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Barek Wound-blooded's page

187 posts. Alias of Dark Netwerk.


Warped Demonspawn (custom tiefling)


Invulnerable Rager 10


[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1

About Barek Wound-blooded

Warped demon-spawn tiefling Barbarian 10
N Medium outsider (native)
Init +4 ; Senses Darkvision 60 ft., Perception +12
AC 23, touch 14, flat-footed 19 (+9 armor, +4 dex)
AC vs. demons 25, touch 14, flat-footed 21 (+11 armor, +4 dex)
AC Rage 21, touch 12, flat-footed 17 (+9 armor, +4 dex -2 rage)
AC Rage vs. demons 26, touch 15, flat-footed 22 (+11 armor, +4 dex -2 rage +3 insight)
AC Rage vs. other abberations/outsiders 24, touch 15, flat-footed 20 (+9 armor, +4 dex -2 rage +3 insight)
Rage: +3 AC vs. crit confirm vs. abberations & outsiders

hp 135 (12+9x7+50+10) Rage: 155
Fort +12 Rage: +14, Ref +7, Will +2 Rage: +4 (extra +2 vs. Fear)
(+3 resistance vs. abberations & outsiders)
Special DR 7/- (12/- vs. non-lethal), cold resistance 5, electricity resistance 5, fire resistance 5
Spd 30 ft/x4 Rage: 40 ft/x4
Melee Large Cold Iron Furious Demon-Bane Bastard Sword +1: +16/+11 2d8+10 (+9 STR, +1 mgc) 17-20/x2
Melee PA Large Cold Iron Furious Demon-Bane Bastard Sword +1: +13/+8 2d8+19 (+9 STR, +9 PA, +1 mgc) 17-20/x2 Conugon Smash: free Intimidate check
Melee Rage Large Cold Iron Furious Demon-Bane Bastard Sword +1: +20/+15 2d8+15 (+12 STR, +3 mgc) 17-20/x2
Melee PA & Rage Large Cold Iron Furious Demon-Bane Bastard Sword +1: +17/+12 2d8+24 (+12 STR, +9 PA, +3 mgc) 17-20/x2 Conugon Smash: free Intimidate check
+2 TH, +2d6+2 DMG vs. Demons

Ranged Adaptive Darkwood Composite Longbow +1: +15/+10 1d8+7 20/x3
Ranged Rage Adaptive Darkwood Composite Longbow +1: +15/+10 1d8+9 20/x3

Special Demon Slayer (Knowlegde (planes) DC 10+CR to add +3 to rolls to confirm crit vs. demon for rest of combat), Rage
Str 22 Rage: 26, Dex 18, Con 20 Rage: 24, Int 12, Wis 8, Cha 18
Base Atk +10, Cmb +16 Rage: +18, Cmd +30 Rage: +32
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Cornugon Smash, Exotic Weapon Proficiency (Bastard Sword) (PFCR 123), Improved Critical (bastard sword), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Weapon Focus (Bastard Sword)
Skills (incl ACP) Acrobatics +14 {+21 jump}, Climb +11, Handle Animal +8, Intimidate +17, Knowledge (nature) +5, Knowledge (planes) +15, Perception +12, Ride +10, Survival +5, Swim +6
Skill ranks 45 (4+1 int per level) Acrobatics 10, Climb 2, Handle Animal 1, Intimidate 10, Knowledge (nature) 1, Knowledge (planes) 10, Perception 10, Ride 2, Survival 3, Swim 1
Languages Common, Abyssal
SQ Rage, Rage Powers, Hero Points (3/3)
Combat Gear Large Cold-Iron Firious Demon-bane Bastard Sword +1 (20440 gp, 12 lbs), Adaptive Darkwood Composite Longbow (STR +5) (3430 gp, 1.5 lbs), Arrows (20) (1 gp, 3 lb), Arrows (cold iron) (20) (2 gp, 3 lb), Arrows (adamantine) (15) (300 gp, .75 lb), Arrows (silver) (15) (2.25 gp, 2.25 lb), Adamantine Light Fortification Demon-Defiant Agile Breastplate +3 (35400 gp, 25 lbs), Ring of Sustenance (2500 gp)
Other Gear Mwk Backpack (50 gp, 4 lbs), Bedroll (1 sp, 5 lbs), Winter Blanket (5 sp, 3 lbs), Crowbar (2 gp, 5 lbs), Grappling Hook (1 gp, 4 lbs), Belt Pouch x2 (2 gp, 1 lb), Silk Rope 100ft (20 gp, 10 lbs), Shovel (2 gp, 8 lbs), Small Tent (10 gp, 20 lbs), Trail Rations x10 (50 sp, 10 lbs), Waterskin (1 gp, 4 lbs), Traveller's Outfit (0 gp, 5 lbs), Potion: Cure Serious Wounds x2 (1500 gp), Potion: Cure Moderate Wounds (300 gp), Potion: Infernal Healing x4 (200 gp)
Cash 56.15 gp
Encumbrance 126.5 lbs (light)

Class Abilities
• EXTREME ENDURANCE (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability 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 he 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.
• INVULNERABILITY (Ex) 5/-: At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
• RAGE (Ex) (27 rounds): A barbarian can call upon inner reserves of strength and 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.
--GUARDED LIFE (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
--RENEWED VIGOR (Ex) (2d8+7): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. This power can be used only once per day and only while raging.
--WORLD SERPENT SPIRIT (Su) (+3 resistance bonus on saves vs. outsiders or abberations): While raging, the barbarian considers his weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. He also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
--WORLD SERPENT TOTEM (Su) (+3 insight to AC vs. outsiders and abberations): While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
--WORLD SERPENT TOTEM UNITY (Su) (+6 insight to AC vs. outsiders and abberations to confirm crit): While raging, the barbarian doubles his fast movement bonus to land speed and cannot be knocked prone. He also doubles his world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against him.

Racial Abilities
Dropping the Skilled, Fiendish Sorcery, and Spell-like ability racial traits. Recalculating to 11 RP (instead of Tiefling's 13)
• DARKVISION: Tieflings can see perfectly in the dark for up to 60 feet. (from Outsider (native) 3 RP)
• FEARLESS: Members of this race gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
• FIENDISH RESISTANCE: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. (3 RP)

• SCHOLAR OF THE GREAT BEYOND (faith): You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (planes) is always a class skill for you.
• DEMON SLAYER (combat): You can attempt a Knowledge (planes) check to find a demon’s weak spot. (DC 10 + the demon’s CR). If you succeed, you gain a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.

Barak was born to a Kellid woman whose tribe lived on the edge of the Worldwound. The tribe's recent ancestors had lived in Sarkoris and they did not want to give up their land without a fight. They had been fighting for a hundred years. Not without casualties, however, as Barak's mother fell victim to defilement by members of the demonic horde but left to live. The wild energies of the Worldwound, however, altered even the product of their union. Creating something more and less than the expected demon-spawn tiefling.

Not wanting to let the demons win even one iota, the tribe raised Barak to use his abilities against the demons. Barak joined the tribe on their frequesnt battles. In one incident, whether through luck, fate, or his rage, defeated the leader of one demon group. Barak took the creatures giant blade for himself and, after having the shamans add power to it, weilds it against them.

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