Male Human(Ulfen) Barbarian(Armored Hulk) 2/Champion 1
Init +1; Senses Perception +6
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (6 armor + 2 Shield +1 dex)
hp 43
Fort +10, Ref +2, Will +2 Cold Resist 5 (+2 saves vs cold)
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OFFENSE
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Spd 25 ft.
Melee Masterwork Longsword +7 (1d8+4/19-20/x2)
+1 Frost Longsword +7 (1d8+1d6+5/19-20/x2) (+2d6 vs fire creatures)
Ranged Javelin +3 (1d6+3/20/x2)
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STATISTICS
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Str 18/16, Dex 12, Con 18, Int 12,Wis 13, Cha 14
Base Atk +2; CMB +6; CMD 17
Feats Tribal Scars, Toughness(+3), Feral Heart, Power Attack*, Dual Path(Guardian)
Traits Blood of Giants, Resilient, Bully
Skills Acrobatics +1, Climb +3, Intimidate +10, Perception + 6, Survival +7, Swim +3
Languages Common, Skald, Giant
Combat Gear: Scale Mail, Heavy Steel Shield, Longsword, Javelins(5), Backpack, Rations(10), Cold Weather Gear, Masterwork Breastplate, Masterwork Longsword, Unnamed +1 Frost Longsword, Cloak of Resistance +1, Belt of Giant Strength +2, 556 gold.
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SPECIAL ABILITIES
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Rage +4 Str/Con 10 rounds/day
Indomitable Stance: Aric gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Bonus Feat: Toughness(+3)
Heart of the Wilderness: Aric gains a racial bonus equal to half his character level on Survival checks. He also gains a +5 racial bonus on Constitution checks to stabilize when dying and adds half his character level to their Constitution score when determining the negative hit point total necessary to kill him. This racial trait replaces skilled.
Blood of Giants: Aric gains a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and
overrun combat maneuvers.
Armored Swiftness: Aric moves faster in medium and heavy armor. When wearing medium or heavy armor, he can move 5 feet faster than normal, to a maximum of his speed.
Rage Power(Auspicious Mark): Aric has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark he possesses. Once per rage, as a swift action that costs 2 rounds of rage, he can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll he has just made. He can call on the auspicious mark after seeing the result of the d20 roll.
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Sudden Block: As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Fast Healing: As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.