Scrapwall Fanatic

Yaiho Crasher -RAGE- mode's page

65 posts. Alias of Banesama.


Full Name

Yaiho Crasher -RAGE- mode

Race

Half-Orc Unchained Barbarian (Invulnerable Rager) 6.0 | AC 19/21 (T 11{13}/FF 17) | CMB +13 CMD 22/24 (FF 20)+2 CMB/CMD Sunder | HP 8/65+12 | Init +3 | Fort +7 Ref +4 Will +4 | Perception +5 | Darkvision 60' | Speed 30' |

Classes/Levels

Orc Ferocity 1/1 | Rage 12/16 | Draw Weapon as Free Action during Surprise | +2 STR & Ignore 2 Hardness to break object+Smasher: Ignore 6 Hardness | Damage Reduction (3/-), (6/lethal) | Extreme Cold Endurance(Cold Resistance: 1) | Active Conditions:

Gender

Male CG

Size

6' 3" | 240 lbs

Age

18

Special Abilities

Darkvision 60', Fast Movement, Orc Blood, Orc Ferocity, Rage, Vandal, Veteran of Battle

Alignment

CG

Deity

Gorum

Languages

Common, Orc

Strength 20
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 10
Charisma 7

About Yaiho Crasher -RAGE- mode

Yaiho Crasher
PFS# 138079-11
Liberty's Edge

Racial Traits:

+2 Strength
Darkvision 60'
Intimidating: +2 racial bonus to Intimidate checks.
Orc Blood: Count as both Orc and Human for things related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Orcish Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Class Abilities:

Favored Class: Unchained Barbarian | +1 HP/level
Ability Score Increase (4th lvl): +1 Dex

Invulnerable Rager Archetype
Fast Movement 10': A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.
Rage (Unchained): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Damage Reduction: 3/-
Damage Reduction: 6/lethal

Power Stance +2 Gain a +2 to melee damage and thrown weapon damage while taking the Power Stance during Rage.

Guardian Stance +2 Gain a +2 dodge bonus to AC while taking Guardian Stance during Rage.

Extreme Cold Endurance: The Invulnerable Rager is inured to cold climate effects as if using Endure Elements. In addition the barbarian gains 1 point of Cold Resistance for every level beyond 3rd level.
Cold Resistance: 1

Smasher: Whenever making a Sunder combat maneuver, ignore hardness equal to barbarian level.


Combat Stats:

+6 BAB
+13 Melee
+8 Range

+13 | Bite (Razortusk) | 1d4+9 | x2 | B/P/S
+8 | Bite (Razortusk) | 1d4+5 | x2 | B/P/S | Full Round Secondary Attack
+16/+11 | +1(+3) Furious Earth Breaker | 2d6+12 | x3 | B
+13 | Gauntlet | 1d3+7 | x2 | B
+8 | Sling | 1d4+5 | x2 | B | 50' | 20 Bullets
+13 | Unarmed Strike | 1d3+7 nonlethal | x2 | B | Provokes AoO

Vandal: +2 Str (+1 damage) and Ignore 2 pts of Hardness when attacking an object.

Power Stance +2: When taking this stance, do extra damage on melee attacks and thrown weapons.
Power Attack: -2 Melee +4 Damage (+6 Damage with two-handed weapons)
Improved Sunder: +2 CMB/CMD.
Smasher: Ignore 6 Hardness +2 Hardness (Vandal).


Skills:

Trained
+9 Intimidate
+5 Perception
+3 Stealth
+9 Survival

Untrained
-1/+2 Acrobatics/Jumps
-1 Appraise
-2 Bluff
+5 Climb
-2 Diplomacy
-2 Disguise
-1 Escape Artist
-1 Fly
+0 Heal
-1 Ride
+0 Sense Motive
+1 Swim


Feats/Traits:

Traits
Vandal: Gain +2 bonus on Strength checks to break objects and ignore 2 Hardness on object when using a weapon.
Veteran of Battle: +1 trait bonus to Initiative and are able to draw a weapon as a free action during a surprise round if able to act.

Feats
Razortusk: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus –5, and adds half your Strength modifier to damage.

Power Attack (-2/+4): 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.


Yaiho's Chronicle Sheets