Forgot password?
Pathfinder Online

Garkenfel (Graky) Pathfinder Society

Updated: 6:53 PM 9 September, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Garkenfel Izen (Graky) ---

Name:       Garkenfel Izen
PFS Number: 62796-1
Race:       Dwarf
Class:      Barbarian
Faction:    Osirion
Alignment:  Chaotic Neutral
Age:        39
Eyes:       Brown
Hair:       Black
Features:   His skin is worn tough and leathery from years of hard work and marked with nicks and cuts from many battles past. His grand black beard is braided into 2 long strands separated with silver claps and stopping at the tops of his boots. His body is short and stout, much the same as others of his race. His facial expressions and demeanour tell you while he does not look like the happiest dwarf in the lands he would be dependable in a battle.
Height:     4'7"
Weight:     267LB
Size:       Medium
Gender:     Male
Level:      1
Exp:        0

Str: 16  +3
Dex: 14  +2
Con: 16  +3
Int: 12  +1
Wis: 12  +1
Cha: 6   -2

HP:       	 15/15  (12/class + 3/con, per level after 1st)
Speed:    	 30 ft
 with armor:     25 ft


Fortitude:  5 = +2(base) +3 (con)
Reflex:     2 = +0(base) +2 (dex)
Will:       1 = +0(base) +1 (wis)

Base Attack  = +1

Melee:   4   =  1(base) +3(str) +0(size)
Ranged:  3   =  1(base) +2(dex) +0(size)

CMB:     4   =  1(base) +3(str) +0(size)
CMD:    16   =  1(base) +3(str) +0(size) +2(dex) + 10

Total AC        =  Base  Shield  Dex  Armour  Size   Misc
standard:    17 =  10    +0      +2   +5      +0     +0
vs Touch:    12 =  10    --      +2   --      +0     +0
Flatfooted:  15 =  10    +0      --   +5      +0     +0

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
Earthbreaker+4          2d6 +3(str)           x3    Melee  M     Bludgeoning
L Crossbow              1d8                   x2    80ft   M     Piercing               


ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
Scale Mail            +5     +5          -4              25%      30 ft  

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 5 = 4(class)+1(int)+0(human)
Total Spent: 6/6       +1(favoured class)

Acrobatics                    dex* 2  =  +2     1       +3(class) -4(AC penalty)
Climb                         str* 3  =  +3     1       +3(class) -4(AC penalty)
Craft                         int               
Handle Animal                 cha  
Intimidate                    cha  2  =  -2     1       +3(class)
Knowledge (nature)            int
Perception                    wis  5  =  +1     1       +3(class) +0(racial)
Ride                          dex*    =  +2     0       +3(class) -4(AC penalty)
Survival                      wis  2  =  +1     1       +3(class)
Swim                          str* 3  =  +3     1       +3(class) -4(AC penalty)
--Cross Class---------------- ---------------------------------------------
Profession                    wis
Appraise                      int   0 =  +      0       +0
Bluff                         cha   0 =  +      0       +0
Diplomacy                     cha   0 =  +      0       +0
Disable Device                dex*                      -0(AC penalty)
Disguise                      cha   0 =  +      0       +0
Escape Artist                 dex*  0 =  +      0       +0 -0(AC penalty)
Fly                           dex*  0 =  +      0       +0 -0(AC penalty)
Heal                          wis   0 =  +      0       +0(healer's kit)
Knowledge (arcana)            int
Knowledge (dungeoneering)     int
Knowledge (engineering)       int
Knowledge (geography)         int
Knowledge (history)           int
Knowledge (local)             int
Knowledge (nature)            int
Knowledge (nobility)          int
Knowledge (planes)            int
Knowledge (religion)          int
Linguistics                   int     
Perform                       cha   0 =  +      0       +0
Sense Motive                  wis   0 =  +      0       +0 
Sleight of Hand               dex*  0 =  +      0       +0 -0(AC penalty)
Stealth                       dex*  0 =  +      0       +0 -0(AC penalty)
Spellcraft                    int                       +0(class)
Use Magic Device              cha   
*armour check penalty applies


Power Attack (Combat)
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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by ?1 and the bonus to damage increases by +2. 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.

Killer - Basic (Combat)           
You deal additional damage equal to your weapons critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Tunnel Fighter - Race (Dwarf)
+2 to initiative while underground, +1 to damage on ciritical hits (multiplied) while underground


--RACIAL Bonuses

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word gdwarvenh in its name as a martial weapon.

--CLASS Bonuses

Fast Movement (Ex): A barbarianfs land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarianfs speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarianfs land speed.

Rage (Ex): A barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after  1st, she can rage for 2 additional rounds. A barbarian 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a -2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these  disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

DEITY Bonuses


INVENTORY                                      Cost       Weight
 Armor                                        (50gp)      30 lb
 Ammo  (50 bolts)                             (5gp)        5 lb
 Weaps                                        (75gp)      16 lb

 Bag    -  Backpack                            (2gp)      2 lb
 Outfit -  Explorer's Outfit                   (0gp)      8 lb

 Arms   -  
 Back   -  
 Face   -  
 Head   -  
 Neck   -  
 Torso  -  
 Hands  -  
 LHand  -  
 RHand  -  
 Feet   -  

In Backpack
 (1)  Flint & Steel                             (1gp)      0 lb
 (1)  Grappling Hook                            (1gp)      4 lb
 (1)  Rope, hempen                              (1gp)     10 lb
 (1)  Torch                                     (1cp)      1 lb
 (1)  Waterskin                                 (1gp)      4 lb   
Total Personal Load:                                      80 lb
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)      x lb
(0) Barding (type, if owned)                 (???gp)      x lb

In Saddlebags (if owned)                       (?gp)      x lb

Total Mount Load                                         xx lb
 + Personal Load                                        xxx lb

Personal Encumberance

Light Load:  76 lb or less
Medium Load: 77-152 lb
Heavy Load:  153-230 lb
Mount's Encumberance

Light Load:  xxx lb or less
Medium Load: xxx lb - yyy lb
Heavy Load:  xxx lb - yyy lb

pp     0
gp     20
sp     0
cp     0

Prestige    0
Fame        0

Boon Name (from Scenario x-xx)
Boon Description

Boon Name (from Scenario x-xx)
Boon Description



(2012-mm-dd) 0-00: Name of Module
(2012-mm-dd) 0-00: Name of Module