Str 16 (+3), (+1 at 4th) [+4 when Raging]
Dex 13 (+1),
Con 12 (+1), (+2 racial) [+4 when Raging]
Int 14 (+2),
Wis 16 (+3), (+2 racial)
Cha 11 (+0) (-2 racial)
Base Atk +7
CMB +10 (Raging +12)
Additional +5 vs Grapple (+2 Imp Grapple, +2 Greater Grapple, +1 Weapon Focus)
[subject to GM approval: +1 Weapon Training 1 (close), +1 Amulet of Mighty Fists]
CMD 21 (Raging 23)
Additional +4 vs Grapple (+2 Imp Grapple, +2 Greater Grapple)
Additional +4 vs Bull Rush (racial)
Additional +6 vs Trip (+4 racial, +2 Imp Trip)
Fullplate +1: 5,650gp, +armour spikes, 50gp.
Amulet of Mighty Fists +1: 5,000 gp.
Cloak of Resistance +2: 4,000 gp.
Class Abilities:
• FAST MOVEMENT - Speed +10 feet in less than heavy armor or load. (PFCR 31).
• BARBARIAN WEAPONS AND ARMOR - All simple and martial weapons, light armor, medium armor, and shields (except tower shields). (PFCR 31).
• RAGE - While raging, gain +4 Str and Con, +2 morale bonus on Will saves, –2 to AC. (PFCR 32).
• RAGE POWERS (x) - As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are free actions that must be performed on your turn.
(PFCR 32-34).
• Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier.
A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made.
If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
• UNCANNY DODGE - Retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. You still loses Dexterity bonus to AC if immobilized. (PFCR 34).
• FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
• BRAVERY - As a fighter of level 5 you get +1 bonus to Will saves vs. fear. (PFCR 55).
• ARMOR TRAINING - Armor check penalty is reduced by 1 (to a minimum of 0) and maximum dexterity bonus is increased by +1. No movement penalty for medium armor. (PFCR 55).
• WEAPON TRAINING (Close) - You have the following attack and damage bonuses on chosen weapon groups: Close +1. (PFCR 56).
Henry Krippler IV comes from a long line of Henry Krippler’s who each excelled at ‘dwarven diplomacy,’ at least as it is practiced by the Kre-akke dwarves. In fact, he has risen through the ranks to become the Ambassador of the Kre-akke People.
He has been heard to say, on more than one occasion, that, “The best way to negotiate with someone is to have him with his hands tied behind his back and his face in the dirt. It is then best to assume that whatever they mumble through broken teeth is in total agreement with your requests.”
He honours all negotiations made, and would never disrepute his negotiations by taking a weapon to the meetings.
Unfortunately, he died on a diplomatic mission to Andoran over a month ago, bull-rushed off a cliff by giants whilst travelling through the Pass of Shadows.
In battle he specialised in Trip, Grapple and the Unarmed Strike.
During negotiations he specialised in Intimidate, Grapple and the Unarmed Strike.