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Silaedru “The Bear”

Crunch:

"The Bear" CR 1/2
Male Human (Kellid) Barbarian (Invulnerable Rager, Urban Barbarian) 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 13 (1d12+1)
Fort +3, Ref +2, Will +0
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OFFENSE
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Spd 30 ft.
Melee Club +5 (1d6+4/20/x2) and
. . Club +5 (1d6+4/20/x2) and
. . Club +5 (1d6+4/20/x2) and
. . Greatclub +5 (1d10+6/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
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STATISTICS
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Str 18, Dex 14, Con 13, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Improved Unarmed Strike, Throw Anything
Traits Chance Savior, Freedom Fighter
Skills Acrobatics +0, Climb +2, Craft (Weapons) -3, Escape Artist +0, Fly +0, Knowledge (Local) +3, Perception +4, Ride +4, Stealth +0, Swim +2
Languages Common, Hallit
SQ Controlled Rage (Ex), Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control (Ex), Heart of the Fields +0: Craft (Weapons) (1/day), Rage (5 rounds/day) (Ex)
Combat Gear Arrows (20), Club, Club, Club, Greatclub, Lamellar, leather, Shortbow; Other Gear Alchemist's Kindness, Bag, Waterproof (empty), Bedroll, Candle, Chalk, 1 piece, Fire Carrrier, Jug, clay, Rations, trail (per day) (3), Rope, hempen (50 ft.), Torch (2)
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SPECIAL ABILITIES
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Chance Savior
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Freedom Fighter +1 trait bonus to attack rolls with improvised weapons.
Heart of the Fields +0: Craft (Weapons) (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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Silaedru “The Bear”

History:

A Kellid barbarian... the worst kind of 'people' according to some. Sil started what was otherwise going to be a short brutal life of orcs, demons and undead. Silaedru was born under portents and the sign of the bear. Though he was born with the dark hair of other Kellids, his eyes are a bright, bright blue, of those touched by fate. His doom is to be great, either in success or failure, the oracles of the tribe couldn't tell, and as such began to work against him. The risk of his failure hurting the tribe was to great when compared to his possibility of success.

His tribe traveled near the northern edge of the civilized lands, and often traded and even stayed in cities during the worst blizzards, rather than face them in tents. He often followed his father and the other warriors on trips into the cities and has always admired technology and culture.

He is not the son of a chief, and that means he is nothing but a warrior in his tribe. Already a man at an age when most civilized cultures would consider him a child, he took part in the normal activities of the tribe, hunting, fighting, and trying to make a name for himself. At this point in his young life, Professor Lorrimor stopped by the the tribes encampment with a small escort, and was able to get audience with the elders. During his stay of a few days the Professor shared many stories of the outside world, most of them from other parts of Ustalav, but a few from even beyond that. After collecting the information he needed, he left gifts for the tribal elders and departed. Sil, of course, being a young warrior only got to listen to the stories and admire the gifts of fine craftsmanship that the elders and older warriors received.

It was almost two years later, when out scouting for his tribe he came across the Professor at a set of standing stones, perhaps a dozen miles from the tribes current encampment. Sil hadn't forgotten the Professor, though he wasn't sure that the professor remembered him as more than one of many eager young people listening to his stories. After greeting the professor, Sil was asked what he knew of them and if he knew what they were for. He knew a few stories, but being from a rather superstitious tribe he would not have ventured into the stones had the professor not been there.

The attack happened without warning, a small handful of orcs had managed to get fairly close to the stones without being noticed and charged for slaughter or capture. It was a close battle with quite a few of the Professors men injured or killed, and one of Sil's mates horribly wounded. The Professor decided to head back to a major city very quickly in order to try to save as many of his men as he could, and recommended that Sil take his wounded companion back to his tribe for attention. The Professor gave Sil two things in return for his help that day. A small lucky charm, and word that the stones themselves were cursed and for spilling blood in them, even in self-defense Sil could be haunted by spirits.

Desc:

Sil stands some 6' even and is heavily muscled. He wears a variety of skins and tanned leather sewn together into rugged clothing and a bear skin cloak that protects against the harsh weather. His dark hair is rather long and pulled into many small braids woven through with Zoics, evil eyes, and charms, one of which is from the Professor. He has yet to capture any crafted metal weapons, and so still carries clubs till he can earn his metal. He gained the name of Bear after coming back to camp with a bearskin. He claims to have fought and killed it, though a certain group of his opponent’s claim he merely found it dead, and skinned it.

Personality:

He know he has a great doom upon him. He believes that he can be a great hero of legend and not renown failure as the oracles of his tribe are wont to believe. The warning from the professor has made him highly suspicious though, and he tends to try to avoid magic during combat if he can help it. From his lack of crafted weapons he has learned to use almost anything he can get his hands on, or just his hands if he has to. He wants allies that will stand at his side and fight with him, even as his tribe would. Strength to him is defeating the enemy, though using magic to do so is questionable... perhaps they were just not strong enough or lucky enough to resist it...


I'll toss in. There is a barbarian concept I have wanted to try.

Basically he is an improvised weapon barbarian, though eventually I'd love to play with the Body Bludgeon Rage power, it seems awesome, but rarely used.

He has been taken advantage of by others all his life. He was teased horribly as a child, even though he was bigger and stronger than most. Eventually he became a bully, although he was always second in command so to speak. As a peasant, there were no real weapons to train with, so he learned to use what he could find. He isn't a hero yet, just someone lost who needs a cause.


Sigh now you guys have me thinking about this! Druid would be really nice too... I shouldn't have read the players guide!


Failing Phelonious, my other choice was a melee barbarian :P


What about Phelonious BloodGill, a halfing Oracle (Water and Community Guardian)

1. What position do you see yourself eventually in on a ship? 
1st mate and magical support. (as a primary controller, with back up healing) "I might not be the roughest tumbley-iest thing out there, but you should listen to my ideas on how to keep us safe, and in the mean time get us rich!"

2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.) 
Though Phelonious started life as a carefree happy go lucky halfing, he rapidly was consumed in a search for knowledge. He is currently on a quest to learn everything there is to know about the Ancient Empire of Ghol-Gan. Perhaps what he can learn about them can help him save his people from further atrocities. In the cause of learning, no expense should be spared. Though there are certain acts that he will object to, in particular, unwarranted violence towards women and children, and the capture of halflings to be sold as slaves.

3. Which campaign trait are you selecting and why?

Ancient Explorer - Knowledge Local - I find it perfect for a archeologist turned pirate

Quote:


Roleplaying Introduction
It is early evening in Port Peril. The sounds from the tavern are just starting to pick up as the sailors, merchants and visitors gather for the evening. A halfling woman stands on a barrel in the corner, playing a fiddle and loudly singing vulgar tunes. The bartender, a man missing most of his teeth and one of his eyes, stands behind the bar, wiping the glasses with a cloth that is filthier than the clothing he wears. There are several empty tables and stools at the bar, waiting to be filled.

That's when you arrive…

"Excuse me, good sir, umm.. Excuse me... yes, down here... I don't suppose you have anything with a high enough alcohol content to be sterile? Thank you, I was suppose to meet a man about a map... I don't suppose you know who he might be?"


Room for one more? I hope?

I was going to offer for a Barbarian, but looking at the application list, I am thinking I should find a divine character... if I am allowed to still submit...