Sveinn Blood-Eagle

Thorfinn Feigrsson's page

708 posts. Alias of John Woodford.


Full Name

Thorfinn Feigrsson

Race

Human

Classes/Levels

UBarbarian 2| AC 16 T 12 FF 14 | HP 15/27 | F +6 R +2 W +1 | Init +4| Perc +7|SM +1

Gender

Male

Size

Medium

Age

17

Alignment

N

Deity

Gorum

Languages

Skald, Common (Taldan)

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 10

About Thorfinn Feigrsson

Male human barbarian 1
N Medium humanoid (human)
Init +4 (+2 DEX, +2 trait) Perception +6

DEFENSE
AC 16/14 when raging, touch 12/10 when raging, flat-footed 14 (+4 armor, +2 Dex)
hp 27 (2d12+6+2)
Current hp
Fort +6, Ref +2, Will +1/+3 when raging

OFFENSE
Speed 30 ft.
Melee greatsword +6 (+8 when raging) (2d6+4/+6 when raging|+7 PA 19-20/x2) or dagger +5/+7 when raging (1d4+3(+5 when raging)/x2)
Ranged javelin +4 (1d6+3/1d6+5 when raging/x2)
Special Attacks None
Spells Known None

Rage Rounds (7/day): [x] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

STATISTICS
Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +5/+7 when raging; CMD 17
Feats
Weapon Focus (greatsword) (L1)
Cleave (human bonus)

Skills
Climb +8/+6 in armor (+2 rank, +3 STR, +3 class skill)
Perception +7 (+2 rank, +1 WIS, +3 class skill, +1 trait)
Survival +6/+7 subsisting (+2 rank, +1 WIS, +3 class skill, +1 situational trait)
Swim +8/+6 in armor (+2 rank, +3 STR, +3 class skill)
Profession (Sailor) (background) +3 (+2 rank, +1 WIS)
Perform (Singing) (background) +2 (+2 rank)

ACP: -2

Traits
Frontier-Forged (Any Frontier Area) A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Armor Expert -1 Armor Check Penalty
You’re FLEEING THE LAW (campaign) You’ve made enemies with the wrong people in Cassomir. Maybe you spoke ill of the Governor, or came to blows with a member of the Blackrock Company. Whatever the reason, when you saw an opportunity to flee the city, and maybe make a little money, you couldn’t say no. Given that your enemies may be lurking behind any corner, you are (justifiably) paranoid and quick to react to danger. You gain a +2 bonus on Initiative checks.

Racial Modifiers +1 SR/level
Languages Common, Skald
SQ None

Combat Gear Greatsword (50/8), hide armor (15/25), dagger (2/1), javelins x2 (2/4), barbarian's kit (backpack, belt pouch, blanket, flint & steel, iron pot, 50' hemp rope, soap, torches x10, trail rations 5 days, waterskin) (9/26) 0 pp, 27 gp, 0 sp, 0 cp, #64 encumbrance (#38 w/o backpack)

SPECIAL ABILITIES

Favored Class: Barbarian; L1: +1 HP

Fast Movement (Ex): A barbarian’s base 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 base speed.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Thorfinn is tall and slender, without a lot of visible muscle. His clothing hangs somewhat oddly on him, as he's wearing the garb of the area and not what he's used to at home. He tends to be loud and boisterous among acquaintances (he has no friends in the area, at least yet).

Previous version:
Current XP N/A
Male dwarf ranger 3
LG Medium humanoid (dwarf)
Init +3 (+3 DEX) Perception +7/+9 for checks to notice unusual stonework; 60' darkvision

DEFENSE
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
hp 31 (3d10+3+3+3)
Current hp
Fort +6, Ref +6, Will +2 (+2 vs. poisons, spells, and spell-like abilities)

OFFENSE
Speed 20 ft.
Melee mw dwarven waraxe +7 (+5 TWF/+6 PA/+4 TWF&PA) (1d10+2|+4 PA/x3) or mw handaxe +6 (+4 & -1 damage TWF) (1d6+2/x3) or light mace +5 (+3 & -1 damage TWF) (1d6+2/x2) or dagger +5 (+3 & -1 damage TWF) (1d4+2/x2)
Ranged light crossbow +6 (1d8/x3)
Special Attacks None
Spells Known None

STATISTICS
Str 14, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18/22 vs. bull rush and trip attempts when standing on the ground
Feats
Weapon Focus (dwarven waraxe)
Two-Weapon Fighting (ranger combat style L2 bonus)
Endurance (ranger L3 bonus) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Power Attack (L3) 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills
Climb +8/+6 in armor w/o shield (+3 rank, +2 STR, +3 class skill)
Knowledge (Dungeoneering) +6 (+3 rank, +3 class skill)
Knowledge (Nature) +6 (+3 rank, +3 class skill)
Perception +7 (+3 rank, +1 WIS, +3 class skill)
Stealth +9/+5 in armor w/shield (+3 rank, +3 DEX, +3 class skill)
Survival +7/+8 tracking (+3 rank, +1 WIS, +3 class skill, +1 for Tracking ability (situational))
Swim +8/+6 in armor w/o shield (+3 rank, +2 STR, +3 class skill)

Traits
Giant Slayer Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Armor Expert -1 Armor Check Penalty

Racial Modifiers
Languages Common, Dwarven
SQ Darkvision 60'

Combat Gear mw dwarven waraxe, mw handaxe, cold iron handaxe, alchemic silver light mace, dagger, light crossbow, bolts (20), mw breastplate, hide armor, heavy wooden shield, mw backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), 50' silk rope, whetstone, waterskin, 4 days trail rations, alchemist's fire (4) 0 pp, 70+834 gp, 0 sp, 0 cp, #91 encumbrance

SPECIAL ABILITIES

Favored Classes: Ranger; L1, L2, L3: +1 skill rank

Tracking: +(level/2) to Survival checks when following trails

Favored Enemy: Humanoid (giant); +2 to attack and damage rolls; +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against giants (ogres, other giants, etc.)

Favored Terrain: Underground (caves and dungeons); +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod (1d20 + 2)

Defensive Training: +4 dodge bonus to AC vs. monsters of the giant subtype.

Greed: +2 racial bonus on Appraise checks for nonmagical goods containing precious metals and/or gemstones.

Hatred: +1 on attack rolls vs. orcs and goblinoids.

Hardy: +2 racial bonus on saving throws vs. poison, spells, and spell-like abilities.

Stability: +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground.

Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework (e.g., traps and hidden doors in stone walls or floors); can make a check to notice such features within 10' without actively looking.

Weapon Familiarity: Treats any weapon with the word "dwarven" in its name as a martial weapon.

Thorfinn is in many ways a typical dwarf. He's burly, with knotted ropes of muscle in his arms and torso and scars on his arms and face. His red beard is simply braided, and his clothing and armor is functional and well-made.

Notes and Useful Pastes:
Round :

Status:

HP: 22/22 AC: 19 Conditions: None

To hit: [dice]1d20 + 5[/dice]

Damage: [dice]1d6 + 2[/dice]

Original 25-point Buy:
Current XP 0/???
Male dwarf ranger 1
LG Medium humanoid (dwarf)
Init +3/+5 (+3 DEX, + 2 trait) Perception +5/+7 for checks to notice unusual stonework; 60' darkvision

DEFENSE
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 13
Current hp 10
Fort +4, Ref +5, Will +1 (+2 vs. poisons, spells, and spell-like abilities)

OFFENSE
Speed 20 ft.
Melee handaxe +5 (1d6+3/19-20/x2) or light mace +4 (1d6+3/x2)) or dagger +4 (1d4+3/x2)
Ranged light crossbow +4 (1d8/x3)
Special Attacks None
Spells Known None

STATISTICS
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Weapon Focus (handaxe)
Skills
Climb +7/+4 in armor w/o shield (+1 rank, +3 STR, +3 class skill)
Heal +5 (+1 rank, +1 WIS, +3 class skill)
Knowledge (Dungeoneering) +5 (+1 rank, +1 INT, +3 class skill)
Perception +5 (+1 rank, +1 WIS, +3 class skill)
Stealth +7/+3 in armor w/shield (+1 rank, +3 DEX, +3 class skill)
Survival +5/+6 tracking (+1 rank, +1 WIS, +3 class skill)
Swim +7/+4 in armor w/o shield (+1 rank, +3 STR, +3 class skill)

Traits
Armor Expert -1 Armor Check Penalty
Tunnel Fighter +2 on Initiative rolls underground; +1 damage on critical hits underground

Racial Modifiers
Languages Common, Dwarven, Undercommon
SQ Darkvision 60'

Combat Gear handaxe (2), alchemical silver light mace, dagger, light crossbow, bolts (20), scale armor, light wooden shield, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), 50' silk rope, whetstone, waterskin, 5 days trail rations, 0 pp, 26 gp, 1 sp, 3 cp, #86 encumbrance

SPECIAL ABILITIES

Favored Classes: Ranger; L1: +1 hit point

Tracking: +(level/2) to Survival checks when following trails

Favored Enemy: Humanoid (goblinoid); +2 to attack rolls, damage rolls; and Bluff, Knowledge, Perception, Sense Motive, and Survival checks against goblinoids (goblins, hobgoblins, bugbears, etc.)

Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod

Deep Warrior: +2 dodge bonus to AC vs. aberrations; +2 CMB to grapple checks vs. aberrations

Greed: +2 racial bonus on Appraise checks for nonmagical goods containing precious metals and/or gemstones.

Hatred: +1 on attack rolls vs. orcs and goblinoids.

Hardy: +2 racial bonus on saving throws vs. poison, spells, and spel-like abilities.

Stability: +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground.

Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework (e.g., traps and hidden doors in stone walls or floors); can make a check to notice such features within 10' without actively looking.

Weapon Familiarity: Treats any weapon with the word "dwarven" in its name as a martial weapon.

Thorfinn is in many ways a typical dwarf. He's burly, with knotted ropes of muscle in his arms and torso and scars on his arms and face. His red beard is simply braided, and his clothing and armor is functional and well-made.

Notes and Useful PastesRound :

Status:

HP: 13/13 AC: 19 Conditions: None

To hit: [dice]1d20 + 5[/dice]

Damage: [dice]1d6 + 3[/dice]