Alcoholic Barbarian Warrior


Male human (Shoanti) barbarian (drunken brute) 2 (Pathfinder RPG Advanced Player’s Guide 78)
CG Medium humanoid (human)
Init 6; Senses Perception 1
AC 12, touch 12, flat-footed 10 (
2 Dex)
hp 25 (2d12+6)
Fort 5 (2 trait bonus vs poison or drugs (4 to avoid effects of alcohol)), Ref +2, Will 1; +1 trait bonus vs. poison
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee earth breaker +6 (2d6
Ranged longbow 4 (1d8/×3)
Special Attacks rage (8 rounds/day), rage power (roaring drunk)
Str 19, Dex 15, Con 14, Int 9, Wis 8, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Improved Initiative, Run
Traits adventurous imbiber, iron liver
Skills Acrobatics +6 (
10 to jump with a running start), Climb +8, Handle Animal +3, Intimidate +4, Stealth +3, Survival +3, Swim +8
Languages Common, Shoanti
SQ drinks during this rage, raging drunk
Other Gear hide shirt, arrows (20), earth breaker, longbow, ale (per gallon), backpack, bedroll, belt pouch, belt pouch, flint and steel, mug/tankard, 8 gp, 6 sp, 8 cp
Special Abilities
Adventurous Imbiber +1 trait bonus on saves vs. poison.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Drunk (Ex) Move action: consume alchohol – this round does not count against rounds of rage/day.
Roaring Drunk (max +0, current +0) (Ex) Each alchoholic drink consumed grants +1 to intimidate and fear save DCs
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Of all the young braves his age within the Lyrune-Quah (Moon Clan), Knoch was the brave that the elders expected the most from. Strong, swift, agile and while not a natural with the clan weapon (bow), his ability to fight with an earth-breaker was unmatched. This changed once Knoch devoted his life to Cayden Cailean, the Drunken Hero. He went from being a potential clan champion to becoming a joke, all because of his desire to emulate his god, believing that drink was his route to fame and fortune. As a follower of the Accidental God, he soon became known as ‘The Walking Accident’. Braves injured in sparring, neglecting duties whilst in a drunken stupor and inappropriate behaviour were common place.

Things came to a head when he failed his rite of passage, with the combination of the herbs for the naming ritual and the copious amount of alcohol consumed meaning he not only failed but slept through it. Disillusioned with the fall of this fine warrior to someone who was a liability, he was cast out of the clan, to find himself.

Finding work was easy. Potential employers are always on the look out for strong, physical individuals who can handle themselves, keeping a job was a different matter entirely and Knoch has bounced from job to job since.

Taking up with Quinta’s Company is Knoch’s chance to redeem himself. Whilst not wanting to step away from his beliefs re the consumption of alcohol and success, he understands the need to keep things under a tighter rein, drinking when necessary, when raging and only a small amount in his downtime. Whether he manages this remains to be seen.


Quinta and Company Garieth