Difference between revisions of "Rangor"

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<nowiki>Rangor
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Rangor <br>
  
Male Human Boar-Totem Barbarian 7
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Male Human Boar-Totem Barbarian 7<br>
Chaotic Good
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Chaotic Good<br>
  
Strength 16 (+3)
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Strength 16 (+3)<br>
Dexterity 13 (+1)
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Dexterity 13 (+1)<br>
Constitution 18 (+4)
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Constitution 18 (+4)<br>
Intelligence 13 (+1)
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Intelligence 13 (+1)<br>
Wisdom 15 (+2)
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Wisdom 15 (+2)<br>
Charisma 13 (+1)
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Charisma 13 (+1)<br>
 
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<br>
Size: Medium
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Size: Medium<br>
Height: 6' 4"
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Height: 6' 4"<br>
Weight: 240 lb
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Weight: 240 lb<br>
Skin: Tan
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Skin: Tan<br>
Eyes: Gray
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Eyes: Gray<br>
Hair: Black; Straight; Average Beard
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Hair: Black; Straight; Average Beard<br>
 
+
<br>
Total Hit Points: 112
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Total Hit Points: 112<br>
 
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<br>
Initiative modifier: +1 = +1 [dexterity]
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Initiative modifier: +1 = +1 [dexterity]<br>
Fortitude save: +9 = 5 [base] +4 [constitution]
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Fortitude save: +9 = 5 [base] +4 [constitution]<br>
Reflex save: +3 = 2 [base] +1 [dexterity]
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Reflex save: +3 = 2 [base] +1 [dexterity]<br>
Will save: +6 = 2 [base] +2 [wisdom] +2 [iron will]
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Will save: +6 = 2 [base] +2 [wisdom] +2 [iron will]<br>
Attack (handheld): +10/+5 = 7 [base] +3 [strength]
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Attack (handheld): +10/+5 = 7 [base] +3 [strength]<br>
Attack (unarmed): +10/+5 = 7 [base] +3 [strength]
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Attack (unarmed): +10/+5 = 7 [base] +3 [strength]<br>
Attack (missile): +8/+3 = 7 [base] +1 [dexterity]
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Attack (missile): +8/+3 = 7 [base] +1 [dexterity]<br>
Grapple check: +10/+5 = 7 [base] +3 [strength]
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Grapple check: +10/+5 = 7 [base] +3 [strength]<br>
 
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<br>
Climb 5
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Skills, ranks only:<br>
Intimidate 10
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Climb 5<br>
Jump 10
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Intimidate 10<br>
Listen 10
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Jump 10<br>
Sense Motive 4
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Listen 10<br>
Survival 8
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Sense Motive 4<br>
Swim 5
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Survival 8<br>
Craft: Cobbler 4
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Swim 5<br>
 
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Craft: Cobbler 4<br>
Feats:
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<br>
Iron Will, Improved Unarmed Strike, Faster Healing, Endurance
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Feats:<br>
 
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Iron Will, Improved Unarmed Strike, Faster Healing, Endurance<br>
Boar Totem Class Features
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<br>
 
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Boar Totem Class Features<br>
A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.
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<br>
 
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A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.<br>
* When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
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<br>
 +
* When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.<br>
 
* At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
 
* At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
* Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.
+
* Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.<br>
 
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<br>
Berserk Str
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Berserk Strength<br>
 
It replaces rage. It activates whenever the barbarian's HP drop below 5xLevel. Benefits are: +4 Str, +2 all saves, DR 2/- that stacks with similar DR, -2 AC. Same restrictions on action as normal for rage. Exits this state when either unconscious, or HP healed above threshold.
 
It replaces rage. It activates whenever the barbarian's HP drop below 5xLevel. Benefits are: +4 Str, +2 all saves, DR 2/- that stacks with similar DR, -2 AC. Same restrictions on action as normal for rage. Exits this state when either unconscious, or HP healed above threshold.
 
+
<br>
Badge of Valor +2 vs fear effects, +4 on Level checks to resist being intimidated 1000
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Badge of Valor +2 vs fear effects, +4 on Level checks to resist being intimidated 1000<br>
+1 Chain shirt of Moderate Fortification 16250
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+1 Chain shirt of Moderate Fortification 16250<br>
+1 Vest of Resistance 1000  
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+1 Vest of Resistance 1000 <br>
 
+
<br>
3 potions of Cure Light Wounds 150
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3 potions of Cure Light Wounds 150<br>
1 potion of Protection from arrows 300
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1 potion of Protection from arrows 300<br>
1 Potion of Magic Weapon 50
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1 Potion of Magic Weapon 50<br>
2 Potions of Bless Weapon 200
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2 Potions of Bless Weapon 200<br>
1 Silversheen 250
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1 Silversheen 250<br>
 
+
<br>
Heavy wood shield
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Heavy wood shield<br>
longsword
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longsword<br>
long spear
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long spear<br>
longbow and 20 arrows
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longbow and 20 arrows<br>
 
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3 daggers<br>
Rangor was  a simple shoemaker until the forrces of darkness decided to have fun a little fun with his village. Left for dead after the attack, he survived and healed up. Burning with anger and the need to avenge his family and village, he began a careful campaign against those monsters he could hurt. He allied with others whenever possible…and was often the last one standing or alive, due to his incredible refusal to die. Eventually his exploits became known, and he was hunted by the forces of evil…and good, who  sought him to act as a champion for them. The side of good found him first, and he agreed to help, journying to the meeting of other heroes to see if the darkness could be driven back forever.</nowiki>
+
<br>
 +
Rangor was  a simple shoemaker until the forrces of darkness decided to have fun a little fun with his village. Left for dead after the attack, he survived and healed up. Burning with anger and the need to avenge his family and village, he began a careful campaign against those monsters he could hurt. He allied with others whenever possible…and was often the last one standing or alive, due to his incredible refusal to die. Eventually his exploits became known, and he was hunted by the forces of evil…and good, who  sought him to act as a champion for them. The side of good found him first, and he agreed to help, journying to the meeting of other heroes to see if the darkness could be driven back forever.

Revision as of 17:34, 1 October 2006

Rangor

Male Human Boar-Totem Barbarian 7
Chaotic Good

Strength 16 (+3)
Dexterity 13 (+1)
Constitution 18 (+4)
Intelligence 13 (+1)
Wisdom 15 (+2)
Charisma 13 (+1)

Size: Medium
Height: 6' 4"
Weight: 240 lb
Skin: Tan
Eyes: Gray
Hair: Black; Straight; Average Beard

Total Hit Points: 112

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +9 = 5 [base] +4 [constitution]
Reflex save: +3 = 2 [base] +1 [dexterity]
Will save: +6 = 2 [base] +2 [wisdom] +2 [iron will]
Attack (handheld): +10/+5 = 7 [base] +3 [strength]
Attack (unarmed): +10/+5 = 7 [base] +3 [strength]
Attack (missile): +8/+3 = 7 [base] +1 [dexterity]
Grapple check: +10/+5 = 7 [base] +3 [strength]

Skills, ranks only:
Climb 5
Intimidate 10
Jump 10
Listen 10
Sense Motive 4
Survival 8
Swim 5
Craft: Cobbler 4

Feats:
Iron Will, Improved Unarmed Strike, Faster Healing, Endurance

Boar Totem Class Features

A barbarian dedicated to the boar totem does not gain the standard fast movement, uncanny dodge, trap sense, and improved uncanny dodge barbarian class features, and instead gains the following abilities.

  • When raging, a 1st-level boar-totem barbarian is treated as having the Diehard feat, even if he doesn't meet the normal prerequisites.
  • At 3rd level and higher, a boar-totem barbarian's rage lasts for 2 rounds longer than normal.
  • Beginning at 7th level, a boar-totem barbarian's damage reduction is 1 point higher than the normal value. Thus, at 7th level, a boar-totem barbarian's damage reduction is 2/-, and it rises by 1 point every three levels thereafter.


Berserk Strength
It replaces rage. It activates whenever the barbarian's HP drop below 5xLevel. Benefits are: +4 Str, +2 all saves, DR 2/- that stacks with similar DR, -2 AC. Same restrictions on action as normal for rage. Exits this state when either unconscious, or HP healed above threshold.
Badge of Valor +2 vs fear effects, +4 on Level checks to resist being intimidated 1000
+1 Chain shirt of Moderate Fortification 16250
+1 Vest of Resistance 1000

3 potions of Cure Light Wounds 150
1 potion of Protection from arrows 300
1 Potion of Magic Weapon 50
2 Potions of Bless Weapon 200
1 Silversheen 250

Heavy wood shield
longsword
long spear
longbow and 20 arrows
3 daggers

Rangor was a simple shoemaker until the forrces of darkness decided to have fun a little fun with his village. Left for dead after the attack, he survived and healed up. Burning with anger and the need to avenge his family and village, he began a careful campaign against those monsters he could hurt. He allied with others whenever possible…and was often the last one standing or alive, due to his incredible refusal to die. Eventually his exploits became known, and he was hunted by the forces of evil…and good, who sought him to act as a champion for them. The side of good found him first, and he agreed to help, journying to the meeting of other heroes to see if the darkness could be driven back forever.