Valeros

Vuldruk's page

79 posts. Organized Play character for garmon.


Full Name

vultruk

Race

human

Classes/Levels

invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

Gender

male

Size

medium

Deity

gorum

Strength 22
Dexterity 14
Constitution 15
Intelligence 7
Wisdom 13
Charisma 7

About Vuldruk

Traits: reactionary (Combat),Accelerated Drinker (social)

Level Progression:
Barbarian Invulnerable 1: Fast Movement, Rage Feat: Power attack, EWP (Bastard Sword).
Figther Unbreakeable 2: Extra Feats: Endurance, Diehard.
Barbarian 2:Invulnerability, DR1, Feat: Raging Vitality, Rage Power: Supertitious.
Barbarian 3: Extreme Endurance.

Perception +8, survival +5, intimidate +2, acrobatics +7, climb +8,swim +9
Large Bastard Sword +1 +7 2d8+8 19 x2s
Cold Iron Lucerne Hammer +8 1d12+7 20 x2
Composite longbow +6 1d8+5 x3
equip: Breast plate, bagpack, trail rations, potions of enlarge (6)

About Vuldruk the Scarred
Male Human Invulnerable Rager 5
CG Medium Humanoid (human)
Init +7; Senses Ioun torch/Wayfinder; Perception +10
. . Reactionary +2 to Initiative.
.. Accelerated drinker Can drink as swift action.
Str 22* Dex 14, Con 15, Int 7,Wis 13, Cha 7
* belt of giant strength +2 +2 to Str
. . +2 circumstance bonus on Str checks to force open a door or chest when using traveler's any-tool as a crowbar
. . +4 circumstance bonus on Str checks to break open a door with the aid of an ally when using traveler's any-tool as a portable ram
. . +5 circumstance bonus on Str checks to lift heavy objects when using properly secured traveler's any-tool as block and tackle with rope
Resources

Scenario Notes:

Boons:

Defense:
AC 21, touch 14, flat-footed 18 (+2 Max Cha, +6 Armor); CMD 23 (21 Fl)
hp 50 (5d12)
Fort +10, Ref +4, Will +3 (+4 vs. charm/compulsion)
Special Defenses:
. . Invulnerability gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
. . Extreme Endurance the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Offense:

BAB+5; CMB +8
Speed 40 ft. (20 ft. in heavy armor or encumbered)
Melee
. . Large Bastard Sword +1 +10 (2d8+10/19-20,x2 S)
. . Cold Iron Lucerne Hammer +12 (1d12+9/x2 B/P, reach)
. . unarmed strike +11 (1d3+6, B, nonlethal)
. . touch +7
Ranged
. .comp. (+2) longbow +6 (1d8+6/×3, P)
. . ranged touch +7
Special Attacks
. . Whetstone +1 bonus to damage on first hit with nonmagical blade; requires 15 minutes of prep

Feats & Traits:

Traits
. . Reactionary +2 to Initiative.
.. Accelerated drinker Can drink as swift action.

Feats
. .Power Attack-1 to attack +3 to damage /4 lvl
. .Exotic Weapon Proficiency (Large Bastard Sword). . .You make attack rolls with the weapon normally.
. .EnduranceYou may sleep in light or medium armor without becoming fatigued.
. .Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize.
. .Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
. . Extra Rage PowerYou gain one additional rage power.

Skills:

Skills Points 20 (4 Barbarian, -1 Int +1)
ACP -4
* ACP applied to these skills
[3] *Acrobatics +6
[ ] Appraise +1 (+2 when using traveler's any-tool as a magnifying glass for small or highly-detailed items or as a merchant's scale for items that are valued by weight)
[ ] Bluff -2 (+1 when wearing clothing and/or jewelry worth at least 150 gp)
[ ] *Climb +8 (+2 when using traveler's any-tool as a marlinspike with rope)
[ ] Craft (any) +0 (+4 with traveler's any-tool as a masterwork tool)
[1] Craft (jewelry) +4 (+4 with traveler's any-tool as a masterwork tool)
[ ] Diplomacy -2 (+2 to gather information; +1 when wearing clothing and/or jewelry worth at least 150 gp)
[ ] Disable Device n/a (+10 to open locks untrained when using traveler's any-tool as skeleton key)
[ ] Disguise -2
[ ] *Escape Artist +2
[ ] *Fly +2
[ ] Handle Animal +2
[ ] Heal +1
[2] Intimidate +3 (+1 when wearing clothing and/or jewelry worth at least 150 gp,
[ ] Knowledge (arcana)
[ ] Knowledge (dungeoneering)
[ ] Knowledge (geography)
[ ] Knowledge (history)
[ ] Knowledge (local)
[ ] Knowledge (nature)
[ ] Knowledge (nobility)
[ ] Knowledge (planes)
[ ] Knowledge (religion)
[5] Perception +9 (+4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[ ] Perform (any)
[ ] *Ride +2
[ ] Sense Motive +1 (+2 to read a social situation)
[ ] Spellcraft
[ ] *Stealth -1
[1] Survival +5 (+2 to avoid becoming lost, +2 to track specific animal or get along in the wild using traveler's any-tool as an animal call, +1 to start or maintain fires when using traveler's any-tool as a bellows)
[1] *Swim +1 (+1 when using traveler's any-tool as a flotation device)
[ ] Use Magic Device

Special Abilities:

Human Abilites
+2 Strength
. . Dreamspeaker +1 to saving throw DCs of spells of the divination school and sleep effects; elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to character level); replaces elven immunities
. . Elven Magic +2 bonus on caster level checks made to overcome spell resistance; +2 racial bonus on Spellcraft checks made to identify the properties of magic items
. . Elven Weapon Familiarity proficient with longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows; treat any weapon with "elven" in its name as martial weapon
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail
. . Urbanite +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation; replaces keen senses
Invulnerable rager Abilities
. . Invulnerability gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
. . Extreme Endurance the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
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 he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Rage (Ex) 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.

Rage (Ex)Rage Powers (Ex)[/url] As a barbarian gains levels, she learns to use her rage in new ways.

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Background:

Chronicle Sheets:
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