Barbarian

Thaurux's page

172 posts. Organized Play character for Wix Leborgne.


Full Name

Thaurux

Race

Human

Classes/Levels

Barbarian 1 (HP 13/13 | AC:14 | T:9 | FF:14 | Fort:+3 | Ref:-1 | Will:+0 | Init:-1 | Perception: +7)

Gender

Male

Size

6 ft.

Age

18

Alignment

NG

Languages

Common, Draconic

Strength 18
Dexterity 8
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Thaurux

Thaurux

Appearance:

Thaurux is a tall young but weathered looking human man. He wears the remnants of a soldiers outfit and generally looks like he has seen better days; he appears dirty and almost feral. He does not look at home in the crowd of the larger cities and proceeds cautiously. However, his natural magnetism and golden skin do draw unwanted attention to him.

Background:

On his first errand out as very young novice squire for a Society nobleman, Thaurux was captured. The barbarians of the dragon totem clan respected his courage and strength and took him in and “refined” his education. His incessant nightmares and dreams drove him from the clan to seek civilization again and he is bent on determining the source of these dreams.

Basics:

Level 1
Barbarian 1
Favored Class: Sorcerer
Initiative -1
Perception +7
Speed 40 ft.
HP: 13
Prestige: 0

Defense:

AC 14
Touch 9, Flat-footed 14
(+5 Armor, +0 Shield, -1 Dex, +0 Size)
Scale Mail

hp 13 (1d12)

Fortitude: +3 (2+1)
Reflex: -1 (0-1)
Will +0 (0+0)

Offense:

Glaive +5 (1d10+6) x3 Reach (8 gp)
Rage Glaive +7 (1d10+9) (-2AC)
Power Attack Glaive +4 (1d10+9)
Rage Power Attack Glaive +6 (1d10+12) (-2AC)
Charge Power Attack Glaive +8 (1d10+12) (-4AC)
Kukri +5 (1d4+4) 18-20 x 2(8 gp)
Sling +0 (1d4+4)
BAB: +1
CMB: +5 (+1+4)
CMD: +14 (+10+1+4-1)

Class Features:

Weapon and Armor Proficiency:
All simple and martial weapons.
Light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): 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 (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.

Spells:

Known Level 0

Known Level1

Spell-Like Abilities:

Supernatural Abilities:

Traits and Feats:

Feats
Skill Focus (Perception) (Human)
Power Attack (Level 1)

Traits
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. (Sorcerer)

Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Skills:

total ranks 5, *-5
Acrobatics (b) (Dex*): -5
Appraise (s) (Int): +0
Bluff (s) (Cha): +3
Climb (b) (Str*): +0
Craft (a) (Int): +0
Diplomacy (-) (Cha): +3
Disable Device (-) (Dex*): NA
Disguise (-) (Cha): +3
Escape Artist (-) (Dex*): +-5
Fly (s) (Dex*): -5
Handle Animal (b) (Cha): + 7 x
Heal (-) (Wis): +0
Intimidate (b,s) (Cha): +7 x
Knowledge (arcana) (s) (Int): NA
Knowledge (dungeoneering) (-) (Int): NA
Knowledge (engineering) (-)(Int): NA
Knowledge (t) (geography) (Int): NA
Knowledge (history) (c) (Int): NA
Knowledge (local) (r) (Int): NA
Knowledge (b) (nature) (Int): NA
Knowledge (nobility) (c) (Int): NA
Knowledge (planes) (c) (Int): NA
Knowledge (religion) (c) (Int): NA
Linguistics (t) (Int): + 5 x
Perception (b) (Wis): +7 x
Perform (Cha): +3
Profession (Wis): NA
Ride (Dex*): -5
Sense Motive (c,r) (Wis): +0
Sleight of Hand (Dex): -1
Spellcraft (s) (Int): NA
Stealth (r) (Dex): -5
Survival (Wis): +5 x
Swim (b) (Str*): +0
Use Magic Device (s (Cha):

Equipment:

Scale Mail (50)
Glaive (8)
Kukri (8)
Sling
40 bullets (.2)
Backpack (2)
Bedroll (0.1)
Waterskin (1)
10 Rations (5)
Flint and Steel (1)
10 Pieces of Chalk (.1)
Common lamp (0.1)
Oil (2-pints) (0.2)
2 Empty Sacks (0.2)
100 ft of Silk Rope (20)
Start : 55 GP
+ 479 GP