Drinking & Dragons

13A:PC/Epsilon

From Drinking and Dragons



Epsilon

Dhampir
Barbarian
Level 1 (Adventurer)

Stats

STR 18 +4 +5
CON 18 +4 +5
DEX 14 +2 +3
INT 8 −1 0
WIS 10 0 +1
CHA 8 −1 0

Combat

Init: 3
HP: 33
Staggered: 16
AC: 15
PD: 16
MD: 10
Recoveries: 8
Roll: 1d12+4
Average: 10

Basic Attacks

Melee Attack
Greataxe
At-Will
Target: One enemy
Attack: STR + Level vs. AC
Hit: 1d10 + Stat damage
Miss:

Ranged Attack
Throwing Axe
At-Will
Target: One enemy
Attack: STR + Level vs. AC
Hit: 1d6 + Stat damage
Miss:

One Unique Thing

Only surviving subject of failed experiment by the Archmage to create a weapon against the Lich King.

Icon Relationships

50px 1 50px 1 50px 1

Backgrounds

  • Failed Experiment 4
    • Epsilon is the leftovers from an experiment by the Archmage
  • Street Rat of the city of Horizon 2
    • Epsilon maintains some of his urban survival skills
  • Hired muscle without scruples 2
    • Epsilon is familiar with using his bulk without necessarily going straight to combat.

Class Features

Barbarian Rage
Once per day use a quick action to start rageing. A rage lasts until the end of a battle.
While raging roll 2d20 to hit with barbarian melee attacks and use the higher. A natural 11+ on both dice and top dice hits makes the attack a critical.
Recharge 16+ : After a battle in which you rage, roll a d20 and add your Constitution modifier; on a 16+, you can use Barbarian Rage again later in the day.

Talents

Unstoppable
Once per battle, declare you are using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery.
Strongheart
Your recovery dice are d12s instead of d10s like other barbarians.
Barbarian Cleave
Once per battle as a free action, make another barbarian melee attack after you have dropped one non-mook foe to 0 hp with a barbarian melee attack. (Dropping the last mook of a mook mob also qualifies.)
Adventurer Feat : You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can heal using a recovery.

Feats

Barbaric Cleave (Adventurer)
Bonuses to barbaric cleave attack

Powers

Never Say Die
Racial
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.

Possessions

0 Gold Piece

Typical Arms

  • Greataxe (2 Hand, Heavy)
  • Throwing Axe (Light, Thrown)
  • Leather Armor (Light)

True Magic Items

  • None

Consumables

Gear

50 ft Good Rope, 4 Iron Spikes

Arms Chart

Weapons
1h 2h Thrown Xbow Bow
Small 1d4 Dagger 1d6 Club 1d4 Dagger 1d4 (-5 attack) Hand Crossbow n/a
Light 1d6 Hand Axe 1d8 Spear 1d6 Throwing Axe 1d6 (-5 Attack) Light Crossbow 1d6 Shortbow
Heavy 1d8 Battleaxe 1d10 Greataxe n/a 1d8 (-5 Attack) Heavy Crossbow 1d8 Longbow
Armor
Type AC Penalty
None 10
Light 12
Heavy 13 -2
Shield +1

Incremental Advances

  • None

Description

Physical Description
Bulgy, grey, 8 foot tall (but hunched over). Hideous, but very proud of his cleft chin.
Mannerisms Description
An object in motion stays in motion, an object at rest tends to stay at rest.
Personal (non-Icon) Goals
Epsilon wants to protect people from the predations of those in more powerful positions. Sometimes this protection looks an awful lot like Lemmy with a bunny.
Action Heuristic (c.f., alignment)
I'm why we don't have nice things, but I generally want to be nice to people.
Religion
Had it once, didn't stick
Family, hometown, city/region of origin?
Street urchine who was picked up by the archmage.
Catchphrase, theme song, etc
Here we go again!
Languages Determined
Low Imperial
Graphic Representation (icon for maps)
Grundyfoe.png