Paladin

Balfour Granitehead's page

89 posts. Organized Play character for TheSuperDodo.


Full Name

Balfour Granitehead

Race

Dwarf

Classes/Levels

Barbarian 3 (HP: 28/32) (AC:16 {FF:14} T:12) (Fort: +6 Ref: +4 Will: +3) (Init: +2) (Perc: +7) (Rage 11/13)

Gender

Male

Size

Medium

Age

54

Alignment

Chaotic Good

Deity

Gorum

Languages

Common, Dwarven

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Balfour Granitehead

Balfour Granitehead
Male Dwarf unchained barbarian 3
CG Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex), +4 vs. Giants
hp 32 ((3d12)+3)
Fort +6, Ref +4, Will +3, +3 vs. poison, spells, and spell-like abilities (+2 race, +1 trait)
Defensive Abilities uncanny dodge
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OFFENSE
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Speed 30 ft., Fast Movement
Melee +1 greatsword +7 (2d6+5/19-20)

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STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 18 (22 vs bullrush, trip)
Feats Power Attack, Reckless Rage
Skills Acrobatics +7, Climb +7, Intimidate +3, Knowledge (Nature) +5, Perception +7 (+9 to notice unusual stonework), Survival +6, Swim +7
Traits Armor Expert, Glory of Old
Languages Common, Dwarven
Other Gear +1 greatsword, masterwork chain shirt, uniform (soldier's), cloak of resistance +1, 507.0 gp
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SPECIAL ABILITIES
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Accurate Stance (Ex) You can focus your strikes. You gain a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This is a stance rage power.

Armor Expert (Combat) You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Danger Sense (Ex) At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense.

Fast Movement (Ex) 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 base speed.

Glory of Old (Region) In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, you gain a a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a -2 penalty to Armor Class. You also gain 4 temporary hit points. These temporary hit points are lost first when you take damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of your previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.