Barakus

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Name:		Barakus
Alignment:	Neutral
Race:		Dwarf [Medium Humanoid (Dwarf)]
Height:         4'1"
Weight:         165lb
Hair/Eyes:      Light brown, matted/Deep brown
God:            Norgolo
Speed:		20ft [20ft base]
Level:		1 (Druid 1)
Hit Dice:	1d8+2 [10hp]
Initative:	+1 [+1 Dex]
Armor Class:	16 [+2 Dex, +3 armour, +2 shield]
 Touch AC:       11
 Flat-footed AC: 15
Base Attack:	+0 [+0 Druid]
Grapple:	+2 [+2 Str, +0 BAB]
Attack:		Club +2 melee (1d6+2)
		or Club +1 ranged 10' (1d6+2)
                or Sling +1 ranged 50' (1d4+2)
                or Dart +1 ranged 20' (1d4+2)
                or Dagger +2 melee (1d4+2/19-20)
Fortitude:	+4 [+2 Con, +2 Druid]
Reflex:		+1 [+1 Dex, +0 Druid]
Will:		+4 [+2 Wis, +2 Druid]
Strength	14 +2 [14 Base]
Dexterity	12 +1 [12 Base]
Constitution	15 +2 [13 Base, +2 Race]
Intelligence	8  -1 [8 Base]
Wisdom		15 +2 [15 Base]
Charisma	8  -1 [10 Base, -2 Race]
Skills:             4/2
Concentration  +6  [4 Ranks, +2 Con]
Spot           +6  [4 Ranks, +2 Wis]
Ride           +3  [2 Ranks, +1 Dex]
Survival       +10 [4 Ranks, +2 Wis, +2 class, +2 feat]
Handle Animal  +6  [4 Ranks, -1 Cha, +3 feat]
Heal           +8  [4 Ranks, +2 Wis, +2 feat]
Listen         +6  [4 Ranks, +2 Wis]
Know: Nature   +3  [2 Ranks, -1 Int, +2 class]
Languages:
Common, Druidic
Feats
1: Self-Sufficient
1: Skill Focus (Handle Animal)
Equipment                          50gp
Hide Armour                        15gp
Heavy Wooden Shield                 7gp
Club                                -
Sling                               -
10 Bullets                          0.1gp
Dart                                0.5gp
Dagger                              2gp
Backpack                            2gp
Flint and Steel                     1gp
Sack                                0.1gp
Waterskin                           1gp
Holly and Mistletoe, 4              -
Spell Component Pouch               5gp
Wineskin, full of strong mead       3gp
Purse: 13gp, 2sp, 10cp             13.3gp
Class Abilities:
 Nature Sense (+2 to Survival and Wilderness Lore)
 Wild Empathy +0
 Animal Companion (Riding Dog, see below)
Spells: Caster Level 1, DC 12+spell level
0: Cure Minor Wounds, Virtue, Create Water
1: Cure Light Wounds, Entangle
Qualities/Traits:
Dwarf base land speed is 20 feet. However, dwarves can move
 at this speed even when wearing medium or heavy armor or 
 when carrying a medium or heavy load (unlike other creatures,
 whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet.
 Darkvision is black and white only, but it is otherwise like
 normal sight, and dwarves can function just fine with no light
 at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on
 Search checks to notice unusual stonework, such as sliding
 walls, stonework traps, new construction (even when built to
 match the old), unsafe stone surfaces, shaky stone ceilings,
 and the like. Something that isn’t stone but that is disguised
 as stone also counts as unusual stonework. A dwarf who merely
 comes within 10 feet of unusual stonework can make a Search
 check as if he were actively searching, and a dwarf can use
 the Search skill to find stonework traps as a rogue can.
 A dwarf can also intuit depth, sensing his approximate depth
 underground as naturally as a human can sense which way is up.
Stability: A dwarf gains a +4 bonus on ability checks made to
 resist being bull rushed or tripped when standing on the
 ground (but not when climbing, flying, riding, or otherwise
 not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like
 effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
 Any time a creature loses its Dexterity bonus (if any) to Armor
 Class, such as when it’s caught flat-footed, it loses its dodge
 bonus, too.
+2 racial bonus on Appraise checks that are related to stone or
 metal items.
+2 racial bonus on Craft checks that are related to stone or
 metal.
Animal Companion
Scruff, Riding Dog
Medium Animal
HD     2d8+4 (13hp)
Init   +2
Speed  40'
AC     16 (+2 Dex, +4 natural) Touch 12, Flat-footed 14
BA/Gr  +1/+3
Att    Bite +3 melee (1d6+3)
Sp/R   5'/5'
SQ     Link, Share Spells, Low-Light Vision, Scent
Saves  Fort +5, Ref +5, Will +1
Stats  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills Jump +10*, Listen +5, Spot +5, Swim +3,
       Survival +1 (+5 tracking by scent)*
Feats  Alertness, Track(B)
*+4 racial bonus on Jump checks and Survival checks to track by
 scent
Tricks known: Attack, Down, Guard, Track, Fetch, Heel, Stay

What three things are best in life?

A roaring fire, a full belly, and a good mead, out in the wilds.

The satisfaction of a shelter well built, a job well done, and a day well spent.

The surety of freedom from tyranny, safety from enemies, and security from the wicked.

Description

Barakus is a Wild Dwarf - or at least, that's what he tells anyone who's asked. Unlike both the dour foreign dwarves and the foppish local dwarves, Barakus distains most trappings of civilisation and instead prefers to live out in the wilds. Close to the secrets and power of nature, he maintains high spirits with the friendship of his loyal companion Scruff, a mighty hound with a hide tougher than bark and teeth eager as knives. Now the age of seventy... ish... Barakus has made his living out amongst the wilds, with a little light banditry on the side.

Barakus, when in combat himself, fights with his big, heavy, ironbound, oaken cudgel, with which he greatly enjoys smashing and bashing his foes. Armoured with thick layered hides and a sturdy wooden shield (onto which he has nailed a sprig of misteltoe), he isn't afraid to get stuck into a little rough-and-tumble... as long as it isn't too dangerous, of course.

Barakus is slightly shorter than the average dwarf, but is just as heavy, being thickset and sturdy. His bulk doesn't slow him down though, and he can be surprisingly nimble. His long, wild, matted hair and beard are kept tied back with short loops of twine.

How Barakus Came To Be Adventuring With Osk

Barakus had lived in the forest for nearly as long as he can remember, always more or less alone with the animals and plants and dirt. At some point, a tribe of mixed goblinoids decided to make thier camp in the same forest, and an uneasy period of avoiding each other began; Barakus could easily cause a great deal of trouble for the small and burgeoning tribe, but feared their numbers and viciousness.

One day, all that came to a head, as Barakus - and his faithful animal companion, a great hound named Scruff - were set upon by the tribe's bugbear, who wanted to eat them. The bugbear was tenacious, and Barakus would surely have become the goblin's next feast were it not for the timely arrival of Osk, a hulking orc barbarian. Osk bravely pitched in, despite his own wounds from an earlier encounter with a greedy hyena looking to steal Osk's meat, and with his mighty prowess the three were soon able to drive off the marauding bugbear. Grateful, and curious, Barakus offered the wounded Osk aid and guidance, and so the two made off into the forest together.

The two moved on, away from the goblin encampment, and soon found that they made an excellent team. Barakus brought the knowledge of the woodlands and his command over it, as well as his healing knowledge, to Osk's own great power and strength in combat. Ousted from Barakus' usual haunts, the pair wandered for a while, sharing stories of their lives. Barakus' interest piqued by tales of civilised ways - which were totally new to him - their wanderings took them closer and closer to settlements and well-travelled paths. For a while they made a living as bandits, though Osk's good nature guided them away from cruelty and needless savagery.


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