Agathion, Leonal

Walt "Animal" Mitty's page

45 posts. Organized Play character for PJP.


Full Name

Walt "Animal" Mitty

Race

Gnome

Classes/Levels

Barbarian 1 | HP: 9+2/20+2 | AC: 12 14 (12 Tch, 12 Fl) | CMD: 13 | F: +6, R: +1, W: +2+0 | Init: +3 | Perc: +2, SM: +0 | Active conditions: Rage (1 rnd)

Gender

Male

Size

Small

Age

32

Alignment

Chaotic-Neutral

Languages

Gnome, Common, Sylvan, Draconic

Occupation

Drummer

Strength 15
Dexterity 13
Constitution 16
Intelligence 7
Wisdom 10
Charisma 15

About Walt "Animal" Mitty

#150786-30
XP 2 / PP 2 / FP 4
Animal
Male Gnome Barbarian 1
CN, member of the Exchange
Languages: Common, Gnome, Sylvan, Draconic

HP 20 (1d12 = 12 +3 Con + 1 trait + 3 toughness +1 FC)

DEFENSE
AC 14, touch 12, flat-footed 12 (10 +2 armor +1 Dex +1 size )
+4 dodge bonus to AC against monsters of the giant type
CMD 13 (1 BAB +2 Str +1 Dex -1 size)
Fort +6 (+2 barbarian +3 Con +1 trait)
Ref +1 (+0 barbarian +1 Dex)
Will +0 (+0 barbarian +0 Wis)
+2 vs Illusions

Defensive Abilities
+2 racial bonus on all saving throws against fear

OFFENSE
Initiative +3 (+1 Dex +2 trait)
Speed 30 ft (Fast movement)
CMB +2 (+1 BAB +2 Str -1 size)
Base Attack +1; Melee Touch +4 (+1 BAB +2 Str +1 Size); Ranged Touch +3 (+1 BAB +1 Dex +1 Size)

Melee
Gnome Hooked Hammer (2 handed)
-- Hammer only Att +4; Dmg 1d6+3 B x3 Crit (+1 BAB +2 Str +1 Size; Dmg +2+1 Str)
-- Pick only Att +4; Dmg 1d4+3 P x4 Crit (+1 BAB +2 Str +1 Size; Dmg +2+1 Str)

Dagger Att +4, Dmg 1d3+2 P/S, Crit 19–20/x2 (Att: +1 BAB +2 Str +1 Size; Dmg: +2 Str)

Ranged
Short spear Att +3, Dmg 1d4+2 P, Crit x2 (Att: +1 BAB +1 Dex +1 Size; Dmg: +2 Str)

Dagger Att +3, Dmg 1d3+2 P/S, Crit 19–20/x2 (Att: +1 BAB +1 Dex +1 Size; Dmg: +2 Str)

+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes

STATISTICS
Abilities Str 15 (+2), Dex 13 (+1), Con 16 (+3), Int 7 (-2), Wis 10 (+0), Cha 15 (+2)

SKILLS (4 -2 Int)
Acrobatics* +1 (+1 Dex)
Appraise -2 (-2 Int)
Bluff +2 (+2 Cha)
Climb* +2 (+2 Str)
Diplomacy +2 (+2 Cha)
Disguise +2 (+2 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Heal +0
Handle Animal*
Intimidate* +2 (+2 Cha)
Knowledge(nature)*
Linguistics -1 (1 rank -2 Int) (added Draconic)
Perception* +2 (+0 Wis +2 racial)
Perform(drums) +3 (1 rank +2 Cha)
Ride* +1 (+1 Dex)
Sense Motive +0 (+0 Wis)
Spellcraft
Stealth +5 (+1 Dex +4 size)
Survival* +0 (+0 Wis)
Swim* +2 (+2 Str)
Use Magic Device

EQUIPMENT
Leather armor (10gp/7.5 lb)
Gnome Hooked Hammer (20 gp/3 lb)
Dagger (1 gp/.5 lb)
Short spear x3 (3 gp/4.5 lb)
Alchemist's fire (flask) x 3 (60 gp/3 lb)
Drum (5 gp/1.5 lb)
Wand of Cure Light Wounds (50 charges)

Carried: 18.5

COINS
PP 0
GP 968
SP 0
CP 0

FEATS
Toughness (1st Level)

TRAITS
Reactionary (Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Tireless (Faction/Exchange): You have become well-accustomed to working long hours and weathering difficult conditions to get the job done at almost any cost. You gain a +2 trait bonus on any Constitution checks to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you
gain 1 hit point.

Resilient (Bonus/Boon): Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

SPECIAL ABILITIES
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

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.

DESCRIPTION

BACKGROUND

BOONS
Explore, Report, Cooperate: Ask GM about an action
Prized Find: Get 2nd PP in a scenario that you only earned 1.

HISTORY
1-1. The Wounded Wisp (+1XP/+2PP/+2FP/+482GP) Start: 51 End: 533
1-2. The Consortium Compact (+1XP/+2PP/+2FP/+430+5GP) Start: 533 End: 968
Spend 2 PP on Wand, CLW

Future Planning:

S -2 13 17 15 +2
D 3 13 13 +1
C +2 5 14 16 +3
I -4 7 7 -2
W 0 10 10 +0
Ch +2 3 13 15 +2

To qualify to become a dragon disciple, a character must fulfill all the following criteria.
Race: Any nondragon.
Skills: Knowledge (arcana) 5 ranks.
Languages: Draconic.
Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.

Level (Know arcana 5) Need draconic
1 Barbarian 1 BAB 1 Fast movement, rage, feat(power attack) (Know:arc, Perc)
2 Sorcerer 1 (Green Draconic) BAB 1 Spells (1st), BL Power (Claws), Perception class skill, (Know:arc)
3 Sorcerer 2 BAB 2 feat(weapon focus, claw)
4 Sorcerer 3 BAB 2 BL3 powers(Dragon Resistances, +1 natural armor), BL Spell(Mage Armor), +1 Str
5 Sorcerer 4 BAB 3 Spells (2nd), feat(cleave)
6 Dragon 1/BL5 BAB 3 Natural armor +1, BL Spell(Resist Energy)
7 Dragon 2/BL6/S5 BAB 4 Ability boost (Str +2), BL feat(Toughness), dragon bite, feat(great cleave)
8 Dragon 3/BL7/S6 BAB 5 Breath weapon, BL Spell (Fly), BL Feat(Skill Focus (Fly)), Spells(3rd), +1 Cha
9 Dragon 4/BL8/S7 BAB 6 Ability boost (Str +2), natural armor increase (+1), feat(weapon focus, bite)
10 Dragon 5/BL9 BAB 6 Blindsense 30 ft., BL feat(Improved Initiative), BL9 Power(Extra Breath), BL Spell(Fear)
11 Dragon 6/BL10/S8 BAB 7 Ability boost (Con +2), Spells(4th), feat(step up)
12 Dragon 7/BL11/S9 BAB 8 Dragon form (1/day), natural armor (+1), BL Spell (Spell Resist), +1 Dex