Telthes
Telthes | ||||||||||||||||||||||
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Contents
Background
Telthes grew up in the ruby mountains a part of the warrior caste. He was apprenticed to an experienced warrior and scout, Dorin. Telthes and his mentor journeyed into the depths looking for signs of the next attack for it had been too quiet for too long in the depths. Unfortunately they failed to detect a large attack in time and Dorin was killed on the way back to the city.
Telthes arrived back at the city badly wounded just before the attack. Many lives were lost and he was blamed for the lack of warning. Once he was mostly healed he was banished for his failure.
In the years since he has wandered south, finding work as a mercenary and guard. His large axe and fierce demeanour scaring off most would be robbers.
Character Sheet
Attributes
STR 16 (+3) • DEX 14 (+2) • CON 17 (+3) • INT 14 (+2) • WIS 12 (+1) • CHA 11 (+0)
Hit Points 15 • Initiative +2 • Speed 30 ft (land)
Defenses & Attacks
Armor Class 16 • Touch 12 • Flat-Footed 14 • CMD 16 (20 v bull rush or trip attempts) • Flat-Footed CMD 14 (18 vs bull rush or trip atempts)
- Armor: Hide • AC Bonus +4 • Max DEX +4 • Armor Check Penalty -2 • Spell Failure 20%
Fortitude Save +5 • Reflex Save +2 • Will Save +1
+2 on saving throws vs poisons, spells and spell-like abilities
Base Attack Bonus +1 • Melee Attack +4 • Ranged Attack +3 • CMB +4
- Greataxe • Attack Bonus +4 • Damage 1d12 + STR + 1/2 STR • Crit 20/x3 • Type Slashing
Skills
- Acrobatics +6 (+4 w/ Armor Check Penalty)
- Handle Animal +4
- Intimidate +4
- Knowledge (Nature) +6
- Perception +5 (+7 to detect unusual stonework such as secret doors or traps built into stone)
- Survival +5
Languages: Amethystish, Rubish, Citrinic, Saphirish
Proficiencies
- Weapons: Simple Weapons, Martial Weapons
- Armor/Shields: Light Armor, Medium Armor, Shields (Except Tower)
Traits, Drawbacks and Feats
- Armor Expert (Trait): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Zeal of Battle (Trait): You gain a +1 to melee damage when affected by morale bonus to attack.
- Power Attack (Feat): 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.
Racial Abilities
- Darkvision
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Abilities
- 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.
- Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.
Gear
- Greataxe
- Hide Armor
- Backpack
- Water skin
- 50ft hemp rope
- Bedroll
- 9 silver
Pathfinder: Krystallos | ||
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