Barakus
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.
Back to: 3-5_Against_the_Giants_Campaign