Fast Movement. Carl’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying Carl’s speed because of any load carried or armor worn.
Illiteracy. Carl can't read or write.
Uncanny Dodge. At 2nd level, Carl 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 Carl already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Half-Elf Traits.
Medium: As a Medium creature, Carl has no special bonuses or penalties due to his size.
Carl's base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: Carl can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, Carl is considered an elf.
Skills. +7 Jump, +4 Listen, +4 Knitting.
Rage. Carl can fly into a rage a certain number of times per day. In a rage, Carl 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, Carl 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. Carl 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).
Carl 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 Carl can do it only during his action, not in response to someone else’s action.
Large Warhammer. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2d6 + 2 bludgeoning damage.
Boomerang. Ranged Weapon Attack: +6 to hit, range 30 ft., 1 target. Hit: 1d4 bludgeoning damage. Carl may also choose to use one of the following actions as his attack.
Bank Throw. Carl can throw a boomerang such that it will bank around obstacles and cover. Performing a bank throw is a full-round action (the extra time represents time spent studying and preparing the proper trajectory), and Carl can only throw up to three range increments. By performing a bank throw, Carl's target receives no cover bonus to his AC. However, Carl still cannot use a bank throw against a target that has total cover.
Carl must have proficiency with the boomerang to perform a bank throw.
Returning Throw. Carl can throw a boomerang such that it will return to Carl if Carl misses. Performing a returning throw is a standard action. Carl takes a -3 on the attack roll, and Carl can only throw up to two range increments. If Carl misses Carl's target with a returning throw, the boomerang will fly back to the space it was thrown from at the beginning of Carl's next turn. If Carl still occupies that square, Carl can catch it as a free action with a DC 12 Dexterity check (failure means it just lands on the ground next to Carl) and it will be ready to be used again. If there is anything in the way between the point the boomerang was thrown to and the point it was thrown from, the boomerang has a chance to hit them instead of returning. It even has another chance to hit the original target if it flew past the target on the initial throw.
Carl must have proficiency with the boomerang to perform a returning throw.
Returning Bank Throw. Combine the returning and bank throw techniques. This is a full round action, Carl takes a -4 on the attack roll, and Carl can only throw up to a single range increment. Carl gets all the benefits of both the returning throw and the bank throw.
Carl must have proficiency with the boomerang to perform a returning bank throw.
Attack of Opportunity. Carl makes one attack with his boomerang or one with his hammer.
Lair and Lair Actions
Carl's "Lair" is a small seaside shack in a little rock outcropping.
Regional Effects
The region containing Carl’s lair smells strongly of fish, due to Carl's large stash of them, which creates the following effects:
- People stay away from the shack
- People eat more fish to try to get rid of their smell-BUT IT NEVER WORKS
If Carl dies(but let's hope he doesn't), these effects will get worse and worse as Carl's stash of fish rots, and eventually everyone will flee or perish.
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