailor (Ex): At 3rd level, a sea reaver gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines. These bonuses improve by +1 every three levels after 3rd. This ability replaces trap sense.

Sure-Footed (Ex): At 5th level, a sea reaver takes no penalties when moving across slick surfaces, whether natural or magical (e.g., grease, ice storm, and sleet storm). She is not at risk of falling, is not denied her Dexterity bonus when moving across such areas, and does not treat them as difficult terrain. This ability replaces improved uncanny dodge.

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.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.

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*Rage Powers*
6/6 Rounds
HP: 16/16
AC: 14
Will: +2
Base Melee : (+7) 1 BAB + 6 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Weapon : Scimitar (1d6+6, 18-20x2, S, 4 lbs)
Weapon : Throwing Axe x2 (1d6+6, x2, S, 10', 2 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)

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Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

*Acrobatics (Dex) - 0r+2a+0c = (2)
*Climb (Str) - 1r+4a+3c = (8)
*Craft (Int) - (0)
*Handle Animal (Cha) - (0)
*Intimidate (Cha) - 1r-1a+1t+3c = (4)
*Kn(Nature) (Int) - (-1)
*Perception (Wis) - 1r+1a+3c = (5)
*Ride (Dex) - (2)
*Survival (Wis) - 1r+1a+3c = (5)
*Swim (Str) - 1r+4a+3c+1t = (8)

Languages: Common
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Traits and Feats

1) Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
2)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. **Hopefuly Trait**

Feat #1: Power Attack - 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.
Feat #1: Cleave - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

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*Temporary Bonuses and Conditions*

Equipment:

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Money and Equipment **Item is missing**

Armor : Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)**
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield : Buckler (+1 AC, - MaxDex, -1 ACP, 5 lbs)**
Shoulders :
Wrists :

Weapon : Scimitar (1d6+4, 18-20x2, S, 4 lbs)**
Weapon : Throwing Axe x2 (1d6+4, x2, S, 10', 2 lbs)**
Weapon : Mace (1d8+6, 18-20x2, S, 4 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)

Other Equipment : **
Backpack 1 lbs
Blanket (winter) 2 lbs
Oil (flask) 1 lbs
Belt Pouch x2 1 lbs
Rations x4 1 lbs
Waterskin 1 lbs
Torch x3 3 lbs
Travelers Outfit 1 lbs

Equipment Weight :

Money : **
42 GP
0 SP
0 CP