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Spork (Hydrazine) Pathfinder Society

Updated: 9:42 AM 24 February, 2013 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Spork(Hydrazine) ---

Name:       Spork
PFS Number: 43545-5

Race:       Half-Orc
Class:      Barbarian
Faction:    Sczarni
Alignment:  Chaotic Neutral
Domains:    Domain 1, Domain 2
Age:        16
Eyes:       Green
Hair:       Red
Features:   He looks strikingly like his brother, Fork.
Height:     6'6"
Weight:     300 lb
Size:       M
Gender:     M
Level:      2
Exp:        0

Str: 20  +5 (Racial +2)
Dex: 14  +2
Con: 16  +3
Int:  7  -2
Wis:  7  -2
Cha:  7  -2

HP:       	26/26  (12/class +3/con, +1FC per level after 1st)
HP Rage:	28/28
HP Amp Rage:	30/30
Speed:    	 40 ft
 with armor:     30 ft

Rage rounds: 12 = 4(base) +3(con) +3(trait) +2(level)

SAVES Normal
Fortitude: +6 = +3(base) +3mod (wis)
Reflex:    +2 = +0(base) +2mod (dex)
Will:      -2 = +0(base) -2mod (wis)

Fortitude: +8 = +3(base) +5mod (con)
Reflex:    +2 = +0(base) +2mod (dex)
Will:       0 = +0(base) 0mod (wis)

Amp. Rage:
Fortitude: 10 = +3(base) +7mod (con)
Reflex:    +2 = +0(base) +2mod (dex)
Will:       0 = +0(base) 0mod (wis)
Base Attack  = +2

Melee:   7   =  2(base) +5(str) +0(size)
Ranged:  4   =  2(base) +2(dex) +0(size)

CMB:     7   =  2(base) +5(str) +0(size)
CMD:    19   =  2(base) +5(str) +0(size) +2(dex) + 10

Melee:   9   =  2(base) +7(str) +0(size)
Ranged:  4   =  2(base) +2(dex) +0(size)

CMB:     9   =  2(base) +7(str) +0(size)
CMD:    21   =  2(base) +7(str) +0(size) +2(dex) + 10

Amp. Raged
Melee:  11   =  2(base) +9(str) +0(size)
Ranged:  4   =  2(base) +2(dex) +0(size)

CMB:    11   =  2(base) +9(str) +0(size)
CMD:    23   =  2(base) +9(str) +0(size) +2(dex) + 10

Total AC        =  Base  Shield  Dex  Armour  Size   Misc
standard:    18 =  10    +0      +2   +6      +0     +x (rage -2)
vs Touch:    12 =  10    --      +2   --      +0     +x
Flatfooted:  16 =  10    +0      --   +6      +0     +x (UNCANNY DODGE)

WEAPONS         TAB     DMG                   Crit  Range  Size  Type
MW Greatsword	+8	2d6+7		   19-20x2    melee  M     S
MW Greataxe	+8	1d12+7			x3    melee  M     B & P
Bite(sec)	+2	1d4+2			x2    melee  M     B/P/S
%Double axe	+7	1d8+7			x3    melee  M     S
*Javelins	+4	1d6+5			x2    50 ft  M     Piercing

MW Greatsword	+10	2d6+10		   19-20x2    melee  M     S
MW Greataxe	+10	1d12+10			x3    melee  M     B & P
Bite(sec)	+4	1d4+3			x2    melee  M     B/P/S
%Double axe	+9	1d8+10			x3    melee  M     S
*Javelins	+4	1d6+7			x2    50 ft  M     Piercing

Amp. Rage
MW Greatsword	+12	2d6+13		   19-20x2    melee  M     S
MW Greataxe	+12	1d12+13			x3    melee  M     B & P
Bite(sec)	+6	1d4+4			x2    melee  M     B/P/S
%Double axe	+11	1d8+13			x3    melee  M     S
*Javelins	+4	1d6+9			x2    50 ft  M     Piercing
*Loaded with Ammentum
%Stats are for cold iron head, -1 attack for silver head.

ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
MW Agile B.Plate      +6     +3          -3              25%      30 ft  

SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
Skill points/level: 2 = 4(class)-2(int)+x(human)
Total Spent:  5/5       +1(favoured class)

Acrobatics                    dex* -1 =  +2     0       +0 -3(AC penalty)(0 jump)
Climb                         str*  9 =  +5     1       +3(class) -0(AC penalty)
Craft                         int   0 =  +0     0       +0(class)
Handle Animal                 cha   0 =  +0     0       +0(class)
Intimidate                    cha  -2 =  -2     0       +0(class)+0(trait)
Knowledge (nature)            int   0 =  +0     0       +0(class)
Perception                    wis   3 =  -2     2       +3(class) +0(racial)
Ride                          dex*  0 =  +2     0       +0(class) -3(AC penalty)
Survival                      wis   2 =  -2     1       +3(class)
Swim                          str*  6 =  +5     1       +3(class) -3(AC penalty)
--Cross Class---------------- ---------------------------------------------
Acrobatics                    dex*  0 =  +      0       +0 -0(AC penalty)
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)
Handle Animal                 cha  
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
Profession                    wis
Sense Motive                  wis   0 =  +      0       +0 
Sleight of Hand               dex*  0 =  +      0       +0 -0(AC penalty)
Spellcraft                    int                       +0(class)
Stealth                       dex*  0 =  +      0       +0 -0(AC penalty)
Survival                      wis   0 =  +      0       +0
Use Magic Device              cha   
*armour check penalty applies

(Racial) Endurance
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

(1st)   Amplifying Rage
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Berserker of the Society: You may use your rage ability for 3 additional rounds per day.

Linebreaker: When charging, add 10 feet to your base speed.


RACIAL Bonuses
 Darkvision: Half-orcs can see in the dark up to 60 feet.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.

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

	Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, 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. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. 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.

Uncanny Dodge (Ex)

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

DEITY Bonuses


Knockdown (Ex)
Benefit: Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.


SPELLS (specialisation/opposed school #1,opposed school #2)
Lvl/Dom or School   Spell
0 ---------------------------------------------- 3
 A  Spell   (A = Abjuration, c = Conjuration, etc)
 C  Spell
 En Spell
 E  Spell
 I  Spell
 T  Spell
 U  Spell
1 ---------------------------------------------- 1 + 1(wis) + 1(dom)
 D  Domain Spell
 D  Domain Spell

INVENTORY                                      Cost       Weight
 Armor MW Agile Breasplate                   (550gp)     25lb
 Ammo  (0)                                    (??gp)      xlb
 Weaps  MW Greatsword                        (350gp)      8lb
	Cold Iron/Silver Orcish double axe   (180gp)     15lb
	(4) Ammentum-wrapped Javelins	      (04gp)	  8lb
 Bag    -  Backpack                            (2gp)      2lb
 Outfit -  Explorer's Outfit                   (0gp)      8lb
 Wrists - Weapon Cord			       (1sp)       -

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

In Backpack
 (1)  Flint & Steel                             (1gp)      0lb
 (1)  Grappling Hook                            (1gp)      4lb
 (1)  Rope, hempen                              (1gp)     10lb
 (1)  Torch                                       (1cp)    1lb
 (1)  Waterskin                                 (1gp)      4lb   
 (3)  Acid Flasks	(1d6)			(30gp)	   3lb
 (1)  Wand of Infernal Healing (50)		(2PP)	   -
Total Personal Load:                                     88lb
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)      xlb
(0) Barding (type, if owned)                 (???gp)      xlb

In Saddlebags (if owned)                       (4gp)      8lb

Total Mount Load                                         xxlb
 + Personal Load                                        xxxlb

Personal Encumberance

Light Load:  133 lb or less
Medium Load: 134 lb - 266 lb
Heavy Load:  267 lb - 400 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     336
sp     9
cp     9

Prestige    3
Fame        5

Boon Name (from Scenario x-xx)
Boon Description

Boon Name (from Scenario x-xx)
Boon Description



(2012-11-00) FS-1: First Steps, Part 1                            (417gp)   [2P]
(2012-11-00) FS-2: First Steps, Part 2                            (419gp)   [2P]
(2013-02-07) 0-39: Citadel of Flame				  (533gp)   [1P]


Weapon Cord

Source Advanced Player's Guide

Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. 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. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

buy CLW wand		-2PP
Sell Scalemail 		+25
buy MW agile BP 	-550
buy weapon cord 	-1sp
sell greatsword 	+25
buy MW greatsword 	-350
buy Orcish double axe (cold iron/silver) -180gp