Teifling

Zaraith Menstina's page

40 posts. Alias of Art Burd.


Classes/Levels

Tiefling Armored Hulk Barbarian 2 | HP 11/23| AC 17 T 11 FF 16 | CMB +5 CMD 16 | F +5 R +1 W +2 | Init +3 | Percep +6; darkvision 60 ft | Speed 25 feet (35 ft charging, running, withdrawing) | Rage Rounds: 8/8

About Zaraith Menstina

Gender Armored Hulk Barbarian 2
CN Medium Outsider (Native)
Init +3; Senses: Darkvision 60 ft; Perception: +7

DEFENSE
AC: 17, touch: 11, flat-footed: 16 (10 + 5 Armor + 1 Natural Armor + 1 Dex)
HP: 23
Fort: +5, Ref: +1, Will: +2

OFFENSE
Speed: 25 ft. (35 ft. when charging)
Melee: Greatsword +5 (2d6+4) (19-20x2)
or Bite +5 (1d6+3)
or Dagger +5 (1d4+3 / 1d4+1 P) (19-20x2)
Ranged: Shortbow +3 (1d6) (60 ft. range)
or Dagger +3 (1d4+3 / 1d4+1 P) (19-20x2) (10 ft. range)

STATISTICS
Str: 16 (+3), Dex: 13 (+1), Con: 14 (+2), Int: 12 (+1), Wis: 14 (+2), Cha: 7 (-2)
Base Atk: +2; CMB: +5; CMD: 16
Feats: Power Attack
Traits: Reactionary, Robot Slayer

Skills::

*Acrobatics +2 (2 rank, +1 dex, +3 class, -4 ACP)
^Appraise +NA (0 rank, +1 int)
Bluff -2 (0 rank, -2 cha)
*Climb +4 (2 rank, +3 str, +3 class, -4 ACP)
*Craft +1 (0 rank, +1 int)
Diplomacy -2 (0 rank, -2 cha)
^Disable Device +NA (0 rank, +1 dex, -4 ACP)
Disguise -2 (0 rank, -2 cha)
Escape Artist -3 (0 rank, +1 dex, -4 ACP)
Fly -3 (0 rank, +1 dex, -4 ACP)
*^Handle Animal +NA (0 rank, -1 cha)
Heal +2 (0 rank, +2 wis)
*Intimidate -2 (0 rank, -2 cha)
^Knowledge (Arcana) +NA (0 rank, +1 int)
^Knowledge (Dungeoneering) +NA (0 rank, +1 int)
^Knowledge (Engineering) +NA (0 rank, +1 int)
^Knowledge (Geography) +NA (0 rank, +1 int)
^Knowledge (History) +NA (0 rank, +1 int)
^Knowledge (Local) +NA (0 rank, +1 int)
*^Knowledge (Nature) +6 (2 rank, +1 int, +3 class)
^Knowledge (Nobility) +NA (0 rank, +1 int)
^Knowledge (Planes) +NA (0 rank, +1 int)
^Knowledge (Religion) +NA (0 rank, +1 int)
^Linguistics +NA (0 rank, +1 int)
*Perception +7 (2 rank, +2 wis, +3 class)
Perform -2 (0 rank, -2 cha)
^Profession (Any) +NA (0 rank, +2 wis)
*Ride -3 (0 rank, +1 dex, -4 ACP)
Sense Motive +2 (0 rank, +2 wis)
^Sleight of Hand +NA (0 rank, +1 dex, -4 ACP)
^Spellcraft +NA (0 rank, +1 int)
Stealth -3 (0 rank, +1 dex, -4 ACP)
*Survival +7 (2 rank, +2 wis, +3 class)
*Swim +4 (2 rank, +3 str, +3 class, -4 ACP)
^Use Magic Device +NA (0 rank, -1 cha)
* Class Skill
^ Trained Only

Languages: Abyssal, Common, Hallit
Height: 6'2"
Weight: 220 lbs
Age:
Special Qualities: Darkvision, Fiendish Sprinter, Indomitable Stance, Maw or Claw (Maw), Prehensile Tail, Rage, Rage Powers (Guarded Life), Scaled Skin (Fire)
Combat Equipment: Dagger, Greatsword, Scalemail, Shortbow (20 arrows)
Gear: Barbarian's Kit (Backpack, Belt Pouch, Blanket, Flint and Steel, Iron Pot, Rope (50 feet), Soap, Torches (10), Trail Rations (5 days), Waterskin), Bedroll, Explorer's Outfit, Gear Maintenance Kit, Grappling Hook, Whetstone
Currencies: 1 gp, 8 sp, 8 cp

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Appearance:
Zaraith is tall and heavy-set, weighing in at over around two-hundred and twenty pounds. He is very clearly not a human, with a large number of features separating him from that race. The first and most evident of these is his skin. Colored in varying shades of red, it is covered in scales reminiscent of those that cover reptiles. The next two different features are his legs and his tail. The tail, which is likely the more obvious of the two, is around seven feet long and a few inches thick, and coils and lashes around behind Zaraith when he is agitated. As for his legs, they are apparently capable of shifting to a digitigrade stance, and only have a total of three clawed toes at the end of the feet.

The remaining differences are all located on his face or head. These are that he has a pair of small horns curling up in front of his bald scalp, no longer than two or three inches. His eyes, which have a yellor-orange iris, have slit pupils. This is most evident in bright light, when they contract the most. Finally, the teeth in his mouth are all sharper than standard for most races, with him sporting large fangs and several shark-like cutting teeth.

Obscuring a number of his feature, he wears scale-mail armor, including a large helmet (like the one in his profile picture). At his back is a greatsword over one shoulder, and a shortbow over the other. He also has a backpack, set up in a way to not impede his drawing of his weapons, with the quiver attached to it. At his belt is a dagger on one side, while a pouch sits on the other side.

Background:
Zaraith Menstina has lived his entire life within the land known as Numeria. Born into one of the numerous Kellid tribes inhabiting the region, he spent his early life as most children would, at the time looking as human as any other member of the tribe. However, he began showing signs of his heritage in his early teens, growing a tail and horns on his head. His fellow children weren't nice when this started, teasing and bullying him constantly. However, as the transformations continued as Zaraith grew older, the children stopped their teasing. In fact, their parents stopped letting them interact with him at all, not wanting them to be with him. He was shunned by all the adults, none wanting anything to do with the young man who was by then coated in red scales. Eventually, he fled, knowing that if he didn't he would likely be pushed out of the tribe anyway. This didn't stop the rage that he felt from being abandoned by those who once claimed him as kin.

Over the next several years, he journeyed around Numeria on his own, eventually acquiring a large blade from somewhere. It was during this time that he first encountered the Robots to any real degree. These encounters taught him ways to better attack them, as well as avoid their attacks. It was from these encounters that he realized that the furs and hides e was used to wouldn't be as effective against foes such as these. As such, he has somewhat reluctantly moved towards the city of Torch within the last year. He has now been there for several months, and has just recently been able to afford his first set of metal armor.

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Armored Swiftness:
At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.

Darkvision (60 feet):
Tieflings see in the dark for up to 60 feet.

Feats:

Power Attack: 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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Fiendish Sprinter:
Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

Indomitable Stance:
An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Maw or Claw (Maw):
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Rage:
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.

Rage Powers (Guarded Life):
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.

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[b]Chosen Rage Powers:
Guarded Life - While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Scaled Skin (Fire):
The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Traits:

Robot Slayer: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Reactionary: 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.