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About Sverrïr KoltǫnnAlso known as "Koltǫnn the Lesser" and "Kegbane" amongst the denizens and folk of Diamond Lake. CG Medium Humanoid
Favoured Class Options:
+1 HP (chosen at levels 2, 3 & 8) +1 Skill Rank +1 To the barbarian's total number of rage rounds per day.(chosen at levels 1, 4-7) Speed: 20ft (armoured & unarmoured)
* Automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. DEFENSE
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RAGING DEFENSE:
AC 16 (10 Base, +1 Dex, +7 +1 Chainmail, -2 Rage penalty) Touch AC 9 (10 Base, +1 Dex, -2 Rage Penalty) Flat Footed AC 15 (10 Base, +7 +1 Chainmail, -2 Rage penalty) HP 98 (7d12; +42 Con; +2 favoured class) DAMAGE REDUCTION: 3/- SQ: Cold Resistance 1; Renewed Vigour (Heals 1d8+5HP 1/Day); Godless Healing (Heals 1d8+7HP 1/Day when under half HP) 1/Day Saves: Fort +13 Ref +4 Will +6 CMD 22 (10+6+5+1) _______________________________________________________________________ OFFENSE: Sverrir is pretty canny when fighting, but when in his cups (raging) - will always Power Attack. ______________________________________________________________________ BAB: +8/+3 Melee: Stonesplitter; +1 Adamantine Mattock +13/+8 [2d4+6/x4] or Cold Iron MW Maulaxe +13/+8 [1d6+4/x3]
Ranged: Cold Iron MW Maulaxe +9/+4 [1d6+3/x3] – 10ft. range
RAGING OFFENSE:
BAB +7/+2 b]Melee[/b]: Stonesplitter; +1 Adamantine Mattock +14/+8 [2d4+13/x4] or Cold Iron MW Maulaxe +14/+8 [1d6+10/x3] Ranged: Cold Iron MW Maulaxe +9/+4 [1d6+6/x3] – 10ft. range CMB: +13 (+7 BAB, +6 Str)* * +2 racial bonus on CMB checks for Bullrush & Overrun maneuvers . ______________________________________________________________________ STATISTICS
Ability Breakdown:
STR, CON = 10 points each; INT = 5 points, DEX, CHA = 2 points each and WIS = 1 point, +2 CON (4th & 8th Level ability raises). Racial Qualities:
Racial Traits:+2 Constitution, +2 Wisdom, –2 Charisma; Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have 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. Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait. Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Hatred: 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. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces the stability racial trait. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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:
Rage: As a free action can enter a Rage; +4 Str, +4 Con, +2 morale bonus to Will saves but a -2 penalty to AC. Lasts 12 (8+4 Favored Class bonus round) rounds after which Sverrir is fatigued for 2 x number of rounds spent Raging. Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement. Good for What Ails You [Rage Power] (Ex): While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect Renewed Vigor [Rage Power] (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.
Staggering Drunk [Rage Power] (Ex): While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels. 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. Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one - cold chosen) 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. Regenerative Vigour [Rage Power] (Ex): Prerequisite: Barbarian 6, renewed vigor rage power. Benefit: After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns. Renewed Vitality [Rage Power] (Ex): Prerequisite: Barbarian 4, renewed vigor rage power. Benefit: While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10). Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging. Powerful Blow [Rage Power] (Ex): Benefit: 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. Special: This power can only be used once per rage.
Feats:
Godless Healing: You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith. Prerequisites: Cannot have a patron deity. Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability. Power Attack: 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. Toxic Recovery (Dwarf): Your system recuperates from the effects of poisons with astonishing speed. Prerequisites: Dwarf, hardy racial trait. Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain. Traits:
Iron Liver(Equipment): Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. Source Adventurer's Armory 30 Skills:
4 per level [+2 intelligence bonus] = 6 total per level.
Acrobatics +2 [2 Ranks, +1 Dex, +3 Class, -4 Armour Penalty]
* +2 equipment bonus to Appraise checks on metals & ores
Languages: Common, Dwurven, Undercommon, Terran Coin & Valuables GP: 5,298
Equipment Combat Gear: +1 Chainmail Armour; Amulet of Natural Armour +1; Stonesplitter; +1 Adamantine Mattock; Cold Iron MW Maul Axe; Weapon Blanche (Silver); Smoked Glass Eye-glasses (protect from Glare); Cloak of Resistance +1 (Crafted by Lucid); Belt of Strength +2 Other Gear: Artisan (Miner) Clothing; Backpack (holds): Iron Spikes (x3), Shovel, Dwur Trail rations (4 days), Bedroll, Miner's Lantern & Lamp Oil (2 pints), Merchants Scale, Waterproof Sack; Belt Pouch #1 (holds): Coin, Valuables; Belt Pouch #2 (holds): Flint & Steel; Bandolier: Flasks (Holds Dwur Fire Ale); 5 Bottles of Oldlaw Whiskey; 6 Doses of Troll Styptic NOTE #2:
Theldrick,
Consumable Items Flask of Dwur Fire Ale 0/6
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