Eamon Blackwood (EE-UH-MAHN)

 

Human Barbarian 15 raging 1d20

NN Medium Humanoid (human)

Init 1d20+5 ; Senses Listen +6, Spot +1
Languages Common


AC 15, touch9, flat-footed 14

hp 188 (15 HD) DR 3/-

Fort +14 Ref +6 Will +9


Speed 30ft.

Melee mwk greataxe power attack 1d20+25 / 1d20+20 / 1d20+15 ( 1d12+13 /19-20 x3) or

Ranged , javalin (5) 1d20+16 / 1d20+11 / 1d20+6 ( 1d6+9 /19-20 x2)

Base Atk +15, Grp +24

Attack Options Rage 4/day, power attack, leap attack, cleave

Special Actions Fast movement, illiteracy, uncanny dodge, trap sense +5, improved uncanny dodge, DR 3/-, greater rage, indomnible rage

Combat Gear Potion of Cure Moderate Wounds


Abilities Str 28 Dex 12 Con 21 Int 11 Wis 13 Cha 9

Feats Improved Toughness, Power Attack, Blind fight, Leap Attack, Weapon Focus, Improved Critical, Cleave

Skills Handle Animal +9, Intimidate +18, Jump +20, Listen +6, Ride +11, Survival +10,

Equipment mwk greataxe, javalin (5), mwk scale, ring of force shield, gauntlets of ogre power

"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)

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)

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.

"

"Improved Uncanny Dodge (Ex)

A barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

"Damage Reduction (Ex)

A barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)

A barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

 

Human Barbarian 15 non-raging 1d20

NN Medium Humanoid (human)

Init 1d20+5 ; Senses Listen +6, Spot +1
Languages Common


AC 17, touch11, flat-footed 16

hp 143 (15 HD) DR 3/-

Fort +11 Ref +6 Will +6


Speed 30ft.

Melee mwk greataxe power attack 1d20+22 / 1d20+17 / 1d20+12 ( 1d12+9 /19-20 x3) or

Ranged , javalin (5) 1d20+16 / 1d20+11 / 1d20+6 ( 1d6+6 /19-20 x2)

Base Atk +15, Grp +21

Attack Options Rage 4/day, power attack, leap attack, cleave

Special Actions Fast movement, illiteracy, uncanny dodge, trap sense +5, improved uncanny dodge, DR 3/-, greater rage, indomnible rage

Combat Gear Potion of Cure Moderate Wounds


Abilities Str 22 Dex 12 Con 15 Int 11 Wis 13 Cha 9

Feats Improved Toughness, Power Attack, Blind fight, Leap Attack, Weapon Focus, Improved Critical, Cleave

Skills Handle Animal +9, Intimidate +18, Jump +17, Listen +6, Ride +11, Survival +10,

Equipment mwk greataxe, javalin (5), mwk scale, ring of force shield, gauntlets of ogre power

 
 

Eamon Blackwood was born in the small logging town of Emberhold, nestled deep in the heart of a dense forest. As the son of a lumberjack, Eamon grew up in a rugged and hardworking environment, spending his early years helping his father fell trees and haul logs.

Despite his humble upbringing, Eamon always dreamed of something more. He longed for adventure and the chance to prove himself, to see the world beyond the forest and make a name for himself as a warrior. So, when he turned 18, he set out on a journey to join the Mercenary guild called the 7th Seal, hoping to fulfill his dreams and ambitions.

Eamon faced many challenges on his journey, from bandits and wild beasts to treacherous terrain and harsh weather. But he was determined to succeed and pressed on, honing his skills with the sword and shield, and learning to survive in the wilds.

Personality Characteristics

Likes & Dislikes

Eamon may have a strong sense of pride and refuse to back down or admit when he's wrong, which could cause conflicts with others and make it difficult for him to work as part of a team.

Virtues & Personality perks

Eamon is fiercely loyal to his comrades, his guild, and his principles. He stands by his word and his commitments, even in the face of danger or adversity, and will go to great lengths to protect those he cares about. His unwavering loyalty makes him a reliable and trustworthy ally, and inspires others to follow his lead.

Personality Quirks

Despite his bravery in battle, Eamon has a crippling fear of heights that he tries to hide from others. He may avoid climbing to high places or become paralyzed with fear when faced with a tall obstacle.
Alignment
Unknown
Species
Ethnicity
Date of Birth
2nd of Growfest
Year of Birth
561 CY 35 Years old
Children
Gender
Male
Height
6'5"
Weight
280 lbs
Belief/Deity
Kord
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