Lodwilk Posted February 5 Clone Share Posted February 5 (edited) Jorvel Jacquer Level: 1 Class: Barbarian Archetype: Planning to go Wrestler Background: Guard Deity: Alignment: Neutral Good Height: 6'8" Weight: 324 lbs Eyes: White Skin: Pale Blue Hair: Black Race: Human Aasimar Gender: Male Age: 23 yrs Abilities Ability | Modifier STR: 18 | +4 DEX: 10 | +0 CON: 16 | +3 INT: 10 | +0 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 23 Armor Class: 16 Size: Medium Speed: 25 ft Perception: +6 ◆◆ Fort Save: +8 ◆◆ Ref Save: +3 ◆ Will Save: +6 ◆◆ Abilities Ancestry HumanHit Points 8 Size Medium Speed 25 feet Ability Boosts Two free Ability Boosts Languages Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). Heritage AasimarYou descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat. Background GuardYou served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Intimidation skill and the Legal Lore skill or Warfare Lore skill. You gain the Quick Coercion skill feat. Class Features Class ProficenciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Athletics Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) light Armour: Trained (◆) Medium Armour: Trained (◆) Rage 1 ActionRequirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging: You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute. Titan Mauler (Instinct Ability)You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats Streetwise (Common Thread)Feat Source Awarded Feat Level 1 You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Quick CoercionYou can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. Sudden Charge 2 ActionsWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Celestial EyesPrerequisites low-light vision You can see through darkness. You gain darkvision. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +0 Arcana: +0 Athletics: +7 ◆ Crafting: +3 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Warefare): +7 ◆ Medicine: +1 Nature: +1 Occultism: +0 Performance: +1 Religion: +4 ◆ Society: +3 ◆ Stealth: +0 Survival: +1 Thievery: +0 Attacks MELEE RANGE Bastard Sword, Two-Hand (d12), ◆, +7, 1d8+4 S Bastard Sword Rage, Two-Hand (d12) ◆, +7, 1d8+10 S Javelin (x4), ◆ +3, 1d6+4 P Inventory Platinum Gold Silver Copper 0 7 0 8 Weapons & Armor Hide Armour Large Bastard Sword, Javelin x3 Adventuring Gear Worn Stowed Backpack Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (2 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 3 Encumbered: 9 Maximum: 14 Edited February 5 by Lodwilk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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