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Cazbel (Graky) Pathfinder Society

Updated: 10:05 PM 2 October, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Cazbel Vellum (Graky) ---

Name:       Cazbel Vellum
PFS Number: 62796-1
Race:       Human
Class:      Barbarian (Invulnerable Rager)
Faction:    Osirion
Alignment:  Chaotic Neutral
Deity:      Gorum
Age:        29
Eyes:       Blue
Hair:       Black
Features:   Cazbel is a tall muscular women with piercing blue eyes hidden behind scraggly black hair. 
Height:     6'7"
Weight:     187LB
Size:       Medium
Gender:     Female
Level:      3
Exp:        6 (3 per level)

Str: 18  +4 [Str 22  +6 *R*]
Dex: 14  +2
Con: 14  +2 [Con 18  +4 *R*]
Int: 12  +1
Wis: 10  +0
Cha: 8   -1

HP:       	 34/34 [40HP *R*] (+3 Favoured Class / +3 Toughness / +7 per level)
Speed:    	 40 ft
 with armor:     30 ft

Initiative Bonus: 7 = 2(dex) + 1(Deity Bonus) + 4(Improved Initiative)

Base Attack  = +3

Melee:   7   =  3(base) +4(str) +0(size) [8 *R*]
Ranged:  5   =  3(base) +2(dex) +0(size)

CMB:     7   =  3(base) +4(str) +0(size) [8 *R*]
CMD:    19   =  3(base) +4(str) +0(size) +2(dex) + 10 [20 *R*]

Fortitude:  6 = +3(base) +2 (con) +1 (Cloak) [8 *R*]
Reflex:     4 = +1(base) +2 (dex) +1 (Cloak)
Will:       2 = +1(base) +0 (wis) +1 (Cloak) [3 *R*]

Total AC        =  Base  Shield  Dex  Armor  Size   Misc
Standard:    19 =  10    +0      +2   +6      +0     +1(Ring)
vs Touch:    13 =  10    --      +2   --      +0     +1(Ring)
Flatfooted:  17 =  10    +0      --   +6      +0     +1(Ring)
[*R* -3 to AC (Rage + Reckless Abandon)]

Damage Reduction and Resistances:

DR: 1 			(Invulnerability 1/2 Barbarian level)
DR VS NL: 2             (Invulnerability DR x 2)
Fire Resistance: 0      (Extreme Endurance 1 every 3 levels beyond 3rd)

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
MWGreatsword+8         2d6+6(str/2H)    19-20/x2    Melee  M     Slashing
MWGreatsword+11(*R*)   2d6+9(str/2H)    19-20/x2    Melee  M     Slashing
MWGreatsword+7(PA)     2d6+9(str/2H)    19-20/x2    Melee  M     Slashing
MWGreatsword+10(*R*PA) 2d6+12(str/2H)   19-20/x2    Melee  M     Slashing

MWL.Hammer+8           1d12+6(str/2H)         x2    Reach  M     Blunt or Piercing
MWL.Hammer+11(*R)      1d12+9(str/2H)         x2    Reach  M     Blunt or Piercing
MWL.Hammer+7(PA)       1d12+9(str/2H)         x2    Reach  M     Blunt or Piercing
MWL.Hammer+10(*R*PA)   1d12+12(str/2H)        x2    Reach  M     Blunt or Piercing     

+2C.Longbow+5          1d8+2                  x3    110ft  M     Piercing

ARMOR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
Breastplate           +6     +3          -4              25%      30 ft
Weapon Cord (If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square)

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 6 = 4(class)+1(int)+1(human)
Total Spent: 18/18       +0(favoured class)

Acrobatics                    dex* 2  =  +2     1       +3(class) -4(AC penalty)
Climb                         str* 2  =  +4     1       +3(class) -4(AC penalty)
Swim                          str* 2  =  +4     1       +3(class) -4(AC penalty)      
Intimidate                    cha  5  =  -1     3       +3(class)
Perception                    wis  8  =  +1     3       +3(class) +1(Trait)
Survival                      wis  7  =  +1     3       +3(class)
Knowledge (nature)            int  7  =  +1     3       +3(class)  
Knowledge (dungeoneering)     int  8  =  +1     3       +3(Class) +1(Trait) 
Handle Animal                 cha     =                 
Craft                         int     =                 
Ride                          dex*    =                 -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 (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
Use Magic Device              cha   
*armor 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.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Initiative (Combat): You get a +4 bonus on initiative checks.


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.

Tomb Raider - (Faction, Osirion): +1 to perception & knowledge (dungeoneering), choose one to become class skill

Common, Draconic, Druidic

--RACIAL Bonuses

Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. 

Humans select one extra feat at 1st level.

Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--CLASS Bonuses

Fast Movement (Ex): A barbarians 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 barbarians speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarians land speed.

Rage *R* (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.

Current rage length: 10 Rounds 4(base) + 2(CON) +4(2 every level after 1st)

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Reckless Abandon (Ex): While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to hot climate effects as if using endure elements. In addition, the barbarian gains 1 point of fire resistance for every three levels beyond 3rd. This ability replaces trap sense.

Endure elements: A creature protected by endure hot elements suffers no harm from being in a hot environment. It can exist comfortably in conditions up to 140 degrees Fahrenheit (60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.

DEITY Bonuses

Veteran of Battle (Gorum): You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

INVENTORY                                      Cost       Weight

Breastplate                                  (200gp)     30 lb
Cloak of Resistance +1                      (1000gp)      1 lb
Ring of Protection +1                       (2000gp)      0 lb
Weapon Cord                                    (1sp)      0 lb

MWGreatsword (M)                             (350gp)      8 lb
MWLucerne hammer (M)                         (315gp)     12 lb
+2Composite Longbow (M)			     (300gp)      3 lb

 (15)  Arrows                                  (1gp)      3 lb

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

 Arms   - 
 Back   - Cloak of Resistance +1  
 Face   -  
 Head   -  
 Neck   -  
 Torso  - Breastplate
 Hands  -  
 LHand  -  
 RHand  - Ring of Protection +1
 Feet   -  

In Backpack
 (1)  Flint & Steel                             (1gp)      0 lb
 (1)  Grappling Hook                            (1gp)      4 lb
 (1)  Rope, hempen (50ft)                       (1gp)     10 lb
 (1)  Torch                                     (1cp)      1 lb
 (1)  Waterskin                                 (1gp)      4 lb  
 (1)  Crowbar                                   (2gp)      5 lb
 (2)  Empty Sack                                (2sp)      1 lb
 (1)  Empty Vial                                (1gp)      0 lb
 (1)  Caltrops                                  (1gp)      2 lb
 (1)  Wand of Cure Light Wounds (42/50)       (750gp)      0 lb
 (4)  Potion of Cure Light Wounds             (200gp)      4 lb
 (4)  Trail Rations                             (2gp)      4 lb
Total Personal Load:                                      94 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:  100 lb or less
Medium Load: 101-200 lb
Heavy Load:  201-300 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     1697
sp     0
cp     0

Prestige    9
Fame        11

Exemplar of Falcon's Hollow (from Scenario 43)
+1 circumstance bonus on charisma based checks with Andoran citizens

Hero of the Fey (from Scenario 43)
Automatically succeed one charisma check when dealing with the Fey

The Favor of Cartahegn (from Scenario 2-01)
While in a settlement of 5000 people or more on the contient of Garund, you may purchase mundane equipment (but not weapons or armor) via House Cartahegn for 10% discount

(from Scenario 2)
One free use of a Divination spell from a Cleric of Asmodeus. Only useable in Egorian.

(from Scenario 2)
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.



(2012-09-15) 55: The Infernal Vault
(2012-09-16) 43: The Pallid Plague
(2012-09-22) 13: The Prince of Augustana
(2012-09-23) 2-01: Before the Dawn, Part 1
(2012-09-28) 2: The Hydra's Fang Incident
(2012-10-01) 49: Among the Dead