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The Horned Hunter

Rabe the Huntsman's page

213 posts. Alias of Dementia Walker.

Full Name

Rabe the Hunter




Barbarian(Superstitious)4 Hp:50[58]/55[63] AC:17[15] T:12 FF:16 Fort:6 Ref:3 Will:2[4]






Chaotic Neutral



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

About Rabe the Huntsman

Favored Class: Barbarian(Superstitious) +1Hp/Lvl

[In brackets]=Raging

Str 17 +3 [21 +5]
Dex 14 +2
Con 14 +2 [18 +4]
Int 10
Wis 12 +1
Cha 8 -2

Hp 55 12Base+2Con+1Favored+15 lvl2+13 lvl3+12 lvl4 Speed 40ft Init +6 2Dex+1Omen+2Reactionary+1Superstitious
Hp -16=Death

AC 18[16] 10+6Armor+2Dex Touch 12 Flat Footed 16

BAB +4 Fort 6 (4+2Con), Ref 4 (1+2Dex+1Omen), Will 2[4] (1+1Wis[+2Rage]) (All +3 vs. spells/spell like abilities)

CMB +7[9] CMD +18[20]

Attacks: Masterwork Greatsword +8[+10] 2d6+4[+7](+1dmg to creatures with spells/spell like abilities) 19-20/x2 (Power Attack: -2 to attack +4 to dmg)


*Acrobatics* +5 +2Dex+4Rank+3Class-4
Appraise 0Int
Bluff -2Cha
*Climb* +6 3Str+4Rank+3Class-4
*Craft(Armor) 0Int
Diplomacy -2Cha
Disguise -2Cha
Escape Artist +2Dex-4
Fly +2Dex-6
*Handle Animal* +2 -2Cha+1Rank+3Class
Heal +1Wis
*Intimidate -2Cha
*Knowledge(nature) +4 1Rank+3Class
*Perception* +8 1Wis+4Rank+3Class
Perform -2Cha
*Ride +2Dex-4
Sense Motive +1
Stealth +2Dex-4
*Survival +7 1Wis+1Rank+3Class+2Heart of the Wilderness
*Swim +3 3Str+1Rank+3Class-4

Special Abilities:

Alternate Feature, Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Trait, Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to initiative and reflex saves.
Trait, Reactionary: You were 'bullied' often as a child (by animals, in the woods), but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when 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.
Rage A barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier(12round/day). 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.
Rage Power:Superstition The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Sixth Sense At 3rd level, the superstitious barbarian gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.
Rage Power:Witch Hunter While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.


Human, Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
1st Lvl, Diehard: Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die. Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
3rd lvl, Power Attack: Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Masterwork Greatsword
Greatsword("Broken") 2d6 19-20/x2 8Lb 50gp
Breastplate +6 +3 –4 30 lbs.
Backpack 2Lb 6sp7cp
Bedroll 5Lb 4cp
Chalk(10) - 1sp
Flint and Steel - 1gp
Pouch, Belt .5Lb 4sp
Waterskin(2) 4Lb 2gp
Whetstone 1Lb 2cp
Travlers Outfit -

696gp 7sp 4cp


Rabe's mother was a beautiful herbalist, that highly sought after by all men, human and elvish alike, but she would have none of them. She spent great deals of time in the woods and forests near the ancestral homes of the elves gathering plants for tonics and potions. One day while she was out gathering things took on a misty quality and she met the most handsome human man she had ever seen, he claimed to be a ranger that lived in those parts and had seen her on other occasions passing through but was too nervous to introduce himself. They spent a nice afternoon together, neither talking but assisting each other finding and gathering herbs. Soon it became their routine to meet at the edge of the woods and assist each other throughout the day rarely talking. Soon Rabe's mother fell in love with this man and they made love under a tree on one of her outings. As soon as they finished he transformed into a long faced elf and bowed to her with a wink and disappeared. She was distraught and researched to discover who he was, She found out, after a time, that he was Ketephys Elvish god of the hunt, and that he only hunted for dangerous or highly sought after creatures, she could only assume that he had 'hunted' her because she was so sought after by men. She carried Rabe through to term and he was a healthy boy, as he grew up he was more wild then other children and spent much time in the woods with his mother learning wood craft and herbs. As he grew older he would disappear into the woods for days at a time saying only that he was communing with nature when he returned. He spent much time in the woods crafting his gear and exploring. One day when he was exploring he saw a huge stag and began to chase it, the chase when on for miles and miles he could neither catch the stag, but neither could the stag tire him, after a time the stag lead him to a glade and in the center of the glade was a helm with Stag antlers attached to the sides and greatsword with the last foot or so broken off laying on a boulder. Rabe finally stopped chasing the stag to examine his new found items. They both looked extremely old and worn, and the swords missing tip was nowhere in sight. Even though their age was evident their craftsmanship still shown through with a patten of leaves and ivy spiraling around both in intricate 'Celtic knots.' Rabe sat in the clearing for 3 days waiting for the owner to appear so that he could ask him about them. When no one appeared after three days, he took them for his own. Eventually after one of his disappearances into the woods he returned and told his mother of a vision he had had where he had seen a city in the distance with the setting sun behind it and traveled towards it, but when he got close enough to identify the city he could see it was not the sun at all but the entire city was burning. telling his mother that he must leave her and discover what it had meant he received her blessing, bidding her farewell, he went to Magnimar to find out the meaning of the vision.Due to the strange circumstances of his birth, and his extended time spent in the woods, Rabe does not know how to interact with other people and comes off as direct and rude at times.

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