Thorvald's Character Sheet

THORVALD RAUGBERD, SON OF THRUSH
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CHARACTER DETAILS:
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Name:         Thorvald Raugberd
Race:         Human 
Class:        Barbarian
Alignment:    Chaotic Neutral
Birthdate:    24 May 650, by Kingdom Reckoning
Age:          20 years old
Height:       6'0"
Weight:       175 lbs
Hair:         Long Red Hair
Beard:        Medium Red Beard 
Eyes:         Green
Deity:        Thunor the Thunderlord
Domain(s):    Thunder, Mist, Sea & Sky
Homeland:     Thune
Level:        3rd level
Experience:   5,000 xp + 378 + 150
4th Level:    9,000 xp
To Level:     4,000 xp
Hit Points:   40 (Enraged: 46) 
Current HP:   19 hp
Wealth:       837 gp 57 sp 4 cp
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Damage Taken
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40 -  7 = 33  Thorvald takes two goblin arrows for 7 damage
33 +  6 = 39  Thorvald enrages, gaining 6 rage HP
39 -  3 = 36  Thorvald takes an arrow right in the... (ow!)
36 -  8 = 28  Thorvald is smacked by sword & board
28 -  9 = 19  Thorvald is hit hard by a hand axe
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ATTRIBUTES
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PRIMARY STATS:         ENRAGED STATS:        TEMPORARY STATS:
STR:  15 (+ 2)         Rage:  19 (+ 4)               
DEX:  14 (+ 2)            
CON:  18 (+ 4)         Rage:  22 (+ 6)            
INT:  12 (+ 1)
WIS:  12 (+ 1)
CHA:   9 (- 1) 
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SECONDARY STATS
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BAB:          +3         {at 3rd level}
Melee Hit:    +5 [+7]  = {BAB+STR+SIZE}        [+ Rage]
Rngd Hit:     +5       = {BAB+DEX+SIZE}
CMB:          +5 [+7]  = {BAB+STR+SIZE}        [+ Rage]
CMD:          17 [19]  = {10+BAB+STR+DEX}      [+ Rage]
Fort Save:    +7 [+9]  = {Base save bonus+CON} [+ Rage]
Rflx Save:    +3       = {Base save bonus+DEX}
Will Save:    +2 [+2]  = {Base save bonus+WIS} [+ Rage]
Speed:        40 ft    = 30 ft+10 ft
AC:           17 [15]  = {10+Arm+Shld+DEX}     [- Rage]
Touch AC:     12 [10]  = {10+DEX}              [- Rage]
Flat-Footed:  15 [13]  = {10+Armor+Shield}     [- Rage]
Light Load:   66 lbs
Mdm Load:     133 lbs
Hvy Load:     200 lbs
Carrying:     103 lbs
Rage Rnds:    18       = {4+CON+Lvl+Feat}
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CLASS ABILITIES
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Bonus Feat (Racial): Humans gain an additional feat at 1st level.
Weapons & Armor: Proficient with all simple & martial weapons, light & medium armour, and all (non-tower) shields.
Fast Movement (Ex): A barbarian's land speed is faster than the norm by +10 ft.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity.
Uncanny Dodge (Ex): A barbarian can react to danger before their sense would normally allow.
Rage Powers (Ex): As a barbarian gains experience, they learn to use rage in new ways.
Trap Sense (Ex): +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
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FEATS
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Power Attack (Ex): -1 to melee attack & combat manoeuvre checks in exchange for +2 on all damage rolls.
Extra Rage (Feat): You can rage for 6 additional rounds per day. You can gain Extra Rage multiple times, and its effects stack.
Cleave (Feat): Attack an adjacent target if the first attack hits, both using full BAB, taking -2 AC until next turn.
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RAGE POWERS
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Reckless Abandon (Ex): While raging, the Barbarian can take a -1 penalty to AC to gain a +1 bonus to attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every 4 levels thereafter.
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SKILLS
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Dungeoneering (Knowledge)
Religion (Knowledge)
Sailor (Profession)
Shipbuilding (Craft)
Common (Language)
Goblin (Language)
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WEAPONS & ARMOR
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(Mg) Greatsword (+1), "Thunor's Vengeance" (2H): 
==> Dmg 2d6 + 4 [5]; Critical 19-20/x2; Wt 8 lbs.
(MW) Silver Kukri, "Valeric" (1H-P): 
==> Dmg 1d4 + 3 [4]; Critical 18-20/x2; Wt 2 lbs.
(M) Composite Shortbow, (+2): 
==> Dmg 1d6 + 3; Critical 20/x3; Wt 2 lbs.
(M) Arrows: 
==> Qty       8; 3 lbs.  
==> Expended  2
(N) Scale Mail Armor: 
==> +5 AC; Max +3 Dex Bonus; -4 AC Check Penalty; Wt 30 lbs.
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EQUIPMENT
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Cold-Weather Outfit: +5 Fort saves vs cold weather; Wt 7lbs.
Leopard Cub:         (Qty  1)
Light Warhorse:      (Qty  1)
MW Backpack:         (Qty  1)   2 lbs
Bedroll:             (Qty  1)   5 lbs
Iron Rations:        (Qty  7)  14 lbs
Trail Rations:       (Qty 30)  15 lbs
Oil Flasks:          (Qty 10)  10 lbs
Lantern:             (Qty  1)
Fishing Pole:        (Qty  1)
Pouch, Belt:         (Qty  1)
Drinking Horn:       (Qty  1)
Tinderbox:           (Qty  1)
Signal Horn:         (Qty  1)
Riding Saddle:       (Qty  1)
Bit and Bridle:      (Qty  1) 
Small Tent:          (Qty  1)
Hemp Rope, 50':      (Qty  1)
Grappling Hook:      (Qty  1)
Feed Horse:          (Qty 40)
Feed Leopard:        (Qty 10)

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Light Warhorse
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DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6

Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

1) Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

2) Come (DC 15) The animal comes to you, even if it normally would not do so.

3) Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

4) Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

5) Guard (DC 20) The animal stays in place and prevents others from approaching.

6) Heel (DC 15) The animal follows you closely, even to places where it normally wouldn't go.

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Leopard Cub
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N Medium animal
Init +4; Senses low-light vision, scent; Perception +5  

DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)hp 19 (3d8+6)Fort +5, Ref +7, Will +2

OFFENSE
Speed 30 ft., climb 20 ft.Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)Special Attacks pounce, rake (2 claws +6, 1d3+3)

STATISTICS
Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth

PREVIOUSLY TRAINED:

1) Come (DC 15) The animal comes to you, even if it normally would not do so.

2) Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

3) Guard (DC 20) The animal stays in place and prevents others from approaching.

4) Seek (DC 15) The animal moves into an area and looks around for anything that is obviously alive or animate.

5) Stay (DC 15) The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

6) Track (DC 20) The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Come, Down, Guard complete, Seek is half complete.

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THORVALD'S COMBAT HISTORY & EXPERIENCE
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