Barbarian

Rorge Kro's page

37 posts. Alias of Er Meh Gerd Dregens.


Full Name

Rorge kro

Race

Human Animal Lord (Wooly, Rhinoceros)

Classes/Levels

Savage barbarian 18

Gender

Male

Size

Medium, 7ft, 300 lb

Age

34

Alignment

CN

Strength 40
Dexterity 29
Constitution 32
Intelligence 14
Wisdom 18
Charisma 22

About Rorge Kro

Rorge:
Rorge Kro
Male Human Animal lord Savage barbarian 18
NG Medium Outsider (Native, Shapechanger)
Init +11; Senses; Scent, Perception +25
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DEFENSE
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AC 60, touch 28, flat-footed 48 (10, +24 natural Armor, +9 dex, +8 armor, +5 deflection, +3 dodge, +1 insight) (20% miss chance for ranged attacks)
HP 414 (18d12+198)
Fort +28, Ref +20, Will +15

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OFFENSE
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Speed 40 ft.
Melee +33/+28/+23/+18
Ranged +27/+22/+17/+12

Shrieker +38/+38/+33/+28/+23
3d8+26
19-20/x2 +1d8

Maul of the titans +36/+31/+26/+21
1d10+22 (3d10+66 vs inanimate objects)
x2

Gore +33/+28/+23/+18
1d6+15
x2

Claws (only raging) +35/+30/+25/+20
1d8+15
x3

Trample (1d6+22)
Powerful charge gore (2d6+30)
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STATISTICS
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Str 40, Dex 29, Con 32, Int 14, Wis 18, Cha 22
Base Atk +18/+13/+8/+3; CMB +37; CMD 52
Skills: acrobatics +30, climb +36, handle animal +30, intimidate +50, knowledge (nature) +23, perception +25, survival +25, swim +20
Traits: reactionary, bully
Languages: Common, Sylvan, Undercommon
Combat Gear: shrieker, maul of the titans
Other Gear: 3,700 GP
amulet of natural armor +5
belt of physical perfection +6
bracers of armor +8
ring of protection +5
Juggernaut’s pauldrons of resistance +5
dust rose prism ioun stone (implanted)
headband of havoc (flavored as a collar)
maw of the wyrm of persuasion
Soulbound Eye
orb of utter chaos
boots of lightning leaping


Abilities:
Fast movement - 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.

Greater rage (50 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 +6 morale bonus to her Strength and Constitution, as well as a +3 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 3 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.

Uncanny dodge - At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Improved uncanny dodge - At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Naked courage - At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd.

Natural toughness - At 7th level, the savage barbarian gains a +1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th.

Indomitable will - While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless rage - Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Rage powers
body bludgeon - While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon.

ground breaker - Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.

ground breaker (greater) - When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet.

beast totem (lesser) - While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

beast totem - While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.

beast totem (greater) - While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.

chaos totem (lesser) - While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.

chaos totem - While raging, the barbarian’s form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25% chance to ignore extra damage from critical hits and sneak attacks.

chaos totem (greater) - While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.

Change shape - An animal lord has two forms—a humanoid and an animal form. When an animal lord in humanoid form uses the base animal's defensive abilities, movement types, attacks, and other features, the animal lord's body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The animal lord can use this ability to take the shape of the base animal (as shapechange) as a move action.

Dominion (Rhinoceros) - In both forms, an animal lord is treated as if constantly under the effects of a speak with animals spell, but this only applies to creatures of the animal lord's species affinity (see below). In addition, an animal lord can cast charm animal on any animal of its affinity as a spell-like ability at will (CL equals the animal lord's HD).

Thick skin - A Rhinoceros lord's base natural armor bonus improves by an additional +2 in both of its forms.
DR 10/silver


Feats:
power attack - 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.

improved sunder - You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

greater sunder - You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.

raging brutality - While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

furious focus - When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

cornugon smash - When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

dreadful carnage - Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

intimidating prowess - Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

exotic weapon proficiency (fullblade) - You make attack rolls with the weapon normally.

antagonize - Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

vital strike - When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.


Physical Description:
Rorge is a massively muscled 7ft monster of a man. His whole body is covered in shaggy coarse hair, not so much that you cant see his skin but enough that he looks kind of like a bear. He wears a dented helm in the shape of a dragons head, thick coarse pants, a collar made of old leather around his neck, dented bracers, heavy leather pauldrons, an iron ring, and a jagged piece of scale on a heavy leather thong around his neck. When his helm is removed you can see a small star ruby on a golden clasp attached directly to his forehead An eight foot maul is trapped to his back crossing a massive elaborate fullblade with a thick black blade and elaborate carvings along it's length. When the sword is drawn you can see a grinning mouth full of dripping fangs that sometimes shouts insults and curses in a loud piercing shrill. I have re-flavored all of Rorge's equipment to be worn down and mundane looking except his weapons

Shrieker:
Shrieker
CN intelligent +4 adamantine thundering impact speed fullblade
ego 27

10 int
10 wis
20 cha

speech
senses 120ft
10 ranks in intimidate
screech 3/day
sonic thrust 3/day

special purpose spread chaos (not destruction or evil) throughout the world
power Greater shout at will