CalactyteJoe Tresca
Barbarian 6Ss'ressen, Black TalonChaotic Neutral
CLASS RACE ALIGNMENT DEITY
6Medium; Face 5ft. by 5ft.; Reach 5ft.; 10Male6' 10"330 lbs.RedNone
LEVELSIZEAGEGENDERHEIGHTWEIGHTEYESHAIR
1574321000
5257
Current XPXP for Next LevelXP RemainingIn Game XP Gained
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
16+3

DEX
16+3

CON
16+3

INT
10+0

WIS
10+0

CHA
10+0

TOTAL WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
HP
HIT POINTS
74


30
AC222214=10+5+0+3+0+2+2
25
-3
+3

TOTALFLAT
FOOTED
TOUCH
AC
BASEARMOR
BONUS
SHIELD
BONUS
DEX
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
SPELL
FAILURE %
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
BASE ATTACK
+6/1

INITIATIVE
MODIFIER
3=3+0
TOTAL DEX
MODIFIER
MISC
MODIFIER
SAVING THROWS TOTAL BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
CONDITIONAL MODIFIERS
Fortitude
Con
8=5+3+0
+0
+
Reflex
Dex
5=2+3+0
+0
+
Will
Wis
2=2+0+0
+0
+
TOTAL BASE
ATTACK BONUS
STR
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
GRAPPLE
MODIFIER
+9=6+3
+0
+0
+
MELEE
ATTACK BONUS
+9/4=6+3
+0
+0
+
RANGED
ATTACK BONUS
+9/4=6
+3
+0
+0
+
TOTAL BASE
ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
MISC
MODIFIER
TEMPORARY
MODIFIER
+1 Axe, beardedTOTAL ATTACK BONUSDAMAGECRITICAL
+10/5
3d4+5
x3
RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES
-
Two-Handed
Slashing
Medium

Tail Slam (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+7
2d6+1

RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES






ClawTOTAL ATTACK BONUSDAMAGECRITICAL
+9
1d4+3

RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES





Claw (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+7
1d4+1

RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES





Tail Slam (OH) TOTAL ATTACK BONUSDAMAGECRITICAL
+7
2d6+1

RANGEEQUIPPEDTYPESIZESPECIAL PROPERTIES






+1 BreastplateARMOR BONUSMAX DEXCHECK PENALTYSPELL FAILURE
+6
3
-3
25%
TYPESPEEDWEIGHTSPECIAL PROPERTIES
Medium
20 ft.
30 lbs.


Ring: Protection +1
Deflection
WEIGHT
+1
0 lbs.
SPECIAL PROPERTIES
The wearer receives a +1 deflection bonus to AC (DMG232).
SKILLSMax
Ranks
9/ 4.5


SKILL NAMEKEY
ABILITY
TOTALL
RANKS
ABILITY
MOD

MISC
MOD
n
AppraiseInt
0=
+0
+
n
Balance*Dex
3=1+3
+-1
n
BluffCha
0=
+0
+
n
Climb*Str
4=4+3
+-3
n
ConcentrationCon
3=
+3
+
n
Control ShapeWis
0=
+0
+
n
Craft (__________)Int
-2=
+0
+-2
n
DiplomacyCha
0=
+0
+
n
DisguiseCha
0=
+0
+
n
Escape Artist*Dex
0=
+3
+-3
n
ForgeryInt
0=
+0
+
n
Gather InformationCha
0=
+0
+
n
HealWis
0=
+0
+
n
Hide*Dex
1=1+3
+-3
n
IntimidateCha
7=7+0
+
n
Jump*Str
4=2+3
+-1
n
ListenWis
5=5+0
+
n
Literacy
0=
+0
+
n
Move Silently*Dex
1=1+3
+-3
n
Perform (Act)Cha
0=
+0
+
n
Perform (Comedy)Cha
0=
+0
+
n
Perform (Dance)Cha
0=
+0
+
n
Perform (Keyboard Instruments)Cha
0=
+0
+
n
Perform (Oratory)Cha
0=
+0
+
n
Perform (Percussion)Cha
0=
+0
+
n
Perform (Sing)Cha
0=
+0
+
n
Perform (String Instruments)Cha
0=
+0
+
n
Perform (Wind Instruments)Cha
0=
+0
+
n
RideDex
3=
+3
+
n
SearchInt
0=
+0
+
n
Sense MotiveWis
0=
+0
+
n
SpotWis
2=2+0
+
n
SurvivalWis
4=4+0
+
n
Swim*Str
3=4+3
+-4
n
Use RopeDex
3=
+3
+
Skills marked with n can be used untrained.
* armor check penalty, if any, applies.
** Double armor penalty


Calactyte
CAMPAIGNCHARACTER
EQUIPMENT
ItemValue (ea.)#Wt. (lbs)ItemValue (ea.)#Wt. (lbs)
Armor: +1 Breastplate
1350 gp130.00
Weapon: +1 Axe, bearded (3d4)
2325 gp118.00
Potion: Cure Moderate Wounds (CL 3)
300 gp2
Weapon: Tail Bracer (1d8)
30 gp110.00
Ring: Protection +1
2000 gp1
Goods: Coin: gp (1329)
1329 gp1(26.58)
1 - 76 lbs. 77 - 153 lbs. 154 - 230 lbs.
• LIGHT LOAD •MEDIUM LOADHEAVY LOAD
TOTAL WEIGHT CARRIED 58.00 lbs.

MONEY
COINQTYGAINED IN PLAY
Copper0 
Silver0 
Gold1,329 
Platinum0 

LANGUAGES
MilandisianSs`ressen



FEATS
Armor Proficiency: light
Armor Proficiency: medium
Improved Natural Attack: Tail Slam
Improved Unarmed Strike
Multiattack
Shield Proficiency
Simple Weapon Proficiency
Tail Attack
SPECIAL ABILITIES
Special Attacks
SA: Rage (Ex)
Special Qualities
Low-light Vision (Ex)
Vulnerability: Cold (Ex)
Barbarian Class Features
Fast Movement
Illiteracy
Improved Uncanny Dodge
Proficiency: Armor, Light
Proficiency: Armor, Medium
Proficiency: Martial Weapons: All
Proficiency: Shields
Proficiency: Simple Weapons: All
Rage (2x/day)
Trap Sense +2
Uncanny Dodge

Description

Calactyte wields a greataxe forged by Master Elabac of Solanos Mor. It has the word "Emtavas" written on the blade. Any dwarf from Solanos Mor who sees the blade will treat the owner with respect (+1 bonus to all Charisma-based skill checks when dealing with dwarves from Solanos Mor).


Quick Reference Notes

FRENZY (EX): Whenever ss'ressen of different egg clutches are within 30 feet of each other, they must make a Will save (DC 13) or enter a frenzy and must attack the nearest rival ss'ressen in melee combat until there are no rival ss'ressen within 30 feet. While in the renzied state, the ss'ressen gains a +2 morale bonus to attack rolls, damage rolls and Will saves, but suffers a -2 penalty to armor class and skill checks. A ss'ressen who succeeds on his Will save does not need to make another for the entire combat. If more rival ss'ressen enter the area other than those he has already encountered, he must make another Will save. A ss'ressen within 30 feet of a ssanu or naga and up to 1 hour after encountering either may choose to automatically make his Will save. If the ss'ressen's sense of smell is blocked, he cannot enter a frenzy. For the purposes of frenzy, Ashen Hide, Black Talon, and Ghost Scale ss'ressen are not considered different clutches.

RAGE (Ex): While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A barbarian may prematurely end his rage.

BULL RUSH

You can make a bull rush as a standard action (an attack) or as part of a charge (see Charge, below). When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.

Initiating a Bull Rush: First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)

Second, you and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.

Bull Rush Results: If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.) If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

CHARGE

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.) If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent. You can’t take a 5-foot step in the same round as a charge. If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn. A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above). Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

OVERRUN

You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round. If you’re attempting to overrun an opponent, follow these steps.

Step 1: Attack of Opportunity. Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.

Step 2: Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.

Step 3: Opponent Blocks? If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.

Step 4: Consequences. If you succeed in knocking your opponent prone, you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move 5 feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.


Miscellaneous Notes

RPGA#: 41011132