Berserker Cannibal

Tophan Stormcaller's page

74 posts. Alias of Enaris.


Race

Half-Orc

Classes/Levels

Barbarian

Gender

Male

About Tophan Stormcaller

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Tophan Stormcaller
Half-Orc Sea Reaver 1
N medium humanoid(human,orc)
Init-2, Senses:Darkvision 60', Perception+3(-1 opposed), Deaf.
DEFENSE
AC: 12/12/10
hp: 14{16} (1d12+2)
Svs: 4{6}/2/-1{1}
OFFENSE
Speed: 30'

Melee +5{+7}:

  • Unarmed Strike +5{+7} (1d3+4{+6} nonlethal)
  • Brass Knife +5{+7} (1d4+4{+6}),
  • Boarding Axe +5{+7} (1d4+4{+6}),
  • Harpoon +5{+7} (1d8+6{+9}),
  • Net +5{+7} (entangle),
  • Spiked Gauntlet +5{+7} (1d4+4{+6}),
  • Throwing Axe(x3) +5{+7} (1d4+4{+6}),
  • Trident +5{+7} (1d8+4{+6})

Ranged +3:

  • Harpoon +3 (1d8+4{+6}x3) 10'; Grappling,
  • Net +3 (entangle) 10', attached to 50' hemp
  • Throwing Axe(x3) +3 (1d6+4{+6}) 10',
  • Trident +5{+7} (1d8+4{+6}) 10'.

Space/Reach:5'/5'
Special Attacks: Positional Advantage +1
Spell-Like Abilities: Drench 1/day
STATISTICS
18{22}, 14, 14{18}, 7, 8, 15.
BA+1, CMB+5{+7}, CMD=17{19}
Feats: Exotic Weapon Proficiency (Net), Net Adept Traits: Magical Knack, Soldier.
Skills::
(4-2+1)
  • -Acrobatics
  • -Climb
  • -Craft
  • -Handle Animal
  • -Intimidate+4(2cha+2race)
  • -Knowledge (nature),
  • -Perception +3(1r+3c-1wis)(-1 opposed)
  • Profession (Sailor) +0(1r,-1wis)
  • -Ride
  • -Survival+3(1r+3c-1wis)
  • -Swim+8(1r+3c+4str)


Languages: Common, Orc; Reads Lips.
SQ: Rage 12 rounds/day (12/12), Marine Terror.

Gear:

    Combat Gear

Brass Knife(Everbright), Boarding Axe, Harpoon, Net(Cloudsnare), Spiked Gauntlet(Thunderfist), Throwing Axe(x3), Trident(Ironbolt), Wooden Armor(Bulwrack),
    Other Gear

backpack, bedroll, belt pouch, 2 candles, chalk, clay mug, Explorer's Outfit(sturdy boots, treated canvas breeches, a belt, a shirt, jacket, gloves, cloak), 2 fishhooks, flint and steel, Grappling Hook, hammer and 4 pitons, 50 feet of hemp rope, hooded lantern with 5 flasks of oil, Medium Treasure Chest, 2 sacks, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, 4 tindertwigs 2 torches, Medium Treasure Chest, waterskin, 7 trail rations, whetstone. 3gp, 9sp, 10cp.
Total Carried in Backpack: 46lbs.
Total Weapons Carried: 21lbs
Total Worn: 33lbs
Total Uncarried: Harpoon, Treasure Chest; 66lbs
Totals: 100lbs Carried; 166 travelling.

Special Abilities:

  • Deaf: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
  • Drench
  • Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.(Druid)
  • Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water.
  • Positional Advantage: +1 attack if self or enemy occupying difficult terrain
  • Soldier: You are a low ranking member of the Satrap's offensive military forces. Because most offensive actions are raids carried out on other islands of the archipelago, this means you're used to travelling to other islands and fighting while at sea. Acrobatics and Swim are always class skills for you and you receive a free skill rank in Profession: Sailor. You've also learnt to take advantage of the terrain around you and your opponent, using it to make unpredictable attacks and hinder your enemies attempts to avoid your blows. As such you receive a +1 trait bonus to hit if either of you occupy difficult terrain. Like a guard, some of your military gear is supplied by the satrapy, and you begin play with an additional 30 gold, which must be spent on weapons or armor.
  • 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.