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<blockquote data-quote="Gondsman" data-source="post: 5663610" data-attributes="member: 90057"><p><strong>Thrkk Bncrshr</strong></p><p></p><p><strong><u>Character Sheet:</u></strong></p><p> </p><p>[sblock=Thrkk Bncrshr]</p><p>[sblock=Game Info]</p><p>Race: Half-Orc</p><p>Class: Barbarian</p><p>Level: 2</p><p>Experience: 1370</p><p>Hero Points: </p><p>Alignment: CG</p><p>Languages: Common, Orc</p><p>Deity:[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 18 (+2 racial)</p><p>DEX: 16</p><p>CON: 14</p><p>INT: 10</p><p>WIS: 10</p><p>CHA: 10[/sblock]</p><p></p><p>[sblock=Combat]</p><p>HP: 21 = [2d12 + 4] + 0 (favored class bonus)</p><p>AC: 16 = 10 + 3 (armor) + 3 (DEX), </p><p>AC Touch: 13 = 10 + 3 (DEX)</p><p>AC Flatfooted: 13 = 10 + 3 (armor) <span style="color: Lime">*Uncanny dodge: cannot be caught flat footed</span></p><p>INIT: +3 = +3 (DEX)</p><p>BAB: +2 = +2 (Brb)</p><p>CMB: +6 = +4 (STR) + 2 (BAB)</p><p>CMD: 19 = 10 + 4 (STR) + 3 (DEX) + 2 (BAB)</p><p>Fort: +5 = +3 (base) + 2 (stat)</p><p>Reflex: +3 = +0 (base) + 3 (stat)</p><p>Will: +0 = +0 (base) + 0 (stat)</p><p>*+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn)</p><p>*+2 Will when raging</p><p></p><p>[sblock=Rage<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p>HP: 25 = [2d12 + 8] + 0 (favored class bonus)</p><p>CMB: +8 = +6 (STR) + 2 (BAB)</p><p>CMD: 21 = 10 + 6 (STR) + 3 (DEX) + 2 (BAB)</p><p>Fort: +6 = +2 (base) + 4 (stat)</p><p>Reflex: +3 = +0 (base) + 3 (stat)</p><p>Will: +2 = +0 (base) + 0 (stat) + 2 (rage)</p><p>*+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn)[/sblock]</p><p></p><p>Speed: 40ft (30 [race] + 10 [brb])</p><p>Damage Reduction:</p><p>Spell Resistance:[/sblock]</p><p></p><p>[sblock=Weapon Stats]</p><p>EXAMPLE:</p><p>Spiked Chain(melee): +6 = +2 (BAB) + 4 (STR) DMG = 2d4+6(P), CRIT x2</p><p>Dagger(melee) +5 = +2 (BAB) + 4 (STR) DMG = 1d4+4(P or S), CRIT 19-20x2</p><p>Dagger(ranged) +5 = +2 (BAB) + 3 (DEX) DMG = 1d4+4(P or S), CRIT 19-20x2</p><p></p><p>Rage:</p><p>Spiked Chain(melee): +6 = +2 (BAB) + 6 (STR) DMG = 2d4+9(P), CRIT x2</p><p>[/sblock]</p><p></p><p>[sblock=Racial Traits]</p><p></p><p><strong>+2 to One <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#ability-scores" target="_blank">Ability Score</a></strong>: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p><strong>Medium</strong>: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.</p><p> <strong>Normal Speed</strong>: Half-orcs have a base speed of 30 feet.</p><p> <strong><a href="http://paizo.com/pathfinderRPG/prd/glossary.html#darkvision" target="_blank">Darkvision</a></strong>: Half-orcs can see in the dark up to 60 feet.</p><p> <strong>Intimidating</strong>:See Plague born Trait </p><p> <strong>Orc Blood</strong>: Half-orcs count as both humans and orcs for any effect related to race.</p><p> <strong>Orc Ferocity</strong>: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#disabled" target="_blank">disabled</a>. At the end of his next turn, unless brought to above 0 hit points, he immediately falls <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#unconscious" target="_blank">unconscious</a> and begins <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#dying" target="_blank">dying</a>.</p><p> <strong>Weapon Familiarity</strong>: See Chain Fighter Trait</p><p><strong>Languages</strong>: Half-orcs begin play speaking Common and Orc. Half-orcs with high <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#intelligence" target="_blank">Intelligence</a> scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.</p><p></p><p>a) Chainfighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons</p><p>b) Plagueborn: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened</p><p>... [/sblock]</p><p></p><p>[sblock=Class Features]</p><p><strong>Weapon and Armor Proficiency</strong>: A barbarian is proficient with all <a href="http://paizo.com/pathfinderRPG/prd/equipment.html#simple-martial-and-exotic-weapons" target="_blank">simple</a> and <a href="http://paizo.com/pathfinderRPG/prd/equipment.html#simple-martial-and-exotic-weapons" target="_blank">martial</a> weapons, light armor, medium armor, and shields (except tower shields).</p><p> </p><p><strong>Fast Movement <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex" target="_blank">(Ex)</a></strong>: 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.</p><p> </p><p><strong>Rage <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex" target="_blank">(Ex)</a></strong>: Rounds/day 8 = 4 + 2 (Con) + 2 (Favored Class)</p><p></p><p>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 <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution" target="_blank">Constitution</a> modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution" target="_blank">Constitution</a>, such as those gained from rage and spells like <em><a href="http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#bear-s-endurance" target="_blank">bear's endurance</a>,</em> 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.</p><p> While in rage, a barbarian gains a +4 morale bonus to her <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#strength" target="_blank">Strength</a> and <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution" target="_blank">Constitution</a>, as well as a +2 morale bonus on <a href="http://paizo.com/pathfinderRPG/prd/combat.html#will" target="_blank">Will saves</a>. In addition, she takes a –2 penalty to <a href="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class" target="_blank">Armor Class</a>. The increase to <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution" target="_blank">Constitution</a> grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like <a href="http://paizo.com/pathfinderRPG/prd/combat.html#temporary-hit-points" target="_blank">temporary hit points</a>. While in rage, a barbarian cannot use any <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#charisma-new" target="_blank">Charisma</a>-, <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity" target="_blank">Dexterity</a>-, or <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#intelligence" target="_blank">Intelligence</a>-based skills (except <a href="http://paizo.com/pathfinderRPG/prd/skills/acrobatics.html#acrobatics" target="_blank">Acrobatics</a>, <a href="http://paizo.com/pathfinderRPG/prd/skills/fly.html#fly" target="_blank">Fly</a>, <a href="http://paizo.com/pathfinderRPG/prd/skills/intimidate.html#intimidate" target="_blank">Intimidate</a>, and <a href="http://paizo.com/pathfinderRPG/prd/skills/ride.html#ride" target="_blank">Ride</a>) or any ability that requires patience or concentration.</p><p>A barbarian can end her rage as a free action and is <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#fatigued" target="_blank">fatigued</a> 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 <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#fatigued" target="_blank">fatigued</a> or <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#exhausted" target="_blank">exhausted</a> but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#unconscious" target="_blank">unconscious</a>, her rage immediately ends, placing her in peril of death.</p><p></p><p><strong>Rage Powers <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex" target="_blank">(Ex)</a></strong>: </p><p><em>Knockback</em> <em><a href="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex" target="_blank">(Ex)</a></em>: Once per round, the barbarian can make a <a href="http://paizo.com/pathfinderRPG/prd/combat.html#bull-rush" target="_blank">bull rush</a> attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#strength" target="_blank">Strength</a> modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an <a href="http://paizo.com/pathfinderRPG/prd/combat.html#attacks-of-opportunity" target="_blank">attack of opportunity</a>.</p><p></p><p><strong>Uncanny Dodge <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex" target="_blank">(Ex)</a></strong>: 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 <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#flat-footed" target="_blank">flat-footed</a>, even if the attacker is <a href="http://paizo.com/pathfinderRPG/prd/glossary.html#invisible" target="_blank">invisible</a>. She still loses her <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity" target="_blank">Dexterity</a> bonus to <a href="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class" target="_blank">AC</a> if immobilized. A barbarian with this ability can still lose her <a href="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity" target="_blank">Dexterity</a> bonus to <a href="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class" target="_blank">AC</a> if an opponent successfully uses the feint action against her.[/sblock]</p><p></p><p></p><p></p><p>[sblock=Feats & Traits]</p><p>Feats:</p><p>1st lvl - Power Attack</p><p>3rd lvl -</p><p> </p><p>Traits:</p><p>a) Chain Fighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons</p><p>b) Plague Born: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened[/sblock]</p><p></p><p>[sblock=Skills]</p><p>Skill Points: 8</p><p>Max Ranks: 2</p><p>ACP:</p><p> </p><p><strong><u>Skill List:</u></strong></p><p>Acrobatics <span style="color: Lime">+6</span> = +1 [ranks] +3 [class skill] +3 [DEX] -1 [ACP]</p><p>Appraise <span style="color: Lime">+0</span> = +0 [ranks] +0 [INT] </p><p>Bluff <span style="color: Lime">+0</span> = +0 [ranks] +0 [CHA] </p><p>Climb <span style="color: Lime">+7</span> = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP]</p><p>Craft <span style="color: Lime">+0</span> = +0 [ranks] +0 [class skill] +0 [INT]</p><p>Diplomacy <span style="color: Lime">+0</span> = +0 [ranks] +0 [CHA] </p><p>Disguise <span style="color: Lime">+0</span> = +0 [ranks] +0 [CHA] </p><p>Escape Artist <span style="color: Lime">+2</span> = +0 [ranks] +3 [DEX] -1 [ACP]</p><p>Fly <span style="color: Lime">+2</span> = +0 [ranks] +3 [DEX]-1 [ACP]</p><p>Handle Animal <span style="color: Lime">+4</span> = +1 [ranks] +3 [class skill] +0 [CHA] </p><p>Heal <span style="color: Lime">+0</span> = +0 [ranks] +0 [WIS]</p><p>Intimidate <span style="color: Lime">+4</span> = +1 [ranks] +3 [class skill] +0 [CHA]</p><p>Knowledge (Nature) <span style="color: Lime">+4</span> = +1 [ranks] +3 [class skill] +0 [INT] </p><p>Perception <span style="color: Lime">+4</span> = +1 [ranks] +3 [class skill] +0 [WIS] </p><p>Perform <span style="color: Lime">+0</span> = +0 [ranks] +0 [CHA]</p><p>Ride <span style="color: Lime">+2</span> = +0 [ranks] +0 [class skill] +3 [DEX] -1 [ACP]</p><p>Sense Motive <span style="color: Lime">+0</span> = +0 [ranks] +0 [WIS]</p><p>Stealth <span style="color: Lime">+2</span> = +0 [ranks] +3 [DEX] +0 [misc] -1 [ACP]</p><p>Survival <span style="color: Lime">+4</span> = +1 [ranks] +3 [class skill] +0 [WIS] </p><p>Swim <span style="color: Lime">+7</span> = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP]</p><p>[/sblock]</p><p></p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p> Explorer's Outfit -- -- </p><p></p><p> Backpack 2g 2 lb </p><p> Bedroll 1s 5 lb </p><p> Flint & Steel 1g -- </p><p> Hemp Rope (50ft) 1g 10 lb </p><p> Waterskin 1g 4 lb </p><p> Belt Pouch 1g .5 lb </p><p></p><p> Studded Leather 25g 20 lb </p><p></p><p> Dagger 2g 1 lb </p><p> Spiked Chain 25g 10 lb </p><p>[/code]Treasure: 11gp, 9sp, 0cp Gems:</p><p>Total weight carried: 48.5</p><p>Maximum weight possible: [/sblock]</p><p></p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 24</p><p>Height: 7'</p><p>Weight: 225</p><p>Hair Color: Black (bald but with scraggly beard)</p><p>Eye Color: Gray</p><p>Skin Color: Gray</p><p>Appearance: Tall and well muscled, Thrkk is about as ugly as they come with the apelike visage, tusks and ears of his paternal kin. Every visible inch of his skin is marred by scars, brands, and tattoos, many are obviously deliberate and somewhat artful features showing exploits and tribal ritual, most however are from the heat of battle, or leftovers from the captivity of his early life. The most visibly jarring of his scars though is atop his head, where three massive crags join together showing hasty stitching and what evidently was a far from natural healing.</p><p>Demeanor:[/sblock] </p><p></p><p>[sblock=Background]Thrkk is a strange balance of 4 separate individuals. Thrikk began life in an Orc camp, enslaved to his father. He was an abnormally smart Half-orc owing largely to his genius level mother, who had insinuated herself into the camp as something just slightly higher than a slave in a healer's role. Thrikk eventually escaped his captivity and returned to free his mother and slave bretheren, and went on to become a very accomplished adventurer.</p><p></p><p>More recently he returned from his adventuring days to where the majority of the former slave survivors whom he considered his only family had settled not far from the place of their former enslavement. He was just settled in when the area was massacred by an invading horde. In a terrible battle, Thrikk was leading the defense and nearly carrying the whole battle on his shoulders when he sustained a massive blow to his head. Rather than falling dead or unconscious, the half orc flew into a truely terrible rage, rampaging through the hordes and shaking the morale of the invaders such that what few escaped his wrath fled with all speed. When his family found him, we was beating the corpse of a fallen foe into a liquid state. After a quickly administered healing spell, which barely managed to close his most terrible of wounds, he collapsed out of his rage and fell into a deathlike coma, from which eventually, three individuals rose.</p><p></p><p>Thrkk remembers much of his former life, but to him it is more a dream or the second hand experiences of a brother. Thrkk refers to his former self as "the dream man" His personality and intellect have fallen to that of a small child. In his former life, Thrikk struggled on a day to day basis with the duality of his heritage, the higher aspirations of his human half and the baser instincts of his orc half. Today, these two influences have separated into two distinct personalities, or two halves of his conscience much like the proverbial angle and devil on the shoulder. Thrkk believes that his right hand is an entity named Bffl (pronounced Biffle) the personification of his human side (the angel) and his left hand is an entity named Tff (pronounced toff) the personification of his orc side (the devil) To date, Thrkk believes that only he and small children can hear Bffl and Tff, though in reality he makes the voices as they talk (Bffl is a high pitched girly voice while Tff is a low throaty voice), but basically it all means that he repeats himself whenever he makes a decision. Bffl and Tff argue almost about every point, and are nearly ever present except within the barbarian rage when all three combine into a shadow of the former Thrikk.</p><p></p><p>Of the three, only Bffl is semi-literate, remembering only consonants when it comes to reading and writing. Bffl believes that vowels are deliberate distractions created by Tff to throw him off, which is why when he writes or spells their names there are no vowels, and he frequently misinterprets writing because he has to supply his own sounds for vowels, particularly with words that have similar consonants but different vowels.</p><p></p><p>What little there was of Thrikk's immediate family did not survive the Horde. It is probably because of this primarily that Thrkk is somewhat amnesiac when it comes to the memories and life of Thrikk. However, several of the families involved in the settlement did somewhat a little better in the aftermath. Up to now, Thrkk has been searching for a somewhat more adoptive cousin of his named Koff, whose family in the settlement have survived but the scars of the aftermath have left them struggling hard to survive, and need him to return and help out. Thrkk is not exactly considered an asset at this point and has the wanderlust anyway so he is taking his abilities elsewhere.[/sblock] </p><p></p><p>[sblock=Notes]In his dream memories, Thrkk remembers that The Dream Man had a Mithral Breastplate, and he thinks it would be really cool if he could somehow obtain a match, or recover the one that The Dream Man lost in the commotion of the Horde attack. It is unclear whether The Dream Man was wearing the breastplate at the time of his injury and tore it from his body in his rampage, or if it was looted in the surprise before the counterattack as those who were fighting with him are all either dead or suffer similar memory lapses.</p><p></p><p>Thrikk was a very well spoken person, taught by his mother, he was knowledgeable and even a cleric of Mielikki. That diction holds true even in his incapacitated state.</p><p></p><p>I was going to buy a Heavy Flail as well, but don't have the funds. I went with the spiked chain as it is supposed to be the actual chain once used to hold him as a slave, plus i figured the exotic weapon would be harder to find. </p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Gondsman, post: 5663610, member: 90057"] [b]Thrkk Bncrshr[/b] [B][U]Character Sheet:[/U][/B] [sblock=Thrkk Bncrshr] [sblock=Game Info] Race: Half-Orc Class: Barbarian Level: 2 Experience: 1370 Hero Points: Alignment: CG Languages: Common, Orc Deity:[/sblock] [sblock=Abilities] STR: 18 (+2 racial) DEX: 16 CON: 14 INT: 10 WIS: 10 CHA: 10[/sblock] [sblock=Combat] HP: 21 = [2d12 + 4] + 0 (favored class bonus) AC: 16 = 10 + 3 (armor) + 3 (DEX), AC Touch: 13 = 10 + 3 (DEX) AC Flatfooted: 13 = 10 + 3 (armor) [COLOR=Lime]*Uncanny dodge: cannot be caught flat footed[/COLOR] INIT: +3 = +3 (DEX) BAB: +2 = +2 (Brb) CMB: +6 = +4 (STR) + 2 (BAB) CMD: 19 = 10 + 4 (STR) + 3 (DEX) + 2 (BAB) Fort: +5 = +3 (base) + 2 (stat) Reflex: +3 = +0 (base) + 3 (stat) Will: +0 = +0 (base) + 0 (stat) *+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn) *+2 Will when raging [sblock=Rage:] HP: 25 = [2d12 + 8] + 0 (favored class bonus) CMB: +8 = +6 (STR) + 2 (BAB) CMD: 21 = 10 + 6 (STR) + 3 (DEX) + 2 (BAB) Fort: +6 = +2 (base) + 4 (stat) Reflex: +3 = +0 (base) + 3 (stat) Will: +2 = +0 (base) + 0 (stat) + 2 (rage) *+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn)[/sblock] Speed: 40ft (30 [race] + 10 [brb]) Damage Reduction: Spell Resistance:[/sblock] [sblock=Weapon Stats] EXAMPLE: Spiked Chain(melee): +6 = +2 (BAB) + 4 (STR) DMG = 2d4+6(P), CRIT x2 Dagger(melee) +5 = +2 (BAB) + 4 (STR) DMG = 1d4+4(P or S), CRIT 19-20x2 Dagger(ranged) +5 = +2 (BAB) + 3 (DEX) DMG = 1d4+4(P or S), CRIT 19-20x2 Rage: Spiked Chain(melee): +6 = +2 (BAB) + 6 (STR) DMG = 2d4+9(P), CRIT x2 [/sblock] [sblock=Racial Traits] [B]+2 to One [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#ability-scores"]Ability Score[/URL][/B]: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [B]Medium[/B]: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. [B]Normal Speed[/B]: Half-orcs have a base speed of 30 feet. [B][URL="http://paizo.com/pathfinderRPG/prd/glossary.html#darkvision"]Darkvision[/URL][/B]: Half-orcs can see in the dark up to 60 feet. [B]Intimidating[/B]:See Plague born Trait [B]Orc Blood[/B]: Half-orcs count as both humans and orcs for any effect related to race. [B]Orc Ferocity[/B]: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#disabled"]disabled[/URL]. At the end of his next turn, unless brought to above 0 hit points, he immediately falls [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#unconscious"]unconscious[/URL] and begins [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#dying"]dying[/URL]. [B]Weapon Familiarity[/B]: See Chain Fighter Trait [B]Languages[/B]: Half-orcs begin play speaking Common and Orc. Half-orcs with high [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#intelligence"]Intelligence[/URL] scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. a) Chainfighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons b) Plagueborn: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened ... [/sblock] [sblock=Class Features] [B]Weapon and Armor Proficiency[/B]: A barbarian is proficient with all [URL="http://paizo.com/pathfinderRPG/prd/equipment.html#simple-martial-and-exotic-weapons"]simple[/URL] and [URL="http://paizo.com/pathfinderRPG/prd/equipment.html#simple-martial-and-exotic-weapons"]martial[/URL] weapons, light armor, medium armor, and shields (except tower shields). [B]Fast Movement [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex"](Ex)[/URL][/B]: 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. [B]Rage [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex"](Ex)[/URL][/B]: Rounds/day 8 = 4 + 2 (Con) + 2 (Favored Class) 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 [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution"]Constitution[/URL] modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution"]Constitution[/URL], such as those gained from rage and spells like [I][URL="http://paizo.com/pathfinderRPG/prd/spells/bearSEndurance.html#bear-s-endurance"]bear's endurance[/URL],[/I] 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 [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#strength"]Strength[/URL] and [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution"]Constitution[/URL], as well as a +2 morale bonus on [URL="http://paizo.com/pathfinderRPG/prd/combat.html#will"]Will saves[/URL]. In addition, she takes a –2 penalty to [URL="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class"]Armor Class[/URL]. The increase to [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#constitution"]Constitution[/URL] grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like [URL="http://paizo.com/pathfinderRPG/prd/combat.html#temporary-hit-points"]temporary hit points[/URL]. While in rage, a barbarian cannot use any [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#charisma-new"]Charisma[/URL]-, [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity"]Dexterity[/URL]-, or [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#intelligence"]Intelligence[/URL]-based skills (except [URL="http://paizo.com/pathfinderRPG/prd/skills/acrobatics.html#acrobatics"]Acrobatics[/URL], [URL="http://paizo.com/pathfinderRPG/prd/skills/fly.html#fly"]Fly[/URL], [URL="http://paizo.com/pathfinderRPG/prd/skills/intimidate.html#intimidate"]Intimidate[/URL], and [URL="http://paizo.com/pathfinderRPG/prd/skills/ride.html#ride"]Ride[/URL]) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#fatigued"]fatigued[/URL] 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 [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#fatigued"]fatigued[/URL] or [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#exhausted"]exhausted[/URL] but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#unconscious"]unconscious[/URL], her rage immediately ends, placing her in peril of death. [B]Rage Powers [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex"](Ex)[/URL][/B]: [I]Knockback[/I] [I][URL="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex"](Ex)[/URL][/I]: Once per round, the barbarian can make a [URL="http://paizo.com/pathfinderRPG/prd/combat.html#bull-rush"]bull rush[/URL] attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#strength"]Strength[/URL] modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an [URL="http://paizo.com/pathfinderRPG/prd/combat.html#attacks-of-opportunity"]attack of opportunity[/URL]. [B]Uncanny Dodge [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#extraordinary-abilities-ex"](Ex)[/URL][/B]: 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 [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#flat-footed"]flat-footed[/URL], even if the attacker is [URL="http://paizo.com/pathfinderRPG/prd/glossary.html#invisible"]invisible[/URL]. She still loses her [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity"]Dexterity[/URL] bonus to [URL="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class"]AC[/URL] if immobilized. A barbarian with this ability can still lose her [URL="http://paizo.com/pathfinderRPG/prd/gettingStarted.html#dexterity"]Dexterity[/URL] bonus to [URL="http://paizo.com/pathfinderRPG/prd/combat.html#armor-class"]AC[/URL] if an opponent successfully uses the feint action against her.[/sblock] [sblock=Feats & Traits] Feats: 1st lvl - Power Attack 3rd lvl - Traits: a) Chain Fighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons b) Plague Born: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened[/sblock] [sblock=Skills] Skill Points: 8 Max Ranks: 2 ACP: [B][U]Skill List:[/U][/B] Acrobatics [COLOR=Lime]+6[/COLOR] = +1 [ranks] +3 [class skill] +3 [DEX] -1 [ACP] Appraise [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [INT] Bluff [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [CHA] Climb [COLOR=Lime]+7[/COLOR] = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP] Craft [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [class skill] +0 [INT] Diplomacy [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [CHA] Disguise [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [CHA] Escape Artist [COLOR=Lime]+2[/COLOR] = +0 [ranks] +3 [DEX] -1 [ACP] Fly [COLOR=Lime]+2[/COLOR] = +0 [ranks] +3 [DEX]-1 [ACP] Handle Animal [COLOR=Lime]+4[/COLOR] = +1 [ranks] +3 [class skill] +0 [CHA] Heal [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [WIS] Intimidate [COLOR=Lime]+4[/COLOR] = +1 [ranks] +3 [class skill] +0 [CHA] Knowledge (Nature) [COLOR=Lime]+4[/COLOR] = +1 [ranks] +3 [class skill] +0 [INT] Perception [COLOR=Lime]+4[/COLOR] = +1 [ranks] +3 [class skill] +0 [WIS] Perform [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [CHA] Ride [COLOR=Lime]+2[/COLOR] = +0 [ranks] +0 [class skill] +3 [DEX] -1 [ACP] Sense Motive [COLOR=Lime]+0[/COLOR] = +0 [ranks] +0 [WIS] Stealth [COLOR=Lime]+2[/COLOR] = +0 [ranks] +3 [DEX] +0 [misc] -1 [ACP] Survival [COLOR=Lime]+4[/COLOR] = +1 [ranks] +3 [class skill] +0 [WIS] Swim [COLOR=Lime]+7[/COLOR] = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP] [/sblock] [sblock=Equipment] [code] Equipment Cost Weight Explorer's Outfit -- -- Backpack 2g 2 lb Bedroll 1s 5 lb Flint & Steel 1g -- Hemp Rope (50ft) 1g 10 lb Waterskin 1g 4 lb Belt Pouch 1g .5 lb Studded Leather 25g 20 lb Dagger 2g 1 lb Spiked Chain 25g 10 lb [/code]Treasure: 11gp, 9sp, 0cp Gems: Total weight carried: 48.5 Maximum weight possible: [/sblock] [sblock=Details] Size: Medium Gender: Male Age: 24 Height: 7' Weight: 225 Hair Color: Black (bald but with scraggly beard) Eye Color: Gray Skin Color: Gray Appearance: Tall and well muscled, Thrkk is about as ugly as they come with the apelike visage, tusks and ears of his paternal kin. Every visible inch of his skin is marred by scars, brands, and tattoos, many are obviously deliberate and somewhat artful features showing exploits and tribal ritual, most however are from the heat of battle, or leftovers from the captivity of his early life. The most visibly jarring of his scars though is atop his head, where three massive crags join together showing hasty stitching and what evidently was a far from natural healing. Demeanor:[/sblock] [sblock=Background]Thrkk is a strange balance of 4 separate individuals. Thrikk began life in an Orc camp, enslaved to his father. He was an abnormally smart Half-orc owing largely to his genius level mother, who had insinuated herself into the camp as something just slightly higher than a slave in a healer's role. Thrikk eventually escaped his captivity and returned to free his mother and slave bretheren, and went on to become a very accomplished adventurer. More recently he returned from his adventuring days to where the majority of the former slave survivors whom he considered his only family had settled not far from the place of their former enslavement. He was just settled in when the area was massacred by an invading horde. In a terrible battle, Thrikk was leading the defense and nearly carrying the whole battle on his shoulders when he sustained a massive blow to his head. Rather than falling dead or unconscious, the half orc flew into a truely terrible rage, rampaging through the hordes and shaking the morale of the invaders such that what few escaped his wrath fled with all speed. When his family found him, we was beating the corpse of a fallen foe into a liquid state. After a quickly administered healing spell, which barely managed to close his most terrible of wounds, he collapsed out of his rage and fell into a deathlike coma, from which eventually, three individuals rose. Thrkk remembers much of his former life, but to him it is more a dream or the second hand experiences of a brother. Thrkk refers to his former self as "the dream man" His personality and intellect have fallen to that of a small child. In his former life, Thrikk struggled on a day to day basis with the duality of his heritage, the higher aspirations of his human half and the baser instincts of his orc half. Today, these two influences have separated into two distinct personalities, or two halves of his conscience much like the proverbial angle and devil on the shoulder. Thrkk believes that his right hand is an entity named Bffl (pronounced Biffle) the personification of his human side (the angel) and his left hand is an entity named Tff (pronounced toff) the personification of his orc side (the devil) To date, Thrkk believes that only he and small children can hear Bffl and Tff, though in reality he makes the voices as they talk (Bffl is a high pitched girly voice while Tff is a low throaty voice), but basically it all means that he repeats himself whenever he makes a decision. Bffl and Tff argue almost about every point, and are nearly ever present except within the barbarian rage when all three combine into a shadow of the former Thrikk. Of the three, only Bffl is semi-literate, remembering only consonants when it comes to reading and writing. Bffl believes that vowels are deliberate distractions created by Tff to throw him off, which is why when he writes or spells their names there are no vowels, and he frequently misinterprets writing because he has to supply his own sounds for vowels, particularly with words that have similar consonants but different vowels. What little there was of Thrikk's immediate family did not survive the Horde. It is probably because of this primarily that Thrkk is somewhat amnesiac when it comes to the memories and life of Thrikk. However, several of the families involved in the settlement did somewhat a little better in the aftermath. Up to now, Thrkk has been searching for a somewhat more adoptive cousin of his named Koff, whose family in the settlement have survived but the scars of the aftermath have left them struggling hard to survive, and need him to return and help out. Thrkk is not exactly considered an asset at this point and has the wanderlust anyway so he is taking his abilities elsewhere.[/sblock] [sblock=Notes]In his dream memories, Thrkk remembers that The Dream Man had a Mithral Breastplate, and he thinks it would be really cool if he could somehow obtain a match, or recover the one that The Dream Man lost in the commotion of the Horde attack. It is unclear whether The Dream Man was wearing the breastplate at the time of his injury and tore it from his body in his rampage, or if it was looted in the surprise before the counterattack as those who were fighting with him are all either dead or suffer similar memory lapses. Thrikk was a very well spoken person, taught by his mother, he was knowledgeable and even a cleric of Mielikki. That diction holds true even in his incapacitated state. I was going to buy a Heavy Flail as well, but don't have the funds. I went with the spiked chain as it is supposed to be the actual chain once used to hold him as a slave, plus i figured the exotic weapon would be harder to find. [/sblock] [/sblock] [/QUOTE]
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