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Ausk (sunshadow21) (rewrite) (retired) (closed background for now)

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Ausk

Basic Information Edit

      Race: Half Orc
     Class: Armored Hulk 4/ Battle Oracle 2/Rage Prophet 1
     Level: 7
Experience: 32,876 XP (34,000 TNL)
 Alignment: Neutral
 Languages: Common, Orc
     Deity: none, but will honor any that venerate battle
Background: open or closed??


DetailsEdit

      Size: Medium
    Gender: Male
       Age: 28
    Height: 6'8"
    Weight: 304 lb
Hair Color: black
 Eye Color: black
Skin Color: gray
Appearance: particularly prominent orcish facial features, big, scarred, alert
  Demeanor: quiet, except in a fight, at which point he turns into a raving beast,
            can be moderately charming or really, really scary if he chooses
Background: Born in Irthos, he was captured by raiders from the desert empire and 
            made a gladiatorial slave by someone who put on shows for aristocrats 
            who wanted to tap into their darker sides. After seeing many arenas 
            whose legality was suspect at best and cesspools nominally called 
            "bars," Ausk was finally left for dead after one fight where he was 
            almost killed, and managed to slay his opponent before going 
            unconscious with the unexpected use of magic.
            
            When Ausk gained consciousness, he found himself on a dirty street of
            of the poorest neighborhood of one of the port cities with only the 
            flail he had been given to use still on him. Finding work here and 
            there as a bouncer, thug, and bodyguard for the desparate, his only 
            friend a runt weasel he found in an alley one day, he finally found 
            himself a halfway decent paying job as a laborer on a ship heading 
            north. After many more months of traveling and sailing up the coast 
            in fits and starts, dealing with strange voices constantly talking in 
            his head, Ausk found himself in Venza, looking for both answers and 
            work.

            Finding both work and answers, as well as yet more near death 
            experiences, Ausk is starting to come to understand what the spirits 
            are trying to teach him, and he is slowly becoming a truly formidable 
            warrior. He continues to struggle though, unable to find his proper  
            place on the battlefield, and eventually decides to quit before his
            shortcomings cause someone else to get killed.

            Seeking out a quiet monastery where he can focus on the voices trying 
            to guide him, he sells all of his old gear, buys an entire new set of 
            gear to go with a new fighting style, and spends a month learning how 
            to control the voices as he learns from them, emerging a stronger and 
            more confident warrior.

           Eventually, after continuing to fail to live up to his expectations of
           his own usefulness adventuring, he settled down in Venza, hiring himself
           out as a private combat instructor, a profession that he has managed to
           do reasonably well in.

AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 14 +2 (5 pts)
DEX: 12 +1 (2 pts) 
CON: 17 +3 (10 pts) +1 level 4
INT: 10 +0 (0 pts)
WIS: 10 +0 (0 pts)
CHA: 15 +2 (3 pts) +2 racial

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
(Max-2)       HP:  94 = 4d12(12,10,10,10)(Barbarian) + 2d8(6,6)(Oracle) + 
                        1d10(8)(Rage Prophet) + (CON(3) x 7) + FC (4)(Barbarian) 
                        + 7 (Toughness)
              AC:  18 = [10 + DEX(1) + Armor(7) + Misc(0)]
        AC Touch:  11 = [10 + DEX(1) + Misc(0)]
   AC Flatfooted:  17 = [10 + Armor(7) + Misc(0)]
            INIT:  +1 = [DEX(1) + Misc(0)]
             BAB:  +5 = [Barbarian(4) + Oracle(1) + Rage Prophet (0)]
             CMB:  +7 = [BAB(5) + STR(2) + Misc(0)]
             CMD:  18 = [10 + BAB(5) + STR(2) + DEX(1) + Misc(0)]
       Fortitude:  +8 = [Barbarian(4) + Oracle(0) + Rage Prophet(1) + CON(3)]
          Reflex:  +4 = [Barbarian(1) + Oracle(0) + Rage Prophet(0) 
                         + Familiar(2) + DEX(1)]
            Will:  +5 = [Barbarian(1) + Oracle(3) + Rage Prophet(1) + WIS(0)]
           Speed:  20'
Damage Reduction:  None
Spell Resistance:  None

+1 CMB/CMD for overrun maneuvers
+1 Reflex saves vs trample attacks

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
          +1 Darkwood Bill: Attack: +9 = BAB (5) + Strength (2) + W.Focus (1) 
                                         + Enhancement (1)
                    Damage: 1d8+4, Crit: x3 
                   Special: Brace (double damage vs charging foe when braced) 
                            Disarm (+2 to disarm)
                            Reach (strike foes 10' feet away, but not adjacent 
                                   foes)
                            +1 Shield AC when fighting defensively/full defense 
                            -1 to mounted foes' Ride checks
               Morningstar: Attack: +7 = BAB (5) + Strength (2)
                    Damage: 1d8+2, Crit: x2
                   Special: Disarm, Trip   
           Spiked Gauntlet: Attack: +7 = BAB (5) + Strength (2)
                    Damage: 1d4+1, Crit: 19-20/x2, light, offhand
             Dagger(melee): Attack: +7 = BAB (5) + Strength (2)
                    Damage: 1d4+1, Crit: 19-20/x2, light
             Dagger(range): Attack: +6 = BAB (5) + Dexterity (1)
                    Damage: 1d4+1, Crit: 19-20/x2, Range: 10'
Darkwood Composite Longbow: Attack: +7 = BAB (5) + Dexterity (1) + MWK (1)
                    Damage: 1d8+2, Crit: x3, Range: 110 ft, Arrows - 40 

Modified StatsEdit

Rage
+4 STR(18), +4 CON(21), +2 Will Save, -2 AC

HP: 108 = 94(normal) + (2*7)
AC: 16 = 18(Normal)-2; Touch: 9 = 11(Normal)-2; Flatfooted: 15 = 17(Normal)-2
CMB: +9 = 7(Normal)+2; CMD 18 = 18(Normal)-2+2
Fortitude: +10 = 8(Normal)+2; Reflex: +4; Will: +7 = 5(Normal)+2

+1 Darkwood Bill: Attack: +11 = 9(Normal)+2; Damage: 1d8+7
Morningstar: Attack: +9 = 7(Normal)+2; Damage: 1d8+4
Spiked Gauntlet: Attack: +9 = 7(Normal)+2; Damage: 1d4+2
Dagger(melee): Attack: +9 = 7(Normal)+2; Damage: 1d4+4
Dagger(range): Attack: +6; Damage: 1d4+4
Darkwood Composite Longbow: Attack: +7; Damage: 1d8+2
Lesser Spirit Totem: Attack: +7; Damage: 1d4+2 negative energy

Intimidate 19 = 17(Normal)+2
Enlarged
+2 STR(16), -2 DEX(10), -1 Attacks and AC, +1 CMB/CMD

HP: 94
AC: 16 = 18(Normal)-1-1; Touch: 9 = 11(Normal)-1-1; Flatfooted: 16 = 17(Normal)-1
CMB: +7 = 6(Normal)+1-1+1; CMD 18 = 17(Normal)+1-1+1
Fortitude: +8; Reflex: +3 = 4(Normal)-1; Will: +5

+1 Darkwood Bill: Attack: +9 = 9(Normal)+1-1; Damage: 2d6+5
Morningstar: Attack: +7 = 7(Normal)+1-1; Damage: 2d6+3
Spiked Gauntlet: Attack: +7 = 7(Normal)+1-1; Damage: 1d6+1
Dagger(melee): Attack: +7 = 7(Normal)+1-1; Damage: 1d6+3
Dagger(range): Attack: +4 = 6(Normal)-1-1; Damage: 1d4+3
Darkwood Composite Longbow: Attack: +5 = 7(Normal)-1-1; Damage: d8+2

Intimidate 22 = 17(Normal)+1+4
Rage and Enlarged
+6 STR(20), +4 CON(21), -2 DEX(10), +2 Will Save, -2 AC(Rage), 
-1 Attacks and AC(Size), +1 CMB/CMD(Size)

HP: 108 = 94(normal) + (2*7)
AC: 14 = 18(Normal)-1-2-1; Touch: 7 = 11(Normal)-1-2-1; 
  Flatfooted: 14 = 17(Normal)-2-1
CMB: +11 = 7(Normal)+3+1; CMD 21 = 18(Normal)+3-1+1
Fortitude: +10 = 8(Normal)+2; Reflex: +3 = 4(Normal)-1; Will: +7 = 5(Normal)+2

+1 Darkwood Bill: Attack: +11 = 9(Normal)+3-1; Damage: 2d6+8
Morningstar: Attack: +9 = 7(Normal)+3-1; Damage: 2d6+5
Spiked Gauntlet: Attack: +9 = 7(Normal)+3-1; Damage: 1d6+2
Dagger(melee): Attack: +9 = 7(Normal)+3-1; Damage: 1d6+5
Dagger(range): Attack: +4 = 6(Normal)-1-1; Damage: 1d4+5
Darkwood Composite Longbow: Attack: +5 = 7(Normal)-1-1; Damage: d8+2
Lesser Spirit Totem: Attack: +7; Damage: 1d4+2 negative energy

Intimidate 24 = 17(Normal)+3+4

Racial FeaturesEdit

Ability Adjustments: +2 (Charisma)
               Size: Medium
         Base Speed: 30'
      Favored Class: Barbarian
      Chain Fighter: Proficient with flails and heavy flails; 
                     treat dire flails and spiked chains as martial
                     weapons        
         Darkvision: 60'
       Intimidating: +2 Intimidate
          Orc Blood: Considered both human and orc
       Orc Ferocity: 1/day, if brought below 0 hp, but not killed, he can
                     fight one round as if disabled before falling unconscious 
                     and dying as normal

Class FeaturesEdit

Oracle
Armor/Weapons:  Prof. w/Light Armor, Medium Armor, Shields (except tower) 
                Prof. w/All Simple Weapons
       Spells:  divine - spontaneous 
                and add all inflict spells at appropriate lvls to spells known
                Does not need a divine focus (DF) to cast spells that list this
                as a component.
        Curse:  Lame: -10' speed, encumbrance never reduces speed [near fatal 
                  battle injury, lame left leg] (Level 3 equivalent)
      Mystery:  Battle [spirits of battle(warriors of the past)] 
                Add Intimidate, Knowledge (engineering), Perception, and Ride 
                  to class skill list
                Bonus spells - Enlarge Person
   Revelation:  Weapon Mastery(EX) - Bill (APG) (Level 3 equivalent)
      Orisons:  These spells are cast like other spells but do not 
                consume any slots and may be used again.
Barbarian (Armored Hulk)
Armor/Weapons:  Prof. w/Light Armor, Medium Armor, Heavy Armor, Shields 
                (except tower) 
                Prof. w/All Simple Weapons, Martial Weapons
Indomitable Stance: +1 bonus on combat maneuver checks, CMD for overrun combat 
                    maneuvers, on Reflex saves against trample attacks. 
                    +1 bonus to her AC against charge attacks, on attack and 
                    damage rolls against charging creatures. 
Rage (13 rnd/day): While in rage, +4 morale bonus to Strength and Constitution (+2
                  HP/HD), +2 morale bonus on Will saves, –2 penalty to AC. 
                  While in rage, cannot use any Charisma-, Dexterity-, or 
                  Intelligence-based skills (except Acrobatics, Fly, Intimidate,
                  and Ride) or any ability that requires patience or 
                  concentration. 
                  End rage as a free action, is fatigued after rage for a number 
                  of rounds equal to 2 times the number of rounds spent in the 
                  rage. 
                  Cannot enter a new rage while fatigued or exhausted, but can 
                  otherwise enter rage multiple times during a single encounter 
                  or combat. 
                  Rage immediately ends when barbarian goes unconscious.
Armored Swiftness: When wearing medium or heavy armor, an armored hulk can 
                   move 5 feet faster than normal, to a maximum of her speed. 
Rage Power - Spirit Totem, Lesser: While raging, the barbarian is surrounded by 
               spirit wisps that harass her foes. These spirits make one slam  
               attack each round against a living foe that is adjacent to the 
               barbarian. 
               Attack: +7 = 5(BAB) + 2(CHA) 
               Damage: 1d4+2 negative energy
Resilience of Steel: While in heavy armor, +1 bonus to AC when confirming 
                     critical hits.
Rage Power - Moment of Clarity: The barbarian does not gain any benefits or take 
               any of the penalties from rage for 1 round. This round still
               counts against her total number of rounds of rage per day. Swift
               action to activate.
Rage Prophet
Spells per day: At the indicated levels, a rage prophet gains new spells per day
                as if he had also gained a level in a divine spellcasting class he 
                belonged to before adding the prestige class. 
                (2nd, 3rd, 4th, 6th, 7th, 9th, 10th)
Savage Seer: A rage prophet’s class level stacks with barbarian levels for 
             determining the effect of his rage powers, oracle revelations, and 
             his oracle’s curse. This does not grant additional abilities.
Spirit Guide: Every rage prophet possesses a spirit guide, an insubstantial 
              phantom that speaks to his mind, watches over him, and lends him its 
              strength and wisdom. Whenever the rage prophet rages, he gains the 
              benefit of a single guidance spell from his spirit guide. The spirit 
              guide also allows the rage prophet to use dancing lights, ghost 
              sound, and mage hand as spell-like abilities once per day each 
              (caster level equal to the rage prophet’s class level). The DCs are 
              Charisma-based.

FeatsEdit

   Weapon Focus (bonus revelation): Weapon - Bill
                                    +1 to attack rolls with bills
      Intimidating Prowess (lvl 1): Add STR as well as CHA to Intimidate
                 Toughness (lvl 3): +3 hit points, +1 per Hit Die beyond 3
Skill Focus (Kn(Religion)) (lvl 5): +3 to Knowledge (religion), +6 when 10 ranks
Eldritch Heritage (Arcane) (lvl 7): Gains the arcane bond (familiar) bloodline
                                    power, effective level 5 (Character level-2)

TraitsEdit

Magical Knack (Magic): +2 CL; the spirits that have chosen Ausk
                       have helped him blend sword and sorcery 
       Bully (Social): +1 Intimidate; growing up a slave, Ausk
                       couldn't always physically hurt his enemies,
                       so he learned other ways to stop them

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 28 = [(Base (4)(All classes) + INT (0))*Level]

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              5      2       3       1     -1   +0
Appraise                0      0       0       0          +0
Bluff                   2      0       0       2          +0
Climb                   1      0       0       2     -1   +0
Craft (       )         0      0       0       0          +0
Diplomacy               6      1       3       2          +0
Disguise                2      0       0       2          +0
Escape Artist           0      0       0       1     -1   +0
Fly                     0      0       0       1     -1   +0
Heal                    0      0       0       0          +0
Intimidate              17     7       3       4*         +3 (+1 trait/+2 racial)
Knowledge (engineering)
Knowledge (history)            
Knowledge (religion)    11     5       3       0          +3 (feat)
Perception              9      6       3       0          +0
+2 when Alf is at arm's length
Perform    (       )    2      0       0       2          +0
Ride                    0      0       0       1     -1   +0
Sense Motive            7      4       3       0          +0
**+2 when Alf is at arm's length
Spellcraft              6      3       3       0          +0
Stealth                 0      0       0       1     -1   +0
Survival                0      0       0       0          +0
Swim                    1      0       0       2     -1   +0

* abilities used both STR and CHA

Spell-like AbilitiesEdit

CL 1
Concentration Check: 3 = 1 (CL) + 2 (CHA)
1/day (DC 12): Dancing Lights, Ghost Sound, Mage Hand

Spells KnownEdit

CL 4 (Oracle (2) + Trait (2))  
Concentration Check: 6 = 4 (CL) + 2 (CHA)
0 Level DC 12              Level 1 (4/day + 1 bonus) DC 13
* Bleed                    * Bless
* Guidance                 * Cure Light Wounds
* Mending                  * Divine Favor
* Resistance               * Enlarge Person
* Stabilize

EquipmentEdit

Equipment                        Cost         Weight
Explorer's Outfit                             (8   lb)
Tattoo on right arm of             2 gp        0   lb
  axe and flail crossed
Mithral Agile Breastplate       4400 gp       12.5 lb
Mithral Armored Kilt            1020 gp        5   lb

+1 Darkwood Bill (-25% weight)  2421 gp        8.25lb
  w/weapon cord                    1 sp        0   lb
Morningstar                        8 gp        6   lb
Spiked Guantlet                    5 gp        1   lb
Dagger                             2 gp        1   lb
Darkwood Comp Longbow (+2)       632 gp        4   lb
  Arrows (20)                      2 gp        6   lb

Handy Haversack                 2000 gp        5   lb
  Hammock                          1 sp       (3   lb)
  Bedroll                          1 sp       (5   lb)
  Blanket                          2 sp       (1   lb)
  Folding Chair                    2 gp      (10   lb)
  Rations (2)                      2 gp       (2   lb)
  Silk Rope, 50'                  10 gp       (5   lb)
  Grappling Hook                   1 gp       (4   lb)
Leather Scrollcase                 1 gp        0.5 lb
Belt Pouch (4)                     4 gp        2 lb
  (p1)Alfred (pet weasel)          2 gp        0.5 lb
  (p2)Flint & Steel                1 gp        0   lb
  (p2)Chalk                        1 cp        0   lb
  (p3)Wand: CLW (32 charges)     750 gp        0   lb Used: 18 charges
  (p4)Acid Flask (1)              10 gp        1   lb
Waterskin                          1 gp        4   lb
             Total Inventory: 11,276 gp 5 sp 1 cp     
                               Total Weight:  56.75 lb Light Encumbrance

            Light  Medium   Heavy 
Max Weight: 0-58   59-166   117-175

Consumables Used - Total: 125 gp
 Scroll of CLW (1): 25 gp; Potion of CLW (1): 50 gp; 
 Potion of Longstrider (1): 50 gp; 

FinancesEdit

PP: 
GP: 8
SP: 8
CP: 1

Gems/Jewelry/Other:

Total Income: 11,412 gp, 3 sp, 2 cp  
Total Spent:  11,403 gp, 5 sp, 1 cp

Alfred (weasel familiar 5th level)Edit

tiny magical beast
Init +2; Senses low-light vision, scent; Perception +1

Defense
AC 18, touch 14, flat-footed 16 (+2 Dex, +4(1+3) natural, +2 size)
hp 47 (5HD) (54 when Ausk is raging)
Fort +5(5(base from Ausk))
Ref +4(2(base)+2(Dex); improved evasion
Will +6(5(base from Ausk)+1(Wis))

Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats 
Weapon Finesse

Skills 
Acrobatics +10(2(Dex)+8(racial))
Climb +10(2(Dex)+8(climb speed)
Escape Artist +6(2(Dex)+1(ranks)+3(class skill bonus))
Fly +6(2(Dex)+4(Size))
Intimidate +4(-3(Cha)+7(ranks from master))
Knowledge (religion) +4(-1(Int)+5(ranks from Ausk))
Perception +7(1(Wis)+6(ranks from Ausk))
Sense Motive +5(1(Wis)+4(ranks from Ausk))
Spellcraft +2(-1(Int)+3(ranks from Ausk))
Stealth +14(2(Dex)+4(racial)+8(size))
Survival +1(1(Wis))
Swim +2(2(Dex))

Special Abilities
Attach: When a weasel hits with a bite attack, it automatically grapples 
        its foe, inflicting automatic bite damage each round.
Alertness: Grants Alertness to master when at arm's reach
Improved Evasion
Share Spells: The master may cast a spell with a target of “You” on his familiar 
              (as a touch spell) instead of on himself. A wizard may cast spells 
              on his familiar even if the spells do not normally affect creatures 
              of the familiar's type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile 
              distance. The master can communicate empathically with the 
              familiar, but cannot see through its eyes. Because of the link's 
              limited nature, only general emotions can be shared. The master has 
              the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master and the familiar are in contact at the 
              time the master casts a touch spell, he can designate his familiar 
              as the “toucher.” The familiar can then deliver the touch spell 
              just as the master would. As usual, if the master casts another 
              spell before the touch is delivered, the touch spell dissipates.
Speak with Master: A familiar and the master can communicate verbally as if they 
              were using a common language. Other creatures do not understand the 
              communication without magical help.

Picked up by Ausk in his early wanderings, Alfred is a runt weasel
that enjoys riding around in a safe, warm pouch and poking his head out
occasionally to see what is going on and get attention from his owner. 
He has learned to hide himself under Ausk's armor when combat starts, 
otherwise the only time he regularly leaves his pouch is at meals. Since then, the 
little weasel has shown an uncommon amount of intelligence, and recently actually 
started talking to Ausk directly, the shock of which was reduced some by the fact 
that the half-orc has been dealing with voices inside of his head for some time 
now.

Adventure LogEdit

Bats in the Belfry
      XP Received: 802
Treasure Received: 0 GP
                   462 Gems/Jewelry
                   Potion of Jump (50 gp)
                   Masterwork Dagger (302 gp)

Shopping

     Items Bought: Masterwork Heavy Flail (315 gp)
                   Potion of CLW (50 gp)
       Items Sold: Heavy Flail (15 gp)
                   Dagger (2 gp)
       Total Cost: 348 gp
2 DMC
      XP Received: 420
Treasure Received: 360 GP
The Sword and the Fallen Angel Mid Adventure Shopping
      XP Received: 2799
Treasure Received: 2849 gp, 1 sp, 2 cp 
                   Potion of CLW (50 gp)
     Items Bought: Potion of Longstrider (50 gp)
                   Scroll of Cure Light Wounds (25 gp)
                   Scroll Case (1 gp)
                   Belt Pouch (1 gp)
       Total cost: 77 gp 
Consumables Expended: 1 potion of CLW, 1 scroll of CLW
Shopping
     Items Bought: Mithral Chain Shirt (1100)
                   Wand of CLW (50 charges) (750 gp)
                   Darkwood Longspear (395)
                   Muleback Cords (1000)
       Items Sold: Leather Armor (10)
       Total Cost: 3545 gp
Daggers at Midnight
      XP Received: 4757
Treasure Received: 5689.2 gp
Consumable Expended: 9 charges of the wand of CLW, 1 potion of Longstrider
2 DMC
      XP Received: 1320
Treasure Received: 1500 gp
Shopping
     Items Bought: Mithral Armored Kilt (1020)
                   Mithral Agile Breastplate (4400)
                   Cloak of Resistance +1 (1000)
                   Darkwood Composite Longbow (+2) (630)
                   40 arrows (2)
                   Masterwork Morningstar (308)
                   Darkwood Bill (421)
                   Masterwork Spiked Gauntlet (305)
                   Handy Haversack (2000)
       Items Sold: Mithral Chain Shirt (1100)
                   Darkwood Longspear (394)
                   Masterwork Heavy Flail (315)
                   Spiked Gauntlet (5)
                   Light Crossbow (35)
                   20 bolts (2)
                   Masterwork Backpack (50)
                   Muleback Cords (1000)
       Total Cost: 7185
Shopping
     Items Bought: Darkwood Bill Upgrade to +1 (2000)
                   Morningstar (8)
                   Spiked Gauntlet (5)
                   Dagger (2)

       Items Sold: Cloak of Resistance +1 (1000)
                   Potion of CLW (50)
                   Potion of Jump (50)
                   Masterwork Morningstar (308)
                   Masterwork Spiked Gauntlet (305)
                   Masterwork Dagger (302)

       Total Cost: 0 gp
Shopping
     Items Bought: Silk Rope (10)
                   Grappling Hook (1)
                   Acid Flask (10)
                   Crowbar (2)
                   Belt Pouch (1)

       Total Cost: 24 gp

Kostry Kopec

      XP Received: 22,750 XP, start Feb 7th, 2012, finished Mar 15th, 2013 
Treasure Received: 23,350 GP
Consumable Expended: 9 charges of the wand of CLW

Level UpsEdit

  Level 2
    Class: Oracle 1
      BAB: +1 to +1
     Fort: +2 to +2
      Ref: +0 to +0
     Will: +0 to +2
 Features: Mystery, Curse, Orisons, Spells, Revelation: Weapon Mastery (Bill)
       HP: 25 = 16(old total) + 6(8(Max) - 2) + 3(Con)
Skill Pts: 8 = 4(Old Total) + 4(Class)
  Level 3
    Class: Barbarian (Armored Hulk) 2
      BAB: +1 to +2
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +2 to +2
     Feat: Toughness
 Features: Armored Swiftness
           Rage Power: Lesser Spirit Totem
       HP: 42 = 25(old total) + 10(12(Max) - 2) + 3(Con) + 1(FC) + 3(Feat)
Skill Pts: 12 = 8(Old Total) + 4(Class)
  Level 4 
    Class: Oracle 2
      BAB: +2 to +3
     Fort: +3 to +3
      Ref: +0 to +0
     Will: +2 to +3
  Ability: +1 Con 
 Features: Mystery Spell (Enlarge Person)
           Spells: +1 CL, 1 new orison known, 1 more 1st level/day
       HP: 52 = 42(old total) + 6(8(Max) - 2) + 3(Con) + 1(Feat)
Skill Pts: 16 = 12(Old Total) + 4(Class)
  Level 5
    Class: Barbarian (Armored Hulk) 3
      BAB: +3 to +4
     Fort: +3 to +3
      Ref: +0 to +1
     Will: +3 to +4
     Feat: Skill Focus (Knowledge (religion))
 Features: Resilience of Steel
       HP: 67 = 52(old total) + 10(12(Max) - 2) + 3(Con) + 1(FC) + 1(Feat)
Skill Pts: 20 = 16(Old Total) + 4(Class)
  Level 6
    Class: Barbarian (Armored Holk) 4
      BAB: +4 to +5
     Fort: +3 to +4
      Ref: +1 to +1
     Will: +4 to +4
 Features: Rage Power: Moment of Clarity
       HP: 82 = 67(old total) + 10(12(Max) - 2) + 3(Con) + 1(FC) + 1(Feat)
Skill Pts: 24 = 20(Old Total) + 4(Class)
  Level 7 (at 23,000 xp)
    Class: Rage Prophet 1
      BAB: +5 to +5
     Fort: +4 to +5
      Ref: +1 to +1
     Will: +4 to +5
     Feat: Eldritch Heritage (arcane)
 Features: Savage Seer, Spirit Guide, Bloodline Power (Arcane Bond - Familiar)
       HP: 94 = 82(old total) + 8(10(Max) - 2) + 3(Con) + 1(Feat)
Skill Pts: 28 = 24(Old Total) + 4(Class)
  Level 8 (at 34,000 xp)
    Class: Rage Prophet 2
      BAB: +5 to +
     Fort: +5 to +
      Ref: +1 to +
     Will: +5 to +
  Ability: +1 Con
 Features: 
       HP: 114 = 94(old total) + 8(10(Max) - 2) + 4(Con) + 1(Feat) 
                 + 7(retconned Con)
Skill Pts: 32 = 28(Old Total) + 4(Class)
  Level 9 (at 50,000 xp)
    Class: Rage Prophet 3
      BAB: + to +
     Fort: + to +
      Ref: + to +
     Will: + to +
     Feat: Improved Familiar
 Features: 
       HP: 127 = 114(old total) + 8(10(Max) - 2) + 4(Con) + 1(Feat) 
Skill Pts: 36 = 32(Old Total) + 4(Class)
  Level 10 (at 71,000 xp)
    Class: Rage Prophet 4
      BAB: + to +
     Fort: + to +
      Ref: + to +
     Will: + to +
 Features: 
       HP: 150 = 127(old total) + 8(10(Max) - 2) + 4(Con) + 1(Feat)
Skill Pts: 40 = 36(Old Total) + 4(Class)
  Level 11 (at 105,000 xp)
    Class: Rage Prophet 5
      BAB: + to +
     Fort: + to +
      Ref: + to +
     Will: + to +
     Feat: 
 Features: 
       HP: 163 = 150(old total) + 8(10(Max) - 2) + 4(Con) + 1(Feat)
Skill Pts: 44 = 40(Old Total) + 4(Class)
  Level 12 (at 145,000 xp)
    Class: Rage Prophet 6
      BAB: + to +
     Fort: + to +
      Ref: + to +
     Will: + to +
  Ability: +1 Str
 Features: 
       HP: 176 = 163(old total) + 8(10(Max) - 2) + 3(Con) + 1(Feat)
Skill Pts: 48 = 44(Old Total) + 4(Class)

ApprovalsEdit

  • Approval (Dec 29, 2010) (HolyMan) level 1
  • Approval (Jan 01, 2011) (Mowgli) level 1
  • Approval (Mar 20, 2011) (GlassEye) level 2
  • Approval (Jul 14, 2011) (perrinmiller) level 3
  • Approval (Jan 22, 2012) (Satin Knights) Character Rewrite into Level 5 (Original)
  • Approval (Aug 17th, 2012) (Satin Knights) level 6
  • Approval (Nov 10th, 2012) (Satin Knights) level 7
  • Retiring at 7th level to make way for Ellamin Quodak Taketrader  (Mar 28, 2013) (Satin Knights)

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