Koleak (128403 1)a .pdf




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Koleak (128403-1)

Johnny (128403)

Pharasma

None

CHARACTER NAME

PLAYER NAME

DEITY

REGION

ALIGNMENT

Barbarian (Superstitious) 1

Human

Medium / 5 ft.

6' 3"

270 lbs.

Normal

CLASS

1 / 1/2
Character Level / CR

RACE

SIZE / FACE

HEIGHT

WEIGHT

VISION

0 / 2000

29

Male

Brown

Brown, Shaved

20

EXP / NEXT LEVEL

AGE

GENDER

EYES

HAIR

POINTS

ABILITY EQUIPPED ABILITY ABILITY
SCORE SCORE MODIFIER DAMAGE PENALTY

ABILITY NAME

STR

WOUNDS/CURRENT HP

HP

18

+4

hit points

DEX 14
CON 14
Dexterity

+2

armor class

Constitution

+2

Strength

INT
WIS

13

Wisdom

AC

15

13

:

12

:

FLAT

+2

=

7

Charisma

BASE

BASE ATTACK

MISC
MODIFIER

+1




BASE
SAVE

ABILITY

MAGIC

MISC

EPIC

TEMP

FORTITUDE
(constitution)

+4

=

+2

+

+2

+

+0

+

+0

+

+0

+

REFLEX

+2

=

+0

+

+2

+

+0

+

+0

+

+0

+

WILL

+1

(wisdom)

+0

=

+

+1

TOTAL

MELEE
attack bonus

RANGED
CMB

+0

+5

+5

+5

+5

17

17
HAND

EPIC

+0

+

+0

+

Both

BP

M
DAMAGE

+5

1d12+6

TEMP

+
+






+

+

17
TYPE SIZE

TOTAL ATTACK BONUS



BULL
RUSHOVERRUN



+5 +5



17 17

CRITICAL

REACH

20/x2

5 ft.

2

+

STAT

HAND

TYPE SIZE

Carried

To Hit

Dam

+5
+1
+5

1d6+4
1d6+2
1d6+4

S

M

2W-P-(OH)
2W-P-(OL)
2W-OH

REACH

20/x2

5 ft.

To Hit

Dam

-1
+1
-3

1d6+4
1d6+4
1d6+2

20 ft.

30 ft.

40 ft.

50 ft.

+3
1d6+4

+1
1d6+4

-1
1d6+4

-3
1d6+4

-5
1d6+4

HAND

TYPE SIZE

Carried

To Hit

Dam

+5
+1
+5

1d8+4
1d8+2
1d8+6

S

2W-P-(OH)
2W-P-(OL)
2W-OH

M

CRITICAL

20/x3

+

0

+

NATURAL
ARMOR

0

+

DEFLECTION

0
DODGE




+

0

15

MISC

MISS
ARCANE ARMOR
CHANCE SPELL
CHECK
FAILURE PENALTY

SKILLS

-1

0
SPELL
RESIST

MAX RANKS: 1/1

KEY ABILITY

SKILL
MODIFIER

DEX
DEX
INT
CHA
STR
INT
CHA
CHA
DEX
DEX
WIS
CHA
INT
WIS
CHA
DEX
WIS
DEX
WIS
STR

1
5
0
-2
7
0
-2
-2
1
1
1
2
4
6
-2
1
1
1
5
3

ABILITY
MODIFIER

=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

2
2
0
-2
4
0
-2
-2
2
2
1
-2
0
1
-2
2
1
2
1
4

RANKS

MISC
MODIFIER

+

-1
3

+

2

+

-1
-1

+

+

1

+
+
+
+

+

=
+
=
+
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

1
1
1

1

+

3
3
4

+

-1

+

-1
3
-1

+
+

+
+
+
+

Rage

CRITICAL

10 ft.

Battleaxe

0
SIZE

Acrobatics
Acrobatics (Jump)
Appraise
Bluff
Climb
Craft (Untrained)
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (Nature)
Perception
Perform (Untrained)
Ride
Sense Motive
Stealth
Survival
Swim

Extra damage when set against a charging character (pg. 144)

Axe (Throwing)

2H

+0

+

SUNDER

17

1H-O

+0

+

+0

+

+0

+

DISARM

Special Properties

2H

MISC

+0

+

+4

+


SIZE

+

+2

+

+1

=

+4



+

STAT

+

*Lucern Hammer

1H-P

+0

+



TRIP

Defense

1H-O



GRAPPLE

Offense

Dam

+0

+

+1

=

+5

attack bonus

+0
+1

=

+3

attack bonus

+

BASE ATTACK BONUS

+5

1H-P




(dexterity)

TH

Conditional Modifiers

+

SKILL NAME



TOTAL

0
SHIELD
BONUS

TOTAL SKILLPOINTS: 5



-2

SAVING THROWS

+

ARMOR
BONUS

+0

+

DEX
MODIFIER

TOTAL
bonus

CHA

10 + 3

=

TOUCH

+2

modifier

+1

SPEED

DAMAGE REDUCTION

Walk 40 ft.

INITIATIVE

+0

SUBDUAL DAMAGE

18
TOTAL

11

Intelligence

Chaotic Good

Rounds per Day

❏❏❏❏❏ ❏

Rage (Ex):You can call upon inner reserves of strength and ferocity, granting you additional combat
prowess. You can rage for 6 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to
Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class.
The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not
lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or
Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience
or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or
exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall
unconscious, your rage immediately ends, placing you in peril of death. [Paizo Inc. - Core Rulebook, p.32]

REACH

5 ft.

To Hit

Dam

-1
+1
-5

1d8+4
1d8+4
1d8+2

*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

TYPE

AC

MAXDEX

CHECK

SPELL FAILURE

*Studded Leather

Light

+3

+5

-1

15

BARBARIAN RAGE
Rounds/day ❏❏❏❏❏ ❏

Character: Koleak (128403-1)
Player: Johnny (128403)

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on May 17, 2014 at 1:09:23 AM

Level:1 (CR:1/2)
Page 1

EQUIPMENT
ITEM

Special Qualities

LOCATION
Equipped

QTY
1

WT
12

COST
15

Outfit (Explorer's)

Equipped

1

8

0

Studded Leather

Equipped

1

20

25

Backpack

Equipped

1

2

2

Bedroll

Backpack

1

5

0.1

Flint and Steel

Backpack

1

0

1

Rations (Trail/Per Day)

Backpack

7

Rope (Hemp/50 ft.)

Backpack

1

10

1

Waterskin (Filled)

Backpack

1

4

1

Whetstone

Backpack

1

1

0

Torch

Backpack

2

1 (2)

0 (0)

Equipped

1

0.5

1

Axe (Throwing)

Carried

2

2 (4)

8 (16)

Battleaxe

Carried

1

6

10

Lucern Hammer
Extra damage when set against a charging character (pg. 144)

29 lbs., 1 Bedroll, 1 Flint and Steel, 7 Rations (Trail/Per Day), 1
Rope (Hemp/50 ft.), 1 Waterskin (Filled), 1 Whetstone, 2 Torch

1 (7) 0.5 (3.5)

❏❏❏❏❏ ❏❏

Bright Illumination: 20 ft., Duration: 1 hr., Shadowy Illumination:
40 ft.

❏❏

Pouch (Belt)
0 lbs.

TOTAL WEIGHT CARRIED/VALUE

81.5 / 75.6 gp
lbs.

WEIGHT ALLOWANCE
Light 100
Lift over head 300

Medium 200
Lift off ground 600

Heavy 300
Push / Drag 1500

LANGUAGES
Common

Archetypes
Superstitious

[Paizo Inc. - Advanced
Player's Guide, p.79]
Many barbarians distrust magic. While most just shy away from magic, others focus
their rage on users of such foul arts. These barbarians are naturally distrusting, and
develop keen senses to protect them from harm.

Traits

Bonus Feat

[Paizo Inc. - Core
Rulebook, p.27]

Humans select one extra feat at 1st level.
Fast Movement (Ex)

[Paizo Inc. - Core
Rulebook, p.31]
Your land speed is faster than the norm for your race by +10 feet. This benefit
applies only when you are wearing no armor, light armor, or medium armor, and not
carrying a heavy load.
Rage (Ex)
[Paizo Inc. - Core
Rulebook, p.32]
You can call upon inner reserves of strength and ferocity, granting you additional
combat prowess. You can rage for 6 rounds per day. You 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, you gain a
+4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as
a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class.
The increase to Constitution grants you 2 hit points, but these disappear when the
rage ends and are not lost first like temporary hit points. While in rage, you cannot
use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly,
Intimidate, and Ride) or any ability that requires patience or concentration. You can
end your rage as a free action and are fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. You cannot enter a new
rage while fatigued or exhausted but can otherwise enter rage multiple times during a
single encounter or combat. If you fall unconscious, your rage immediately ends,
placing you in peril of death.
Skilled
[Paizo Inc. - Core
Rulebook, p.27]
Humans gain an additional skill rank at first level and one additional rank whenever
they gain a level.
Weapon and Armor Proficiency
[Paizo Inc. - Core
Rulebook]
A barbarian is proficient with all simple and martial weapons, light armor, medium
armor, and shields (except tower shields).

Feats
Power Attack

[Paizo Inc. - Core
Rulebook, p.131]
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver
checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is
increased by half (+50%) if you are making an attack with a two-handed weapon, a
one handed weapon using two hands, or a primary natural weapon that adds 1-1/2
times your Strength modifier on damage rolls. This bonus to damage is halved
(-50%) if you are making an attack with an off-hand weapon or secondary natural
weapon. You must choose to use this feat before making an attack roll, and its
effects last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.
Toughness
[Paizo Inc. - Core
Rulebook, p.135]
You gain +3 hit points.

Dirty Fighter

[Paizo Inc. - Advanced
Player's Guide, p.328]
PROFICIENCIES
You wouldn't have lived to make it out of childhood without the aid of a sibling,
Atlatl, Axe (Throwing), Bardiche, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun,
friend, or companion on whom you could always count to distract your enemies long
enough to do a little bit more damage than normal. When you hit a foe you are Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Crossbow (Heavy),
flanking, you deal an additional 1 point of damage (this damage is added to your Crossbow (Light), Dagger, Dagger (Punching), Dart, Double Chicken Saber, Falchion,
Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple,
base damage, and is multiplied on a critical hit). This additional damage is a trait
Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe,
bonus.
Hooked Lance, Iron Brush, Javelin, Jutte, Katana, Kerambit, Kukri, Lance, Longbow,
Tomb Raider (Osirion Faction) (Knowledge
[Paizo Inc. - Guide to
Longspear, Longsword, Lucern Hammer, Lungchuan Tamo, Mace (Heavy), Mace
(Dungeoneering))
Pathfinder Society
(Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Pick
Organised Play, p.15]
(Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier,
You've spent most of your life exploring the ancient tombs and catacombs of
Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Shang Gou,
Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering)
Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells
checks, and one of these skills (your choice) becomes a class skill for you.
(Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword
(Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli,
Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Waraxe
(Dwarven), Warhammer, Wushu Dart

TEMPLATES

Character: Koleak (128403-1)
Player: Johnny (128403)

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on May 17, 2014 at 1:09:23 AM

Level:1 (CR:1/2)
Page 2

Koleak (128403-1)
Human
RACE

29
AGE

Male
GENDER
VISION

Chaotic Good
ALIGNMENT

Left
DOMINANT HAND

6' 3"
HEIGHT

270 lbs.
WEIGHT

Brown
EYE COLOUR

Tan
SKIN COLOUR

Brown, Shaved
HAIR
PHOBIAS

,
PERSONALITY TRAITS
INTERESTS

,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION

None
REGION

Description:
PHYSICAL DESCRIPTION
Leathery, weather worn skin. Scars and muscle everywhere. Shaved his head and trimmed his beard after the death of his tribe.
PERSONALITY
Not a people person. This is a man who only smiles when drenched in blood. Deep inside, he has a heart of gold, but that side of him
hasn't shown in years.
CHARACTER TRAITS
He still wants to find a place to call home, people to protect. Short of that, he wants to die in battle. He worships Gozreh out of fear,
not veneration. He also worships Pharasma. He hopes to gain Her favor so he can be reunited with his tribe in death.
CHARACTER FLAWS
Wary of arcane spellcasters. Fear of storms. Makes very brash decisions.
CONTACTS/FRIENDS
Any survivors from his home tribe in the Sodden Lands (if any are still living). A Yerbira tribe he once lived with in Osirion.
ENEMIES
Pirates. Those who rely heavily on trickery or dishonesty.

Biography:
Koleak grew up in the unforgiving Sodden Lands with a scavenging tribe. They claimed territory centered around a large
abandoned fortress a few miles inland, still within reach of the Eye of Abendego's relentlessness. Life was very tough growing up for
him, as it was for all of his people, who were barely surviving. Constant attacks from other tribes and pirates, the inhospitable terrain
and weather, and just having enough to eat were everyday struggles that made him grow up quickly. He had keen senses and a mean
temper, which made him a prime candidate for the raiding party. He was the youngest of the group when he joined at age twelve. By
the time he was twenty, most men who were around when he joined were dead from battle, malnutrition, or disease. Because of this,
he assumed a leadership role, answering only to Yelnine, the elder shaman. Four years ago, the storm surged stronger than it had
since it formed, and washed away the settlement and all it's inhabitants. Only Koleak and a handful of others survived. With nothing
else to live for, yet with a desire to continue on, he began marching northwest. He spent some time in Osirion and learned many things
living with a group of Yerbira nomads. He thought he found a new home, but there was a void in his soul that this new tribe could not
fill. He discovered the only thing that made him feel complete was the thrill of battle. He knew what he must do. Absalom was calling...

Character: Koleak (128403-1)
Player: Johnny (128403)

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing).
Created using PCGen6.02.1 on May 17, 2014 at 1:09:23 AM

Level:1 (CR:1/2)
Page 3











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