Felp "The Otyugh"

Dwarf Barbarian, follower Of Tymora

Description:

Associate of Morgrym and follower of Tymora.
A regular face at Fairfortune Hall.
Appearance: Felp seems to be engaged in some sort of experiment to see if enough grime, filth and mud can function in lieu of mail as body armour. Anyone hearing his nickname of “the Otyugh” easily understands its origin. Any immersion in water during his life has been purely accidental. His last employer described his odor as “mind-bending.” To comments about his personal hygiene, Felp just shrugs and, with a smile of black and mostly rotten teeth, notes “ye ain’t hirin’ me for me looks, are ye?”

Bio:

Felp CR 1
XP 400
Male dwarf barbarian 2
CN Medium humanoid (dwarf)
Init 2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 18, touch 10, flat-footed 16 (
6 armor, 2 Dex, +2 shield, -2 untyped penalty)
hp 28 (2d12
10)
Fort 7, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, uncanny dodge
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Offense
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Speed 30 ft.
Melee armor spikes +6 (1d6
4) or
mwk dwarven waraxe 7 (1d104/×3) or
silver dagger 6 (1d43/19-20)
Ranged spinning coin holy symbol 0 (1d23) or
throwing axe 4 (1d64)
Special Attacks hatred, rage (8 rounds/day), rage power (knockback)
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Tactics
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During Combat The barbarian uses his shield primarily for defense.
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Statistics
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Str 18, Dex 15, Con 19, Int 10, Wis 14, Cha 8
Base Atk 2; CMB +6; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Intimidating Prowess
Skills Appraise +0 (
2 to assess nonmagical metals or gemstones), Climb 3, Intimidate +7, Knowledge (dungeoneering) +1, Knowledge (nature) +4, Perception +6 (8 to notice unusual stonework), Profession (gambler) +3, Survival +6, Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Combat Gear potion of cure light wounds, acid, holy water, oil (5); Other Gear mwk armor spikes breastplate, shield spikes heavy steel shield, mwk dwarven waraxe, silver dagger, spinning coin holy symbol (3), throwing axe, backpack, belt pouch, blanket, winter, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, jug, piton (12), 2 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Knockback (1/round) (Ex) While raging, can bull rush in place of an att, dealing a little dam.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, 2 to AC when enraged.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Base Statistics When not raging, the barbarian’s statistics are [!b]AC[!n] 20, touch 12, flat-footed 18; [!b]hp[!n] 24; [!b]Fort[!n] 5, [!b]Will[!n]2; [!b]Melee[!n] mwk dwarven waraxe 5 (1d102/×3) or mwk dwarven waraxe 3 (1d102/×3), armor spikes 2 (1d61) or spiked heavy shield 2 (1d82); [!b]Ranged[!n] throwing axe 4 (1d62); [!b]Str[!n] 14, [!b]Con[!n] 15; [!b]CMB[!n] +4; [!b]Skills[!n] Climb +1.

Felp "The Otyugh"

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