WolverineVerließ die Gruppe bei Drellin's Ferry und verschwand in der Weite Eldeens...Spoiler (Anzeigen)
Wolverine
Male Shifter Barbarian 3/ Fighter 2
chaotic neutral
Experience Points 10.750/15.000
Actions-Point 6
Init +6; Senses Low-Light Vision, Listen +3, Search +0, Spot +0
Languages: Common
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AC: 18 (touch 14, flat-footed 18)
hp: 53 (3d12+2d10+12)
RW: Fort+9, Ref +5, Will +0
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Speed 40ft. (8 squares)
Melee +9 Claw 1d4+5 or +8 Greataxe (1d12+4;*3)
Full Attack +9 Claw 1d4+5 and 1d4+5
Base Attack + 5 Grap + 8
Attack OptionsPower Attack
Special Actions Shifting 2/day, Rage 1/day
Abilites Str 16, Dex 18, Con 17, Int 8, Wis 8, Cha 6
Special Qualities Fast Movement, Uncanny Dodge, Trap Sense +1
Feats: Weapon Finesse, Power Attack, Healing Factor, Shifter Instincts
Skills: Balance +7, Climb +6, Handle Animal +3, Hide +4, Intimidate -1, Jump +6, Move Silently +4, Ride +7, Survival +3, Swim +5
Possessions: Backpack, Bag of Tricks- Rust, Bedroll, 6 x Braid of Dire Shifting(Enlarge Person), Cold Weather Outfit, Flint and Steel, Greataxe, Identification papers with portrait, 3 x Potion: Barkskin, 2 x Potion: Cure moderate wounds, Mithral Shirt, Ring of Sustenance, Rope, Traveling papers, Waterskin, 57gp, 6sp
Spoiler (Anzeigen)
Shifter:
+2 Dex; -2 Int; -2 Cha
- Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
- Shifter base land speed is 30 feet.
- Low-Light Vision: A shifter can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Balance, Climb and Jump checks.
- Shifting: As a free Action, a Shifter becomes animal-like for (3+Con. mod.+1/shifter feat)rounds. Usable for 1+(Shifter Feats/2) times per day.
- Automatic Languages: Common Bonus Languages: Elven, Gnome, Halfling and Sylvan.
- Favored Class: Ranger
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his 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.
Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) 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 fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex)
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex)
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Spoiler (Anzeigen)
Ein fast ziemlicher unnatürlich großer muskulöser Wandler mit breiten Schultern in verschmutzter Kleidung, runtergekommenem Äußeren, mit blutverschmierten Kettenhemd und rostiger Axt auf dem Rücken, knurrt jeden Betrachter hitzblütig an.
Das ist Wolverine...das Tier.
Dichter zotteliger Haarwuchs, fast wie ein Fell, lange zusammengeflochtene verfilzte Haare auf dem Kopf, spitze Eckzähne, das Gesicht eines Hybirden aus Wolf und Mensch, der Geruch von Moschus, geräucherten Fleisch, Alkohol und alten Schweiss, knurrende Aussprache, wobei diese meist auch in Handelssprache schwer zu wünschen übrig lässt, Gebärden eines wilden Raubtieres und Klauen bewehrte Hände machen deutlich seine Abstammung von Werartigen erkennbar.
Wolverine's Körper ist im Ritualnarben, Brandnarben, Narben aus Kämpfen, rituellen Tattowierungen, welche Bestien, Totemtiere, Werartige und druidische Symnbole beinhalten, und zwei Burstwarzenpiecings geschmückt.
Er ist meist rüde, emotionsvoll, launisch, spricht laut und fällt ständig Leuten in Wort.
Fremde Leute bewertet er nach dessen Stärke.
Er liebt es jedoch wie ein Kind "Hunter und Prey" zu spielen.
Im Kampf verfällt das Tier gerne in eine Mischung aus Blut- bzw. Kampfrausch, Tunnelblick und wildes Tier.
Zu diesem Zeitpunkt hat er nichts Humanoides mehr an sich.
Spoiler (Anzeigen)Wolverine wurde vor ungefähr zwanzig Jahren (er weiß nicht genau wie alt er ist und wann er Geburtstag hat) in den Eldeen Reaches in der Nähe von Greenblade geboren.
Schon als Zehnjähriger mußte er sich im Kampf gegen Truppen aus Droaam, Breland und Aundair, aber auch gegen Anhänger der Silbernen Flamme und Monstern aus den Wäldern und der Dämonenöde beweisen.
Schnell lernte er ein harter Gegner im Kampf zu sein und wie eine wilde Bestie im Blutrausch zu kämpfen und wie es sich anfühlt Familienmitglieder zu verlieren(was er schon früh mit Alkohol versuchte zu vergessen).
Lesen und schreiben lernte er jedoch nie.
Als der Krieg jedoch endlich zu Ende ist, verlässt er sein Rudel bzw. Clan, um auf Wanderschaft zu gehen, um den tiefsten Instinkt seines Rasse zu folgen...dem Wunsch nach vollkommender Freiheit.