Ausk the Crusher (sunshadow21)

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===Basic Information ===
 Race: Half Orc
 Class: Oracle 3/Barbarian (Invulnerable Rager) 1
 Level: 4
Experience: 6754
 Alignment: Neutral
 Languages: Common, Orc
 Deity: none, but will consider any that venerate battle
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 14 +2 (5 pts)
DEX: 14 +2 (5 pts)
CON: 15 +2 (5 pts) +1 fourth level
INT: 10 +0 (0 pts)
WIS: 10 +0 (0 pts)
CHA: 16 +3 (5 pts) +2 racial
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 44 = 3d8(8,6,6)(Oracle) + 1d12(10)(Barbarian) + (CON(2) x 4) 
 + FC (2)(Oracle) + 4 (Toughness)
 AC: 16 = [10 + DEX (2) + Armor (4) + Misc (0)]
 AC Touch: 12 = [10 + DEX (2) + Misc (0)]
 AC Flatfooted: 14 = [10 + Armor (4) + Misc (0)]
 INIT: +2 = [DEX (2) + Misc (0)]
 BAB: +3 = [Oracle (2) + Barbarian (1)]
 CMB: +5 = [BAB (3) + STR (2) + Misc (0)]
 CMD: 17 = [10 + BAB (3) + STR (2) + DEX (2) + Misc (0)]
 Fortitude: +5 = [Oracle (1) + Barbarian (2) + CON (2) + Misc (0)]
 Reflex: +3 = [Oracle (1) + Barbarian (0) + DEX (2) + Misc (0)]
 Will: +3 = [Oracle (3) + Barbarian (0) + WIS (0) + Misc (0)]
 Speed: 30'
Damage Reduction: None
Spell Resistance: None
===Raging Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 52 = 3d8(8,6,6)(Oracle) + 1d12(10)(Barbarian) + (CON(4) x 4)
 + FC (2)(Oracle) + 4 (Toughness)
 AC: 14 = [10 + DEX (2) + Armor (4) + Rage (-2)]
 AC Touch: 10 = [10 + DEX (2) + Rage (-2)]
 AC Flatfooted: 12 = [10 + Armor (4) + Rage (-2)]
 INIT: +2 = [DEX (2) + Misc (0)]
 BAB: +3 = [Oracle (2) + Barbarian (1)]
 CMB: +7 = [BAB (3) + STR (4) + Misc (0)]
 CMD: 19 = [10 + BAB (3) + STR (4) + DEX (2) + Misc (0)]
 Fortitude: +7 = [Oracle (1) + Barbarian (2) + CON (4) + Misc (0)]
 Reflex: +3 = [Oracle (1) + Barbarian (0) + DEX (2) + Misc (0)]
 Will: +5 = [Oracle (3) + Barbarian (0) + WIS (0) + Rage (2)]
 Speed: 30'
Damage Reduction: None
Spell Resistance: None
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 Masterwork Heavy Flail: Attack: +7 = [BAB(3) + Str(2) + W.Focus(1) + MWK(1)]
 Damage: 1d10+3, Crit: 19-20/x2 
 Special: Disarm, Trip, Weapon Cord attached
 Darkwood Longspear: Attack: +6 = [BAB (3) + Str (2) + MWK (1)]
 Damage: 1d8+3, Crit: x3
 Special: Brace, Reach 
 Light Crossbow: Attack: +5 = [BAB (3) + Dex (2) + Misc (0)]
 Damage: 1d8, Crit: 19-20/x2, Range: 80' Bolts - 20 
 Masterwork Dagger(melee): Attack: +6 = [BAB (3) + Str (2) + MWK (1)]
 Damage: 1d4+2, Crit: 19-20/x2, light
 Masterwork Dagger(range): Attack: +6 = [BAB (3) + Dex (2) + MWK (1)]
 Damage: 1d4+2, Crit: 19-20/x2, Range: 10'
 Spiked Gauntlet: Attack: +5 = [BAB (3) + Str (2) + Misc (0)]
 Damage: 1d4+2, Crit: 19-20/x2, light
While Raging
 Masterwork Heavy Flail: Attack: +9 = [BAB(3) + Str(4) + W.Focus(1) + MWK(1)]
 Damage: 1d10+6, Crit: 19-20/x2 
 Special: Disarm, Trip, Weapon Cord attached
 Darkwood Longspear: Attack: +8 = [BAB (3) + Str (4) + MWK (1)]
 Damage: 1d8+6, Crit: x3
 Special: Brace, Reach 
 Light Crossbow: Attack: +5 = [BAB (3) + Dex (2) + Misc (0)]
 Damage: 1d8, Crit: 19-20/x2, Range: 80' Bolts - 20 
 Masterwork Dagger(melee): Attack: +8 = [BAB (3) + Str (4) + MWK (1)]
 Damage: 1d4+4, Crit: 19-20/x2, light
 Masterwork Dagger(range): Attack: +6 = [BAB (3) + Dex (2) + MWK (1)]
 Damage: 1d4+4, Crit: 19-20/x2, Range: 10'
 Spiked Gauntlet: Attack: +7 = [BAB (3) + Str (4) + Misc (0)]
 Damage: 1d4+4, Crit: 19-20/x2, light
===Racial Features===
Ability Adjustments: +2 (Charisma)
 Size: Medium
 Base Speed: 30'
 Favored Class: Oracle (+1 HP twice, +1 Skill Point once)
 Darkvision: 60'
 Intimidating: +2 Intimidate
 Bestial: +2 Perception, more bestial looking than normal
 Orc Blood: Considered both human and orc
 Chain Fighter: Proficient with flails and heavy flails; 
 treat dire flails and spiked chains as martial
 weapons
===Class Features===
Oracle
Armor/Weapons: Prof. w/Light Armor, Medium Armor, Shields (except tower) 
 Prof. w/All Simple Weapons
 Spells: divine - spontaneous 
 and add all inflict spells at appropriate lvls to spells known
 Does not need a divine focus (DF) to cast spells that list
 this as a component.
 Curse: Lame: -10' speed, encumbrance never reduces speed [near fatal 
 battle injury, lame left leg]
 Mystery: Battle [spirits of battle(probably those of warriors of the
 past)] Add Intimidate, Knowledge (engineering), Perception,
 and Ride to class skill list
 Bonus spells - Enlarge Person
 Revelation: Weapon Mastery(EX) - Heavy Flail
 Revelation: Battlecry (1/day, standard action, allies in 100 feet radius
 who can hear, +1 morale bonus to attack rolls, skill checks,
 saving throws for 3 rounds)
 Orisons: These spells are cast like other spells but do not consume
 any slots and may be used again.
Barbarian
Armor/Weapons: Prof. w/Light Armor, Medium Armor, Shields (except tower) 
 Prof. w/All Simple Weapons, Martial Weapons
Fast Movement: A barbarian’s land speed is faster than the norm for her 
 race by +10 feet. This benefit applies only when she 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. This bonus stacks with any other bonuses to the 
 barbarian’s land speed.
 Rage: A barbarian can call upon inner reserves of strength and
(6 rounds/day) ferocity, granting her additional combat prowess. Starting
 at 1st level, a barbarian can rage for a number of rounds
 per day equal to 4 + her Constitution modifier. At each 
 level after 1st, she can rage for 2 additional rounds.
 Temporary increases to Constitution, such as those gained
 from rage and spells like bear’s endurance, do not increase
 the total number of rounds that a barbarian can rage per day.
 A barbarian can enter rage as a free action. The total number
 of rounds of rage per day is renewed after resting for 
 8 hours, although these hours do not need to be consecutive.
 While in rage, a barbarian gains a +4 morale bonus to her
 Strength and Constitution, as well as a +2 morale bonus on
 Will saves. In addition, she takes a –2 penalty to Armor 
 Class. The increase to Constitution grants the barbarian 
 2 hit points per Hit Dice, but these disappear when the rage
 ends and are not lost first like temporary hit points. 
 While in rage, a barbarian cannot use any Charisma-, 
 Dexterity-, or Intelligence-based skills (except Acrobatics,
 Fly, Intimidate, and Ride) or any ability that requires 
 patience or concentration.
 A barbarian can end her rage as a free action and is 
 fatigued after rage for a number of rounds equal to 2 times
 the number of rounds spent in the rage. A barbarian cannot
 enter a new rage while fatigued or exhausted but can 
 otherwise enter rage multiple times during a single encounter
 or combat. If a barbarian falls unconscious, her rage 
 immediately ends, placing her in peril of death.
===Feats===
Weapon Focus (bonus revelation): Weapon - heavy flails
 +1 to attack rolls with heavy flails
 Intimidating Prowess (lvl 1): Add STR as well as CHA to Intimidate
 Toughness (lvl 3): +3 hit points, +1 per Hit Die beyond 3
===Traits===
Focused Mind (Magic): +2 Concentration Checks
 Bully (Social): +1 Intimidate
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 17 = [Base (4)(Both Oracle and Barbarian) + INT (0)/Level] + 1(FC) (Oracle)
Skills Total Rank CS Ability ACP Misc
Acrobatics 7 2 3 2 -0 +0
Appraise 0 0 0 0 +0
Bluff 3 0 0 3 +0
Climb 2 0 0 2 -0 +0
Craft ( ) 0 0 0 0 +0
Diplomacy 7 1 3 3 +0
Disguise 3 0 0 3 +0
Escape Artist 2 0 0 2 -0 +0
Fly 2 0 0 2 -0 +0
Heal 0 0 0 0 +0
Intimidate 15/17 4 3 5/7* +3 (+1 trait/+2 racial)
Knowledge (religion) 7 4 3 0 +0
Perception 9 4 3 0 +2 (racial)
Perform ( ) 3 0 0 3 +0
Ride 2 0 0 2 -0 +0
Sense Motive 0 0 0 0 +0
Spellcraft 5 2 3 0 +0
Stealth 2 0 0 2 -0 +0
Survival 0 0 0 0 +0
Swim 2 0 0 2 -0 +0
* abilities used both STR and CHA, after / while raging
===Spells Known===
CL 3 
Concentration Check: 8 = 3 (CL) + 3 (CHA) + 2 (trait)
0 Level Level 01 (5/day + 1 bonus)
* Bleed * Cure Light Wounds 
* Guidance * Endure Elements
* Mending * Enlarge Person
* Resistance * Inflict LIght Wounds
* Stabilize * Magic Weapon
===Equipment===
Equipment Cost Weight
Explorer's Outfit (8) lb
Tattoo on right arm of 2 gp 0 lb
 axe and flail crossed
Mithral Chain Shirt 1100 gp 12.5 lb
Masterwork Heavy Flail 315 gp 10 lb
 w/weapon cord 1 sp 0 lb
Darkwood Longspear 394 gp 4.5 lb
Masterwork Dagger 302 gp 1 lb
Spiked Guantlet 2 gp 1 lb
Light Crossbow 35 gp 4 lb
 Bolts (20) 2 gp 2 lb
Masterwork Backpack 50 gp 4 lb
 w/Muleback Cords 1000 gp 0.25lb
 Hammock 1 sp 3 lb
 Bedroll 1 sp 5 lb
 Blanket 2 sp 1 lb
 Folding Chair 2 gp 10 lb
 Rations (2) 2 gp 2 lb
 Leather Scrollcase 1 gp 0.5 lb
 {l.s.)scroll: CLW (0) 25 gp 0 lb
Belt Pouch (3) 3 gp 1.5 lb
 (p1)Alfred (pet weasel) 2 gp 0.5 lb
 (p2)Flint & Steel 1 gp 0 lb
 (p2)Chalk 1 cp 0 lb
 (p3)Potion: CLW (1) 50 gp 0 lb 
 (p3)Potion: Jump (1) 50 gp 0 lb 
 (p3)Potion: Longstrider (1) 50 gp 0 lb
 (p3)Potion: Invisibility (0) 300 gp 0 lb
 (p3)Wand: CLW (41 charges) 750 gp 0 lb 
Waterskin 1 gp 4 lb
 Total Weight: 66.75 lb
 Light Medium Heavy 
Max Weight: 0-58 59-166 117-175 
Max Weight: 0-200 201-400 401-600 - MW Backpack & Mule Cords
Max Weight: 0-66 67-133 134-200 - MW Backpack
Max Weight: 0-173 174-346 347-520 - Mule Cords
===Finances===
PP: 
GP: 91
SP: 6
CP: 2
Gems/Jewelry/Other:
===Alfred (pet weasel)===
Init +2; Senses low-light vision, scent; Perception +1
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Offense
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14;
Racial Modifiers +4 Stealth, +8 Acrobatics
Special Abilities
Attach (Ex) When a weasel hits with a bite attack, it automatically
grapples its foe, inflicting automatic bite damage each round.
Picked up by Ausk in his recent wanderings, Alfred is a runt weasel
that enjoys riding around in a safe, warm pouch and poking his head out
occasionally to see what is going on and get attention from his owner. 
He has learned to hide himself under Ausk's armor when combat starts, 
otherwise the only time he regularly leaves his pouch is at meals.
===Details===
 Size: Medium
 Gender: Male
 Age: 22
 Height: 6'8"
 Weight: 304 lb
Hair Color: black
 Eye Color: black
Skin Color: gray
Appearance: particularly prominent orcish facial features, big, scarred, alert
 Demeanor: quiet, except in a fight, at which point he turns into a raving
 beast, can be moderately charming or really, really scary if he
 chooses
Background: Born in Irthos, he was captured by raiders from the desert empire
 and made a gladiatorial slave by someone who put on shows for
 aristocrats who wanted to tap into their darker sides. After 
 seeing many arenas whose legality was suspect at best and 
 cesspools nominally called "bars," Ausk was finally left for dead
 after one fight where he was almost killed, and managed to slay
 his opponent before going unconscious with the unexpected use of
 magic.
 
 When Ausk gained consciousness, he found himself on a dirty
 street of of the poorest neighborhood of one of the port cities
 with only the flail he had been given to use still on him. 
 Finding work here and there as a bouncer, thug, and bodyguard
 for the desperate, with only a runt weasel he found in an alley
 one day, he finally found himself a halfway decent paying job
 as a laborer on a ship heading north. After many more months of
 traveling and sailing up the coast in fits and starts, dealing 
 with strange voices constantly talking in his head, Ausk found 
 himself in Venza, looking for both answers and work.
 Finding both work and answers, as well as yet more near death
 experiences, Ausk is starting to come to understand what the
 spirits are trying to teach him, and he is slowly becoming a
 truly formidable warrior.
===Adventure Log===
Bats in the Belfry
 XP Received: 802
Treasure Received: 0 GP
 462 Gems/Jewelry
 Potion of Jump
 Masterwork Dagger
2 DMC
 XP Received: 420
Treasure Received: 360 GP
The Sword and the Fallen Angel
 XP Received: 2799
Treasure Received: 2849.12, 1 potion of CLW
Daggers at Midnight
 XP Received: 2733 as of Oct 6th, (midgame progression)
Treasure Received: (not split yet)
Consumable Expended: 13 charges of the wand of CLW
===Level Ups===
 Level 2
 Class: Oracle 2
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +2 to +3
 Feat: N/A
 Features: Mystery Spell (Enlarge Person)
 Spells: +1 CL, 1 new orison known, 1 more 1st level/day
 HP: 19 = 11(old total) + 8(8(Max) - 2 + 2(Con))
Skill Pts: 9 = 4(Old Total) + 5(+4(Class) + 1(FC))
 Level 3
 Class: Barbarian (Invulnerable Rager) 1
 BAB: +1 to +2
 Fort: +0 to +2
 Ref: +0 to +0
 Will: +3 to +3
 Feat: Toughness
 Features: Fast Movement
 Rage
 HP: 31 = 19(old total) + 12(12(Max) - 2 + 2(Con))
Skill Pts: 13 = 9(Old Total) + 4(+4(Class))
 Level 4
 Class: Oracle 3
 BAB: +2 to +3
 Fort: +2 to +3
 Ref: +0 to +1
 Will: +3 to +3
 Feat: N/A
 Ability: +1 CON 
 Features: Revelation: Battlecry
 Spells: +1 CL, 1 new 1st level spell known(Cure Light Wounds), 
 1 more 1st level/day
 HP: 44 = 34(old total) + 8(8(Max) - 2 + 2(Con)) + 1(FC) + 1(Feat)
Skill Pts: 17 = 13(Old Total) + 4(Class)
===Approvals===
*Approval (Dec 29, 2010) (HolyMan) level 1
*Approval (Jan 01, 2011) (Mowgli) level 1
*Approval (Mar 20, 2011) (GlassEye) level 2
*Approval (Jul 14, 2011) (perrinmiller) level 3
*Approval (Oct 10, 2011) (Satin Knights) level 4
Category:Retired & Deceased Characters