Shoanti

Roakar's page

363 posts. Organized Play character for Matt Beatty.


Full Name

Venture Captain Roakar Lichslayer <17040-5>

Race

HP 159/159 (215/215); AC 22 (20), T 15, F 19, CMD 35(32); F +13(18), R +7, W +5(8) <+9 morale bonus vs. spells, SNA, SLA>; Init +3 Perc +18<Darkvision 60'>;

Classes/Levels

Rage: 8/34; Boots of Speed 4/10;

About Roakar

Appearance:
Roakar appears to be a very large muscular human. He is completely bald and with a few tattoos etched upon his scalp and down his neck. He is currently wearing a well worn but polished spiked breastplate painted with animalistic runes. His other clothes seem to also be accessorized with the hides of magical beasts. Of particular note is an extremely large spiked hammer strapped to his back. The top of the hammer portrays a roaring lion.

Non-Raging:

Roakar
Male human (Shoanti) barbarian (invulnerable rager, beast totem) 14/ulfen guard 1 (Pathfinder RPG Advanced Player's Guide, 79)
CN Medium humanoid (human)
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+7 armor, +1 deflection, +3 Dex, +1 insight)
hp 169 (15 HD; 1d10+14d12+60)
Fort +14, Ref +7, Will +6; +4 and one size larger to resist effects of wind, +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, fortification 50%, indomitable will; DR 14/lethal, 7/—; Resist fire 3, extreme endurance
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Offense
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Speed 40 ft., fly 60 ft. (average)
Melee +1 armor spikes +22/+17/+12 (1d6+7) or
greatsword +21/+16/+11 (2d6+9/19-20) or
litch bane +23/+18/+13 (1d12+11 plus 2d6)
Ranged +1 adaptive composite longbow +19/+14/+9 (1d8+7/×3)
Special Attacks greater rage (34 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], come and get me[APG], eater of magic[UC], internal fortitude, reckless abandon[APG], spell sunder[UC], strength surge +15, superstition +9, witch hunter[APG])
--------------------
Statistics
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Str 22, Dex 16, Con 18, Int 12, Wis 10, Cha 8
Base Atk +15; CMB +21; CMD 36
Feats Combat Reflexes, Dazing Assault[APG], Endurance, Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Power Attack, Raging Brutality[UC], Raging Vitality[APG]
Traits dangerously curious, indomitable faith
Skills Acrobatics +11 (+15 to jump), Bluff +0, Climb +10, Diplomacy +10, Fly +14, Handle Animal +9, Knowledge (nature) +13, Knowledge (nobility) +9, Linguistics +17, Perception +18, Survival +16 (+18 to avoid becoming lost), Swim +10, Use Magic Device +17
Languages Aklo, Ancient Osiriani, Celestial, Common, Custom Language, Daemonic, Draconic, Giant, Hallit, Infernal, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Thassilonian, Varisian
SQ chosen ally, fast movement, guard dedication (alert guardian)
Combat Gear hand of glory, oil of bless weapon (3), potion of enlarge person (2), potion of gaseous form, potion of invisibility (3), potion of lesser restoration (3), potion of neutralize poison, potion of remove curse, potion of remove paralysis (2), potion of water breathing, scroll of restoration (x2), wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds (50 charges), wand of darkvision (50 charges), wand of expeditious retreat (50 charges), wand of faerie fire (50 charges), alchemist's fire (3); Other Gear +1 armor spikes moderate fortification mithral agile breastplate[APG], +1 adaptive composite longbow, litch bane[APG], arrows (30), greatsword, clear spindle ioun stone, dusty rose prism ioun stone, belt of physical perfection +2, boots of speed, cracked dusty rose prism ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked pink and green sphere ioun stone, cracked scarlet and blue sphere ioun stone, cracked vermillion rhomboid ioun stone, flawed dark blue rhomboid ioun stone, flawed scarlet and green cabochan ioun stone, goz mask[ISWG], headband of vast intelligence +2, ring of evasion, ring of feather falling, ring of protection +1, wayfinder[ISWG], wings of flying, backpack, belt pouch, fishhook, flint and steel, grappling hook, hemp rope (50 ft.), masterwork tool, mwk manacles, smoked goggles[APG], string or twine[APG], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 16,285 gp
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Special Abilities
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Alert Guardian (Ex) You can enter rage as an imm action and can do so while flat-footed or during a surprise round.
Beast Totem +4 (Su) +4 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Chosen Ally -1/+1 (Ex) When entring rage, pick ally to prot, -1 pen to your AC to grant +1 dodge bonus to theirs.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Fire) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flight (60 feet, Average) You can fly!
Fortification 50% You have a chance to negate critical hits on attacks.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (34 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+4) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Strength Surge +15 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +9 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Raging:

Roakar
Male human (Shoanti) barbarian (invulnerable rager, beast totem) 14/ulfen guard 1 (Pathfinder RPG Advanced Player's Guide, 79)
CN Medium humanoid (human)
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+7 armor, +1 deflection, +3 Dex, +1 insight, +4 natural, -2 untyped penalty)
hp 229 (15 HD; 1d10+14d12+120)
Fort +18, Ref +7, Will +9 (+4 vs. enchantments); +4 and one size larger to resist effects of wind, +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
Defensive Abilities evasion, fortification 50%, indomitable will; DR 14/lethal, 7/—; Immune nauseated, sickened; Resist fire 3, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (average)
Melee +1 armor spikes +25/+20/+15 (1d6+10) or
greatsword +24/+19/+14 (2d6+13/19-20) or
litch bane +28/+23/+18 (1d12+17 plus 2d6) or
2 claws +19 (1d8+4/×3)
Ranged +1 adaptive composite longbow +19/+14/+9 (1d8+10/×3)
Special Attacks greater rage (34 rounds/day), pounce, rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], come and get me[APG], eater of magic[UC], internal fortitude, reckless abandon[APG], spell sunder[UC], strength surge +15, superstition +9, witch hunter[APG])
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 26, Int 12, Wis 10, Cha 8
Base Atk +15; CMB +24; CMD 37
Feats Combat Reflexes, Dazing Assault[APG], Endurance, Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Extra Rage Power[APG], Power Attack, Raging Brutality[UC], Raging Vitality[APG]
Traits dangerously curious, indomitable faith
Skills Acrobatics +11 (+15 to jump), Bluff +0, Climb +13, Diplomacy +10, Fly +14, Handle Animal +9, Knowledge (nature) +13, Knowledge (nobility) +9, Linguistics +17, Perception +18, Survival +16 (+18 to avoid becoming lost), Swim +13, Use Magic Device +17
Languages Aklo, Ancient Osiriani, Celestial, Common, Custom Language, Daemonic, Draconic, Giant, Hallit, Infernal, Kelish, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Thassilonian, Varisian
SQ chosen ally, fast movement, guard dedication (alert guardian)
Combat Gear hand of glory, oil of bless weapon (3), potion of enlarge person (2), potion of gaseous form, potion of invisibility (3), potion of lesser restoration (3), potion of neutralize poison, potion of remove curse, potion of remove paralysis (2), potion of water breathing, scroll of restoration (x2), wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds (50 charges), wand of darkvision (50 charges), wand of expeditious retreat (50 charges), wand of faerie fire (50 charges), alchemist's fire (3); Other Gear +1 armor spikes moderate fortification mithral agile breastplate[APG], +1 adaptive composite longbow, litch bane[APG], arrows (30), greatsword, clear spindle ioun stone, dusty rose prism ioun stone, belt of physical perfection +2, boots of speed, cracked dusty rose prism ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked pink and green sphere ioun stone, cracked scarlet and blue sphere ioun stone, cracked vermillion rhomboid ioun stone, flawed dark blue rhomboid ioun stone, flawed scarlet and green cabochan ioun stone, goz mask[ISWG], headband of vast intelligence +2, ring of evasion, ring of feather falling, ring of protection +1, wayfinder[ISWG], wings of flying, backpack, belt pouch, fishhook, flint and steel, grappling hook, hemp rope (50 ft.), masterwork tool, mwk manacles, smoked goggles[APG], string or twine[APG], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 16,285 gp
--------------------
Special Abilities
--------------------
Alert Guardian (Ex) You can enter rage as an imm action and can do so while flat-footed or during a surprise round.
Beast Totem +4 (Su) +4 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Chosen Ally -1/+1 (Ex) When entring rage, pick ally to prot, -1 pen to your AC to grant +1 dodge bonus to theirs.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Damage Reduction (14/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (7/-) You have Damage Reduction against all attacks.
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extreme Endurance (Fire) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flight (60 feet, Average) You can fly!
Fortification 50% You have a chance to negate critical hits on attacks.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Sickened You are immune to the sickened condition.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (34 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+8) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Strength Surge +15 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Superstition +9 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +4 (Ex) Bonus to damage spellcasters while raging.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Raging full attack:

This includes Raging, Reckless Abandon, Power attack
Add an extra attack @ full bab and +1 to hit if hasted.
Add +2 to hit if charging.
Add +4 damage if enemy can cast spells.
Subtract 5 to hit if using Dazing Assault
Add 8 to damage if using Raging Brutality

[dice=Attack 1 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=Attack 2 - +4 lucerne hammer, R, RA, PA]1d20+21[/dice]
[dice=Damage 2 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=Attack 3 - +4 lucerne hammer, R, RA, PA]1d20+16[/dice]
[dice=Damage 3 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]

For each successful hit, enemy must make a DC 23 Fort save or be stunned for 1 round.
Dazing Assault: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.


AoO:

[spoiler=AoO]
[dice=AoO 1 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=AoO 2 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=AoO 3 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=AoO 4 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
[dice=AoO 5 - +4 lucerne hammer, R, RA, PA]1d20+26[/dice]
[dice=Damage 1 - +4 lucerne hammer, R, PA]1d12+29+2d6[/dice]
[dice=Vicious damage]1d6[/dice]
For each successful hit, enemy must make a DC 23 Fort save or be dazed for 1 round.
Dazing Assault: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
[/spoiler