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Jakardros Sovark

Kanner's page

1 post. Alias of Jason Collum.


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About Kanner

Kanner
AGE: 38
RACE: Human
CLASS: Barbarian 7
GENDER: Male
ALIGNMENT: Unaligned
DEITY: Kord
LANGUAGES: Common, Primordial
BACKGROUND: Early Life: Isolated

Background Trait:
+2 Perception.

STR: 18 (+4)/(+7)
CON: 16 (+3)/(+6)
DEX: 14 (+2)/(+5)
INT: 10 (+0)/(+3)
WIS: 10 (+0)/(+3)
CHA: 11 (+0)/(+3)
INITIATIVE: +5 (+2 Dex)(+3 1/2 lvl)
SPEED: 6

AC: 22 (13+5+2+1+1)
FORT: 21 (13+4+2+1+1)
REF: 19 (13+2+1+2+1)
WILL: 15 (13+1+1)

HP: 67 / 67
Bloodied: 33
Surges: 11 / 11
Surge Value: 16
Action Points: 1 / 1
Passive Perception: 20
Passive Insight: 13
Vision: Normal

RACIAL ABILITES:

Bonus Feat:
Bonus Skill:
Bonus At-Will Power:
Human Defense Bonus:

Info:
+1 to Fortitude, Reflex, and Will.

TRAINED SKILLS
Athletics +11, Intimidate +8, Nature +8, Perception +10,

UNTRAINED SKILLS
Acrobatics +4, Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +3, Endurance +5, Heal +3, History +3, Insight +6, Religion +3, Stealth +4, Streetwise +3, Thievery +4,

CLASS FEATURES

Barbarian Agility:

Info:
Gain +1 AC and Reflex when not wearing heavy armor. (+2 at 11th level, +3 at 21st).

Rageblood Vigor:
Info:
Swift charge power; temporary hp equal to Con mod (+3) (+8 w/feat) (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp.

Rage Strike:
Info:
Gain the rage strike power at 5th level.

Rampage:
Info:
Critical hit grants free melee basic attack; once per round, barbarian attack power only.

FEATS

Human: Hafted Defense:

Info:
+1 AC and Reflex while wielding polearm or staff in two hands.

Level 1: Weapon Proficiency (Greatspear)

Level 2: Improved Rageblood Vigor

Info:
Gain 5 extra temporary hp from Rageblood Vigor.

Level 4: Defensive Mobility
Info:
+2 to AC against opportunity attacks.

Level 6: Brutal Reach
Info:
Your two-handed reach weapons gain Brutal 1 when you are raging.

POWERS

Human Bonus At Will 1: Savage Reach

Info:
Your great strength and the reach of your weapon allow you to smash enemies aside with each blow.

At-Will Primal, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a two-handed reach weapon.

Target: One creature

Attack: +12 vs. AC

Hit: 1d10+8, and you slide the target 1 square. If you are raging, you can slide the target 2 squares.


Barbarian At Will 1: Devastating Strike
Info:
You strike with awesome power, more concerned with offensive strength than defensive posturing.

At-Will Primal, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a melee weapon in two hands.

Target: One creature

Attack: +12 vs. AC

Hit: 1d10+1d8+8.

Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.


Barbarian At Will 1: Recuperating Strike
Info:
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.

At-Will Primal, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a melee weapon in two hands.

Target: One creature

Attack: +12 vs. AC

Hit: 1d10+8, and you gain temporary hit points equal to your Constitution modifier (3). If you are raging, the number of temporary hit points you gain equals (8).


Barbarian Feature Encounter 1: Swift Charge (Rageblood Vigor)
Info:
As your foe falls, you rush toward your next victim.

Encounter Primal
Free Action Personal

Trigger: Your attack reduces an enemy to 0 hit points

Effect: You charge an enemy.


Barbarian Encounter 1: Avalanche Strike
Info:
You drop your guard and put all your strength into a devastating overhead swing.

Encounter Primal, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 3d10+11

Effect: Until the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.


Barbarian Daily 1: Thunder Hooves Rage
Info:
You hammer the enemy with a heavy blow, and the spirits of stampeding beasts fill you with strength.

Daily Primal, Rage, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 3d10+8
Miss: Half damage.

Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through one or two enemies’ spaces during each of your turns. When you move through an enemy’s space, your next attack against that enemy during the same turn deals 1[W] extra damage.


Barbarian Utility 2: Combat Sprint
Info:
Having saved a bit of strength for just this moment, you burst across the battlefield.

Encounter Primal
Move Action Personal

Effect: You move your speed + 4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement.


Barbarian Encounter 3: Blood Strike
Info:
Blood calls to blood. Your pain and your enemy’s give strength to your assault.

Encounter Primal, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 2d10+8. If you or the target is bloodied, the attack deals 1[W] extra damage.


Barbarian Feature Daily 5: Rage Strike
Info:
You channel your primal rage into a devastating attack.

Daily (Special) Primal, Weapon
Standard Action Melee weapon

Requirement: You must be raging and have at least one unused rage power.

Target: One creature

Attack: +12 vs. AC. To make this attack, you expend an unused barbarian rage power.

Hit: You deal damage based on the level of the rage power you expend:
1st level 3[W] + 8
5th level 4[W] + 8
9th level 5[W] + 8
15th level 6[W] + 8
19th level 7[W] + 8
20th level 7[W] + 8
25th level 8[W] + 8
29th level 9[W] + 8

Miss: Half damage.

Special: You can use this power twice per day.


Barbarian Daily 5: Tiger's Claw Rage
Info:
Your attack awakens the tiger spirit within you. Its raking claws punish any enemies that avoid your blows.

Daily Primal, Rage, Weapon
Standard Action Melee weapon

Target: One creature

Attack: +12 vs. AC

Hit: 2d10+8

Miss: Half damage.

Effect: You enter the rage of the tiger’s claw. Until the rage ends, when you miss any creature with an at-will melee attack, that creature takes 1[W] damage.


Barbarian Utility 6: Climber's Claws
Info:
Thick claws spring from your hands, allowing you to scale surfaces quickly.

Encounter Primal
Minor Action Personal

Effect: Until the end of your next turn, you gain a climb speed equal to your speed.


Barbarian Encounter 7: Devastating Leverage
Info:
You swing your weapon in a wide arc, using the terrible power generated by its length to smash your enemy to the ground.

Encounter Primal, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a two-handed reach weapon.

Target: One creature

Attack: +12 vs. AC

Hit: 2d10+8, and you slide the target 1 square and knock the target prone.

ITEMS

Skewering Greatspear +2 (Two-handed)

Info:
This weapon leaves behind an ephemeral shard that holds your foe in place.

Level: 8
Price: 3,400 gp
Weapon: Pick, Spear
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 damage

Power (Daily): Free Action. Use this power when you hit a target with this weapon. The target is immobilized (save ends).


Feral Hide Armor +2
Info:
This armor causes its wearer to develop a ferocious streak, like that of the predator that once wore the same skin.

Level: 7
Price: 2,600 gp
Armor: Hide
Enhancement: +2 AC

Property: Gain a claw attack while wearing this armor: a one handed military light blade melee weapon with +3 proficiency bonus to attack rolls and deals 1d8 damage. The wearer gains proficiency with this weapon. The claw attack has an enhancement bonus to attack rolls and damage rolls equal to the enhancement bonus of this armor. This attack counts as a melee basic attack.

Power (Encounter): Standard Action. Close burst 1; targets enemies; make a basic melee attack using the claw attack granted by this armor against each enemy in burst.


Giantkind Gloves
Info:
The leather of these gloves was harvested from hide- bearing natural beasts of giant size.

Level: 4
Price: 840 gp
Item Slot: Hands

Power (At-Will): Standard Action. Strength + 2 vs. AC; ranged 6/12; you throw an object 30 lb. or less; 2d6 + Strength modifier damage.
Power (Encounter): Free Action. Use this power when you hit with a melee attack. Add a +2 power bonus to the damage roll.


Iron Armbands of Power
Info:
These plate armbands enhance the damage you dole out.

Level: 6
Price: 1,800 gp
Item Slot: Arms

Property: Gain a +2 item bonus to melee damage rolls.


Cloak of the Walking Wounded +1
Info:
Thin red veins form across the fabric of this handsome cloak when its healing properties are evoked.

Level: 4
Price: 840 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will

Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).


Adventure's Kit
Info:
This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Climber's Kit
Info:
This kit includes a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.

Flask (empty)

Belt Pouch x3 (each with 2 fist-sized rocks)



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