Male dwarf barbarian (invulnerable rager) 6 (Pathfinder RPG Advanced Player's Guide 79)
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 90 (6d12+18)
Fort +9, Ref +5, Will +4; +2 vs. poison, +4 vs. spells and spell-like abilities, +2 trait bonus vs. fear
Defensive Abilities defensive training; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
Speed 30 ft.
Melee +1 greataxe +11/+6 (1d12+7/×3) or
. . dagger +10/+5 (1d4+4/19-20) or
. . torag's edge +11/+6 (1d12+7/19-20/×3) or
. . trunau hopeknife +10/+5 (1d4+4/19-20)
Ranged composite shortbow +7/+2 (1d6+3/×3)
Special Attacks hatred, rage (20 rounds/day), rage powers (lesser elemental rage[APG], energy resistance [fire][APG], guarded life[APG])
Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Power Attack, Raging Vitality[APG], Steel Soul[APG]
Traits courageous, roll with it
Skills Acrobatics +2, Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +8, Intimidate +8, Knowledge (nature) +6, Perception +10 (+12 to notice unusual stonework), Survival +10, Swim +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Combat Gear potion of enlarge person, potion of shield of faith +2, alchemist's fire, smokestick; Other Gear +1 breastplate, +1 greataxe, torag's edge, arrows (20), composite shortbow (+3 Str), dagger, trunau hopeknife, amulet of natural armor +1, cloak of resistance +1, backpack, bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), mug/tankard, sack, sack, sack, trail rations (5), waterskin, whetstone, 1,185 gp, 11 sp, 7 cp
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Energy Resistance: Fire (Ex) Fire Resistance while raging
Extreme Endurance (Cold) (Ex) 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. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guarded Life (6 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4(+6) You can subtract from your attack roll to add to your damage.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Bormann Grimm comes from a long line of doughty warriors. The Grimm clan once served the greatest lords of the Sky Citadels, particularly at Koldukar, as elite warriors. When the orcs under Belkzen conquered Koldukar, clan patriarch Gordoc Grimm swore the extended family to the path of vengeance. Grimms have followed that path to this day, though their status as elite warriors has transformed over the years from being canny fighters to being battle ragers, unleashing brutal power by daring death in a lethal frenzy. Bormann continues this proud tradition and serves as a guard for traders around the Belkzen region so that he may increase his chances of encountering (and thus destroying) orcs and their allies. No challenge is too tough for a Grimm.
Grimms are usually fairly humorless, taking life a bit too seriously for their own good. Bormann also proudly follows in this tradition. It is only in the din of battle that a Grimm is likely to smile and that is for the joy of destroying the enemies of the dwarves.
Bormann Grimm has all the look of a dark man. His black hair is close-cropped in a no-nonsense manner to fit easily under his armored helmet. His beard, already streaked with a little premature gray, is kept in a pair of neat braids. His eyes are such a dark color, they appear to be black as well. With this as a base, he has taken to accentuating his dark mien by applying dark colors to his scale armor, his outer traveling clothing, cloaks, and boots. He is often mistaken for a dwarf freshly in mourning. And in a sense, he is as his clan mourns the fall of Koldukar, fueling their thirst for vengeance against the enemies of dwarfkind.