Feral Hunter

Arasmes Thraller's page

22 posts. Organized Play character for Gummy Bear.


Race

HP: 115/115 116/145| AC: 16 14 T: 12 10 FF: 14 12 CMD: 27 29, +10 vs disarm | F+14 17/24 R+9 9/16 W+9 11/18 | Init +5 | Perception +26

Classes/Levels

Tracked Resources:
Rage 18/25 | Freedom of Movement 1/1 | Blood Reservoir 4/4 | Haste 7/10 | First Aid Gloves 10/10
Status Effects:
Constant Protection From Evil, DR 5/-, Resist Fire 3 and Negative Energy 10

Gender

NG Male Human (Garundi) Invulnerable Rager 10.2

About Arasmes Thraller

Statistics:
Male Human (Garundi) Invulnerable Rager 10.2
NG Medium
Init +5; Senses Perception +26
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 115
Fort +14, Ref +9, Will +9
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OFFENSE
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Speed 40 ft.

Melee
Raging - +3 Adamantine Lucerne Hammer w/PA 21/16 (1d12+22) or 2 Claws w/PA 18/18 (1d8+13) x3

Raging vs Creature with sla's, spells - +3 dmg

Range Darkwood Composite (3) Longbow 13/8 (1d8+3) x3

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STATISTICS
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Str 21, Dex 14, Con 16, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +16; CMD 27
Feats Combat Reflexes, Toughness, Power Attack, Raging Vitality, Lunge, Extra Rage Power
Skills Acrobatics +13 (+4 vs Jumping), Climb +9, Diplomacy +14, Perception +26, Survival 15 (+2 vs getting lost), Swim +9, Nature +13

Languages Common, Osirion

Gear/Possessions:

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GEAR/POSSESSIONS
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+1 Furious Adamantine Lucerne Hammer
Cold Iron Lucerne Hammer
Chain Shirt
Dagger
Wrist Sheath
Sunrod x2
150ft Rope, knotted/coiled
Weapon Cord (Adamantine Hammer)
Earplugs
Grappling Hook
Flint and Steel
Holy symbol of Sarenrae
Belt of Physical Might +2 (Con/Str)
Nexus Crystal
Eyes of the Eagle
Locked Gauntlet (Adamantine Hammer)
Mind Crystal
Blood Reservoir of Physical Prowess (Adamantine Hammer)
Potion of Fly x2
Darkwood Composite Longbow
40 Arrows
Cloak of Resistance +3
Swarmbane Clasp
Scroll Lesser Restoration x6
Scroll Magic Circle Against Evil x2
Alexandrite Gem w/ Continual Flame CL 5, Spell Level 3
Wayfinder w/Light cantrip (slotted with Clear Spindle Ioun Stone)
Cracked Dusty Prism Ioun Stone
Unfettered Shirt
Boots of Speed
Cracked Green Prism Ioun Stone x2
Headband of Inspired Wisdom +2
First Aid Gloves
Wand of Cure Light Wounds 36 charges

Special Abilities:

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SPECIAL ABILITIES
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Traits - Reactionary, Friend in Every Town

Mind Crystal - Can reroll a failed save against a compulsion effect at the end of my turn.

Rage - 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 +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.

Damage Reduction - At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

Extreme Endurance (Hot) - 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.

Rage Powers
Lesser Beast Totem - 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

Greater Beast Totem - 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.

Reckless Abandon - While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

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.

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.

Bot Me:

In combat, standard tactics include pouncing with lunge. When angry, I use a +3 adamantine reach weapon so the only DR that I notice is alignment and null. I utilize lunge often even when not pouncing to get full attacks off without letting my enemies do the same and forcing them to provoke if they want to hit me. I power attack and rage with every hit. I haste myself only if I'm getting a full attack. I do 3 extra damage per hit to creatures who have spells or spell like abilities. My saves in black are nonraging. In blue, that is while raging and the number after a slash is my save vs spells, supernatural abilities, and spell like abilities. I do my best to target casters first. I am willing to provoke if it means I can pounce a caster.

Single attack, no haste
[dice=+3 Adamantine Lucerne Hammer]1d20+21; 1d12+22[/dice

Full attack, haste
[dice=+3 Adamantine Lucerne Hammer]1d20+22; 1d12+22[/dice
[dice=+3 Adamantine Lucerne Hammer]1d20+22; 1d12+22[/dice
[dice=+3 Adamantine Lucerne Hammer]1d20+17; 1d12+22[/dice