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Torgar Earthbreaker's page

93 posts. Alias of Ironperenti.


Full Name

Torgar Earthbreaker

Classes/Levels

Dwarf Barbarian Invulnerable Rager 1 | HP 17/17 | AC16 T11 FF15 | F+6 R+1 W+1 | CMD15 | Init+1 Percep+10 | Rage 10 rds | Current effects:

Strength 16
Dexterity 13
Constitution 18
Intelligence 13
Wisdom 14
Charisma 9

About Torgar Earthbreaker

Torgar Earthbreaker Dwarf Male
CG Unchained Barbarian (Invulnerable Rager) 1

Background:

Torgar was a farmer like his father before him, hence the surname Groundbreaker. It was harder than many dwarves suspected. He never lost his knack with metal and stone either as both came in handy to make tools and paddocks. Soon after his 40th birthday Torgar married his childhood sweetheart. They had a child two years later. It was a happy life but it was not to be.

He had just finished a hard day’s work in the field when the band of ogres and goblins attacked. Their purpose was never fully known but they took his daughter, killed his wife, and left him, bloody and beaten, to die. Some days later he awoke in an unfamiliar place. He was told of his rescue and questioned as to the nature of the raid. He answered what he could. Over the following weeks as his body healed he began to develop an overriding rage. He thought of rushing out into the wild and taking out his anger on the first humanoid monster he found. But that would only lead to his death and his daughter could still be out there somewhere. He needed to train and learn to harness this hatred he harbored.

He returned to his farm and over the next several days he fired up his forge and hammered his plowshare into a heavy bladed sword. Then he packed up what he could and went to find those who could train him. Torgar sought out all those who could help him change into something that could possibly save his daughter. After ten years of training he had transformed himself into a heavily muscled machine of destruction. He works to save others, strike fear into the hearts of those who support evil, and constantly seeks information as he continues his search for his daughter, Isabelle.

Defense:

Initiative +3 (Dex +1, Trait +2)
AC 16, touch 11, Flat Footed 15 (+1 Dex, +5 Armor)
-2 AC when raging
+4 AC dodge vs giants
HP 17 (12 + 4 Con + 1 FCB)
Fort +12 (6 class 5 Con) Ref +6 (2 class 2 Dex 1 trait) Will +6 (2 Class 3 Wis)
+2 vs poison, spells, and spell-like abilities;
+2 Will save when raging
+2 vs FOR saves from plant creatures

Offense:

Speed 30ft (30ft in armor)
Melee
Great sword +4 (2d6+4/19x2)
Rage: +2 to hit, +2 to dmg
Power Attack: -1 to hit, +3 to dmg
Dagger +4 (1d4+4/19x2)

Ranged
Dagger +2 (1d4+3/19-20x2, range 10')
Sling +2 (1d4+3/x2, range 50')

Statistics:

Str 16 Dex 13 Con 18 Int 13 Wis 14 Cha 9
BAB +1, CMB +4, CMD 15

Stat Building
Init Str 16 Dex 13 Con 16 Int 13 Wis 12 Cha 11
Cost rolled
Race Con +2 Wis +2 Cha -2
Level
Total Str 16 Dex 13 Con 18 Int 13 Wis 14 Cha 9

Feats and Rage Powers:

1. Power attack

Future
2B. Reckless Abandon
3F. Die Hard
3F. Endurance
3. Combat Expertise
5(4B). Beast totem, lesser
5. Stalwart
7(6B). Beast totem
7. Iron Will
8B. Renewed vigor
9. Improved critical Great Sword
11(10B). Beast Totem Greater
11. Improved Stalwart

Skills:

Skill Points = 5 (4 class + 1 Int)

Acrobatics* 7 (2 rank, 3 class, 2 dex)
Climb* 10 (4 rank, 3 class, 4 Str)
Intimidate* 10 (8 rank, 3 class, -1 Cha)
Know (Nature)* 5 (2 rank, 3 class, 0 Int)
Perception* 13 (8 rank, 3 class, 3 Wis)
Ride* 6 (1 rank, 3 class, 2 Dex)
Survival* 12 (6 rank, 3 class, 3 Wis)
Swim* 8 (1 rank, 3 class, 4 Str)

Background 2
Craft*: Weapons 0 (0 rank, 3 class, 1 Int) +2 with metal
Craft*: Tools 5 (1 rank, 3 class, 1 Int) +2 with metal
Profession Farmer*: 5 (1 rank, 3 class, 1 Wis)
Handle Animal* -1 (0 rank, 3 class, -1 Cha)

Languages:

Common, Dwarf,

Class Abilities:

Rage: 4+4CON = 8 rds. 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.

Fast movement: +10’ movement in light or medium armor

Invulnerability: DR/- = ½ Level, doubled against non-lethal damage.

Dwarf Racial Traits:

Ability Score Bonus: +2 CON, +2 WIS, -2 CHA

Medium

Movement: Slow and steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. Replaces Greed.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Stability: dwarves gain a +4 racial bonus to their combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision 60 feet.

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.

Traits:

Reactionary: +2 Initiative

Berserker of society: +3 rounds of rage

Sunrise District Trait: The wild has always excited you with its simple beauty and majestic creatures. It is no wonder that many of your talents let you better enjoy the natural world.
Benefit: You get a +1 bonus on Handle Animal, Knowledge (nature), and Survival skill checks. You also get a +2 bonus on Fortitude saving throws to resist special attacks from plant creatures.

Gear:

Pathfinder kit* 12gp

Belt Pouch* (loose change: gold and silver) .5#

Pack* (Caltrops, chalk x10, whetstone, silk rope 50'(10gp), flint and steel, candles x5, rations x3, pitons x3, fish hooks x2, string 50', signal whistle, sewing needle, 50’ thread, water skin, clay mug) 9.5#

Great sword 8# (50)
Dagger* .5#
Scale mail 30# (-4 ACP) (50)
Warhammer 5# (15)
Sling
Sling bullets x10 5#

Mule (8gp):
Bedroll*
Rations x4*
Pack saddle (5gp)
Water x2 (2gp)
Dwarven ale in skin (2gp)
50’ silk rope 10gp
Horseshoe magnet .5gp
Miner’s pick 3gp
Cooking kit 3gp
Mess kit .2gp
Pitons x5
Hammer .5gp
Shovel common .02gp

Light Load 76, Medium Load 153, Heavy Load 230
Total Gear Weight: 58.5 pounds, Light Load

PP 0 GP 108 SP 0