Umagro

Urrmann Laufeyson's page

12 posts. Alias of joerice.


Full Name

Urrman Laufeyson

Race

Human

Classes/Levels

Urban Barbarian 2/Charlatan Rogue 4

Gender

M

Size

M

Age

21

Special Abilities

Crowd Control, Conrolled Rage, Superstitious, Improved Uncanny Dodge, Sneak Attack +2d6, Natural Born Liar, Evasion, Grand Hoax, Honeyed Words, Bleeding Attack

Alignment

CN

Deity

The Lucky Drunk

Location

Osiron

Languages

Common, Ulfen, Osiron(?), Elven, Draconic

Occupation

Adventurer

Strength 20
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 10
Charisma 16

About Urrmann Laufeyson

Male Human Ulfen Urban Barbarian 2/Charlatan Rogue 4
HP 57
BAB +5
AC 21 (20 flat, 11 touch)

CMB: 10
CMD: 21

Melee: Adamantine Heavy Pick +11 (1d8+5, x4) + 2d6 Sneak Attack +1 if flanking
Sweetheart +1 Blood Crystal Longsword +11 (1d8+6, 19-20 x2 + 1 Point Bleed Damage if already bleeding) +2d6 sneak attack +1 if flanking
Ranged:
Init: +1
Fort:+6
Refl:+6
Will:+1
(+2 to save vs. spells, spell like abilities, and supernatural abilities)
Traits: Deft Dodger, Dirty Fighter

Skills:
Acrobatics 10
Bluff 12
Climb 10
Diplomacy 12
Intimidate 12
Knowledge Local 10
Linguistics 6
Perception 9
Sleight of Hand 10
Stealth 10

Feats: Toughness (human), Dodge (1st), Endurance (3rd), Die-Hard (6th)

Class features::

Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.

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 Power: Supersition Benefit: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Sneak Attack FYI
Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.
Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."
Creatures Immune to Critical Hits
Aeons
Elementals
Incorporeal (unless using a ghost touch attack) creatures
Oozes
Proteans (50% ignore)
Swarms
Creatures Immune to Precision Damage (like Sneak Attacks)
Elementals
Incorporeal (unless using a ghost touch attack) creatures
Oozes
Proteans (50% ignore)
Creatures Immune to Flanking
Swarms
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion (Ex) At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Improved Uncanny Dodge (Ex) A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Natural Born Liar (Ex) At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a –2 penalty on the charlatan’s Bluff checks for the next 24 hours. This ability does not stack with itself.
This ability replaces trapfinding.

Grand Hoax (Ex) At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level.
This ability takes the place of trap sense.

Rumormonger (for reference): Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold.

Rogue Talent/Bleeding Attack (Ex) Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Rogue Talent/Honeyed Words (Ex) Benefit: Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check.
Special: A rogue can use this ability one additional time per day for every five rogue levels she possesses.

Wealth: 237 gp

Equipment: +1 Mithral Agile Breastplate Armor, +1 Mithral Heavy Steel Shield, Adamantine Heavy Pick, +1 Blood Crystal Longsword, Hat of Disguise

XP: