Roldare

Urias Leogil's page

338 posts. Organized Play character for nightdeath.


Full Name

Urias Leogil

Race

| HP: 51/51 (58)| AC: 17(15/12 (10)/15 (13) |Init: +1| Perc: +9| Fort: +9| Ref: +5| Will: 4| CMB: +8 (+10)| CMD: 20 (22)| L.bow: +7;1d8| A.Halberd: +9;1d10+4||

Classes/Levels

Skills:
Acrobatics: +3| Appraise:+0| Bluff:+0| Climb:-1| Diplo:+0| Intimidate: +6| Kn.(Nature/Dun/Eng): +4| Kn.(Religion) +1| S. M: +2| Stealth: -2| Survival: +8| Swim: -1| Prof (LumberJack) +8|

Gender

#76925-48 Male Half Orc Sickly Savage 5

Size

Medium

Age

19

Special Abilities

Rage, Bonus Feats, Bravery

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common, Orc

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Urias Leogil

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76925-48 Urias Leogil

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Character Crunch:

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Male Half Orc Barbarian () 2 / Fighter () 3
Chaotic Neutral Medium Humanoid
Init +2; Senses DarkVision Perception +9

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Defense
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AC 17 (15), touch 12 (10), flat-footed 15 (13) (+5 armor, +0 Shield, +1 Dex, +0 natural, +1 Dodge)
hp 43 (50) (2d12+3d10) (+3 Favored)) (+5 Toughness)
Fort +9, Ref +5, Will +4
Resist

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Offense
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Offenses
Speed 30 ft.
Ranged Longbow +7 (1d8 20/x3) (100Ft)
Melee Adamantine Halberd +9 (1d10+4 (+7) 19-20/x2)
Melee -- +5 (-d- --/x-)
Special Attacks Rage 8 rds/day
Spell-Like Abilities

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Statistics
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Str 16 (20), Dex 13, Con 14 (18), Int 10, Wis 14, Cha 10
Base Atk +5; CMB +8 (+10); CMD 20 (22)
Languages Common, Orc
SQ

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Feats
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Toughness (Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Focus (Halberd) (Fighter 1 Bonus Feat)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Dodge (Level 3 Feat)
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Power Attack (Fighter 2 Bonus Feat)
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.

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Traits
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Poverty-Stricken (Social)
Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Deft Dodger (Combat)
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

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Class Features
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Weapon and Armor Proficiency:
A barbarian is proficient with 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.

Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal

advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one.

The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex):
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Rage Powers (Ex):
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power.

She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Uncanny Dodge (Ex):
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized.

A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

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Skills
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Acrobatics +3 (+2 Rank, +3 trained, +2 Ability, -4 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff +0 (+0 Rank, +0 trained, +0 Ability)
Climb -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +0 (+0 Rank, +0 trained, +0 Ability)
Disable Device -3 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Disguise +0 (+0 Rank, +0 trained, +0 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Handle Animal +0 (+0 Rank, +0 trained, +0 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +6 (+1 Rank, +3 trained, +0 Ability +2 Racial)
Knowledge (Nature) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Dungeonneering) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Engineering) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Religion) +1 (+1 Rank, +0 trained, +0 Ability)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception +9 (+4 Rank, +3 trained, +2 Ability)
Perform +0 (+0 Rank, +0 trained, +0 Ability)
Profession (Lumberjack) +8 (+3 Rank, +3 trained, +2 Ability)
Ride -3 (+0 Rank, +0 trained, +1 Ability, -4 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Survival +8 (+2 Rank, +3 trained, +2 Ability, +1 Trait)
Swim -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Use Magic Device +0 (+0 Rank, +0 trained, +0 Ability)

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Magic
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Special Abilities
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Rage (Ex):
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.

Rage Power:
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack 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.

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Equipment
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Equipment list]
Melee Weapons Adamantine Halberd
Ranged Weapons LongBow, 40 Arrows
Armor Scalemail,
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (10 days), and a waterskin.
Explorer's Clothes
Winter Clothing
Courier's Clothes
Magic Item
Wand of Cure Light Wounds (34/50)
Cloak of Resistance +1

Wealth 140gp

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Racial Traits
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Half Orc Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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Background Story
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Urias Leogil :

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Appearance
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Urias Leogil Appearance: