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Created using PCGen 6.06.

01 on Oct 23, 2016

Thiudimer Chaotic Good Torm 0


CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS

Barbarian3 900 Human Medium / 5 ft. 5' 2" 136 lbs. Normal Click for Bio
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION

3 2700 0 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY ABILITY ABILITY TEMPORARY TEMPORARY
NAME SCORE MODIFIER SCORE MODIFIER DAMAGE
WOUNDS/CURRENT HP SUBDUAL DAMAGE SPEED
REDUCTION
STR 18 +4 18 +4 HP
Strength
Hit Points
37 Walk 30 ft.
DEX 17 +3 17 +3 AC
Dexterity Armour 13 : 13 : 10 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 0
Class
CON 19 +4 19 +4 TOTAL TOUCH FLAT ARMOR SHIELD STAT SIZE NATURAL DODGE DEFLECTION MISC
Constitution BASE
BONUS BONUS BONUS BONUS ARMOR BONUS BONUS BONUS

INT 16 +3 16 +3
Intelligence

WIS 16 +3 16 +3 INITIATIVE +3 = +3 + +0 BASE 0 +0 0


Wisdom Modifier
ATTACK +0 MISS ARCANE ARMOR MAX SPELL
TOTAL DEX MISC TEMP
CHA 20 +5 20 +5
Bonus
CHANCE FAILURE CHECK DEX RESIST.
Charisma
SAVING THROWS TOTAL BASE ABILITY MAGIC MISC TEMPORARY
MAX
SKILLS RANKS 0/0
Strength +6 = +2 + +4 + +0 + +0 +
SKILL ABILITY MISC
SKILL NAME ABILITY RANKS
MODIFIER MODIFIER MODIFIER
Dexterity +3 = +0 + +3 + +0 + +0 +
Acrobatics DEX 3 = 3 + 0 + 0
Animal Handling WIS 3 = 3 + 0 + 0
Constitution +6 = +2 + +4 + +0 + +0 + Arcana INT 3 = 3 + 0 + 0
Athletics STR 4 = 4 + 0 + 0
Deception CHA 5 = 5 + 0 + 0
Intelligence +3 = +0 + +3 + +0 + +0 +
History INT 3 = 3 + 0 + 0
Insight WIS 3 = 3 + 0 + 0
Wisdom +3 = +0 + +3 + +0 + +0 + Intimidation CHA 5 = 5 + 0 + 0
Investigation INT 3 = 3 + 0 + 0
Medicine WIS 3 = 3 + 0 + 0
Charisma +5 = +0 + +5 + +0 + +0 +
Nature INT 3 = 3 + 0 + 0
CONDITIONAL MODIFIERS: Perception WIS 3 = 3 + 0 + 0
Performance CHA 5 = 5 + 0 + 0
BASE
TOTAL ATTACK STAT SIZE MISC TEMP
Persuasion CHA 5 = 5 + 0 + 0
Religion INT 3 = 3 + 0 + 0
MELEE +0 = +0 + +0 + +0 + +0 + Sleight of Hand DEX 3 = 3 + 0 + 0
ATTACK BONUS
Stealth DEX 3 = 3 + 0 + 0
RANGED Survival WIS 3 = 3 + 0 + 0
ATTACK BONUS
+0 = +0 + +0 + +0 + +0 + = Useable Untrained
CONDITIONAL MODIFIERS:
GRAPPLE +4 = +0 + +4 + +0 + +0 + Passive Perception is 13
ATTACK BONUS +2 Dice Set
+2 Vehicles (Land)
CONDITIONAL MODIFIERS:
TOTAL ATTACK
DAMAGE CRITICAL REACH
UNARMED BONUS
+2 1d3 20/x2 5 ft.
HAND TYPE SIZE CRITICAL REACH
Greataxe Carried S M 20/x0 5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
Bonus null null +6 null null null
Dam null null 1d12+4 null null null
HAND TYPE SIZE CRITICAL REACH
Handaxe Carried S M 20/x0 5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
Bonus +6 +2 +6 +0 +2 -4
Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
Range 0 ft.' 20 ft.' 40 ft.' 60 ft.' 80 ft.'
Bonus +6 +6 +6 +6 +6
Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
Ammunition Used
Special Properties
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2
weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.06.01 on Oct 23, 2016


Player: ; Character Name: Thiudimer
EQUIPMENT
ITEM LOCATION QTY WT. COST ITEM LOCATION QTY WT. COST
Backpack Carried 1 5 2 Insignia of Rank Carried 1 0 0
Bedroll Carried 1 7 1 Javelin Carried 4 2 0.5
(Range 30, Long 90)
Belt Pouch Carried 1 1 0.5
Mess kit Carried 1 1 0.2
Bone Dice Carried 1 0 0.1
Rations (1 day) Carried 10 2 0.5
Clothes, Common Carried 1 3 0.5
Rope, hempen (50 feet) Carried 1 10 1
Enemy Trophy Carried 1 0 0
Tinderbox Carried 1 1 0.5
Greataxe Carried 1 7 30
Torch Carried 10 1 0.01
Handaxe Carried 2 2 5
Waterskin Carried 1 5 0.2
TOTAL WEIGHT CARRIED/VALUE 82.2 lbs. 63.1 gp

WEIGHT ALLOWANCE LANGUAGES


Light 90 Medium 180 Heavy 270 Common, Dwarvish

PROFICIENCIES
MONEY Battleaxe, Blowgun, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger,
Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Halberd, Handaxe, Javelin, Lance, Light
Coin (Gold): 10 Hammer, Longbow, Longsword, Mace, Maul, Morningstar, Net, Pike, Quarterstaff, Rapier,
Unspent Funds = 40.0 Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear, Trident, Unarmed Strike, War Pick,
HAND TYPE SIZE CRITICAL REACH Warhammer, Whip
Javelin Carried P M 20/x0 5 ft. SPECIAL QUALITIES
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
Ability Score Increase [Wizards of the Coast -
Bonus +6 +2 +6 +0 +2 -4 Player's Handbook, p.]
Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4 Your ability scores each increase by 1.
Special Properties Range 30, Long 90 Languages [Wizards of the Coast -
Range 0 ft.' 30 ft.' 60 ft.' 90 ft.' 120 ft.' Player's Handbook, p.]
Bonus +6 +6 +6 +6 +6 You can speak, read, and write Common and one extra language of your choice.
Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4 Humans typically learn the languages of other peoples they deal with, including obscure
Ammunition Used dialects. They are fond of sprinkling their speech with words borrowed from other
tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Special Properties Range 30, Long 90
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is
Feature: Military Rank [Wizards of the Coast -
heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. Player's Handbook]
You have a military rank from your career as a soldier. Soldiers loyal to your former
military organization still recognize your authority and influence, and they defer to you if
they are of a lower rank. You can invoke your rank to exert influence over other soldiers
and requisition simple equipment or horses for temporary use. You can also usually gain
access to friendly military encampments and fortresses where your rank is recognized.
Soldier Bond ~ 4 [Wizards of the Coast -
Player's Handbook]
I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
Soldier Flaw ~ 4 [Wizards of the Coast -
Player's Handbook]
My hatred of my enemies is blind and unreasoning.
Soldier Ideal ~ 5 [Wizards of the Coast -
Player's Handbook]
Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
Soldier Personality Trait ~ 3 [Wizards of the Coast -
Player's Handbook]
I've lost too many friends, and I'm slow to make new ones.
Soldier Personality Trait ~ 6 [Wizards of the Coast -
Player's Handbook]
I enjoy being strong and like breaking things.
Soldier Specialty ~ 2 [Wizards of the Coast -
Player's Handbook]
Scout
Soldier [Wizards of the Coast -
Player's Handbook]
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken
blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
clothes, and a belt pouch containing 10 gp Gain Athletics & Intimidation as class skills.
Danger Sense [Wizards of the Coast -
Player's Handbook, p.48]
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should
be, giving you an edge when you dodge away from danger. You have advantage on
Dexterity saving throws against effects that you can see, such as traps and spells. To
gain this benefit, you can't be blinded, deafened, or incapacitated.
Frenzy [Wizards of the Coast -
Player's Handbook, p.49]
Starting when you choose this path at 3rd level, you can go into a frenzy when you
rage. If you do so, for the duration of your rage you can make a single melee weapon
attack as a bonus action on each of your turns after this one. When your rage ends, you
suffer one level of exhaustion (as described in appendix A).
Path of the Berserker [Wizards of the Coast -
Player's Handbook, p.49]
For some barbarians, rage is a means to an end--that end being violence. The Path of
the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's
rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Primal Path [Wizards of the Coast -
Player's Handbook, p.48]
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path
of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class
description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th
levels.
Rage [Wizards of the Coast -
Player's Handbook, p.48]
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus
action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws. When you make a
melee weapon attack using Strength, you gain a bonus to the damage roll equal to 2. You
have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast
spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1
minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also
end your rage on your turn as a bonus action. Once you have raged the number of times
equal to 3, you must finish a long rest before you can rage again.
Reckless Attack [Wizards of the Coast -
Player's Handbook, p.48]
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce
desperation. When you make your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength
during this turn, but attack rolls against you have advantage until your next turn.
Unarmored Defense [Wizards of the Coast -
Player's Handbook, p.48]
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield and still gain this benefit.
FEATS
Created using PCGen 6.06.01 on Oct 23, 2016
Player: ; Character Name: Thiudimer

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