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About Tevaga KalaHP 13/13 | AC15 T12 FF13 | DR 0 | Fort +3 Ref +2 Will +2 | CMD 16 | Init +2 | Perception +6 darkvision 60ft | SM +2 Tevaga Kala
Scenarios completed:
1.1 Night March of Kalkamedes
1.2 Citadel of Flame 1.3 Dalsine Affair (Died) Controlled rage rounds 5 used 3 Female half-orc invulnerable rager urban barbarian 1
Consumables
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Controlled Rage (Ex) When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage. 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. Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Weapon and Armor Proficiency An urban barbarian is not proficient with medium armor. Skills An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills. Normal Speed Half-orcs have a base speed of 30 feet. Darkvision Half-orcs can see in the dark up to 60 feet. Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity. Background:
Tevaga was dropped off at an orphanage in Absalom as a baby. The mistress of the orphanage gave her her name: a common half-orc name and a common Kellid name, the only thing the mistress could tell about the woman who dropped off Tevaga. Growing up, it was easy for Tevaga to fall in with the wrong crowd, who valued her strength and fearsome appearance. When the crime boss she was working for passed away, the gang risked warring with itself as two leaders wanted to claim succession. Tevaga wanted nothing to do with it, so she told them she was joining the Pathfinder Society. She knew they wouldn't do anything to her if she began working with some of the Sczarni contacts in the Society. Skill ranks:
Diplomacy 1 Intimidate 1 Kn (local) 1 Perception 1 Planned development:
Rogue 4 or Skulking Slayer 4 Invulnerable rager urban barbarian for the rest Finances:
Starting 150 gp Beginning gear studded leather 25 gp, heavy mace 12 gp, dagger 2 gp, throwing axe 8 gp, sling 0, rogue's kit 50 gp, hammer 5 sp, bullets (10) 1 sp Total -97 gp, -6 sp 1.1 Pay +513 gp Purchases sap 1 gp, hot weather outfit 8 gp, antitoxin (1) 50 gp, antiplague (1) 50 gp, acid flask (2) 20 gp, tanglefoot bag (1) 50 gp, thunderstone (1) 30 gp, alchemist's fire (2) 40 gp, potions CLW (2) 100 gp, wand of CLW 2 prestige pts Total -349 gp 1.2 Pay +553 Purchases thunderstone (1) -30 gp |