Valeros

Talric of the Northlands's page

86 posts. Alias of Tsiron Ragmar.


Full Name

Talric Dtunson

Race

Human

Classes/Levels

Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |

Resources:
Rage 9/10 Powerful Blow 1/1

Gender

Male

Size

6' 3"

Age

21

Special Abilities

Rage (10)

Alignment

LG

Deity

None

Location

Wandering

Languages

Common, Tribespeak

Occupation

Sellsword

Strength 18
Dexterity 12
Constitution 15
Intelligence 11
Wisdom 11
Charisma 9

About Talric of the Northlands

Background:

Talric kneeled before the Jotunslayer chieftan. The grizzled old barbarian was an imposing sight, and he made many brave warriors quake despite his old age. Though Talric had grown used to it, being the old man's son. "Talric Jotunslayer!" the chieftan boomed. "You have successfully led a hunting party for a Jotun and slayed it. This is the prerequisite for undertaking the Journey. Before you may become chieftain, you must bring back three trophies of formidable monsters. Then, it is within your right to challenge me and take the title of Chieftain. Until you claim this title, you are hereby stripped of all rank, title, and influence among the Jotunslayer tribe. You go forth with nothing but your armor, weapons, and food. Now, begone!"
As Talric left the meadhall with nothing but his most meager possessions-his earthbreaker, scale mail, and rations-he recalls all that lead to his challenge. Fourth in line for the throne, his two brothers and his sister got all the grooming required for leading and taking Chieftanship. Talric, quite literally, was left out in the cold. Given thin clothes and an earthbreaker, Talric was told that if he wished to become a warrior, he would have to learn himself.

For twelve years, Talric pushed his limits-and often pushed himself too hard. Living in the mountains, Talric had to learn how to survive on his own, and contend with threats that his siblings did not face in their training. One by one, when the time to slay a Jotun, his siblings were slain. Grudgingly, the old chieftain called upon Talric, his last heir. Leading the hunting party, he chose to work and coordinate with his fellows rather than go for all the glory himself. And now, after six months of nearly unsuccessful leadership training, Talric was setting out for his Journey, the second part of the threefold Trial.


Personality:

Talric takes the responsibility of his potential rulership very seriously, and while others of his kind boast and swill ale, he is quiet and introspective. Humble in his exploits, Talric will give much more credit to his companions than himself, and although he has a hard time relating to others, Talric is a great, understanding friend. Strangely enough, Talric is generally merciful unless the target is obviously irredeemable. The barbarian prince avoids using his rage unless it is a dire situation. But then, his might is great indeed.

Motivations:

Simply enough, Talric wishes to complete his journey and confront his father. However, Talric knows that he himself cannot lead the Jotunslayers, and that it will simply be enough to free the tribe from his father's cruel regime. After that, he will probably do what he did during his journey: helping others, especially outcasts.

Stat Block:

Lawful Good Male Human Barbarian 3
Medium humanoid (6' 3", 167 lbs., Blue Eyes, Black Hair)
Age: 21
Move: 30' base, 20' after armor, 30' ft. after class modifier
Language: Common
Note: Statistics in parentheses are while raging.

18(22) Strength
12 Dexterity
15(21) Constitution
11 Intelligence
11 Wisdom
9 Charisma

Initiative: +1 [+1 Dex]
AC: 16(14) [+5 Armor, +1 Dex, -2 while Raging]
hp: 42(51)
Melee
Earthbreaker +8(+10) [2d6+4(+6)/x3]
-Weapon Focus: Earthbreaker
w/Power Attack Earthbreaker +7(+9) [2d6+7(+9)/x3]
w/Powerful Blow Earthbreaker +11 [2d6+7/x3]
w/Power Attack and Powerful Blow Earthbreaker +10 [2d6+8/x3]

CMB: +7(+9)
CMD: 18(20)
Fort: +5(+7)
Ref: +2
Will: +2(+4)


Feats:

L1: Weapon Focus: Earthbreaker
B1: Power Attack
H1: Shield of Swings
L3: Raging Vitality

Skills:

Climb +6(+8)
Swim +6(+8)
Survival +6
Perception +6
Heal +6

Race/Class Abilities:

Human
-+2 to one ability score (applied to Strength)
-Medium: Humans are medium sized and gain no bonuses or penalties due to their size.
-Normal Speed: Humans have a base speed of 30 feet.
-Bonus Feat: Humans gain 1 bonus feat.
-Languages: Humans begin play speaking Common.

Barbarian
-Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
-Rage: 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 Power: Powerful Blow. 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.
-Uncanny Dodge: Talric cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him.
-Trap Sense: At 3rd level, a barbarian gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd.


Equipment:

-scale mail (+5 AC, -4 ACP) 30 lbs.
-earth breaker (2d6/x3) 14 lbs.
-barbarian's kit (backpack, belt pouch, blanket, flint and steel, iron pot, rope, soap, torches (10), trail rations (5), waterskin) 26 lbs.

Description:

A tall, imposing man, Talric is scarred from his time in the wilderness and has a hard time relating with other humans. To keep his black, shaggy hair from obscuring his vision, Talric ties it back in a braid. His stark-blue eyes seem to stare into your very soul, and Talric has an intense demeanor about him, always seeming like he is curled up in preparation for the next situation. Talric has a harsh, angular face, and most of his body is the same.