About Caarl
CARL CR 12
Male Human Barbarian (Invulnerable Rager) 13
CN Medium Humanoid (Human)
Init +0; Senses Perception +16
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DEFENSE
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AC 23, touch 14, flat-footed 19 (+7 armor, +4 shield, +2 dodge)
hp 162 (13d12+65)
Fort +18, Ref +9, Will +9
Defensive Abilities Guarded Life; DR 38/lethal, 19/-; Resist Extreme Endurance (Fire)
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OFFENSE
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Spd 40 ft.
Melee +1 Furious, Keen Greatsword +12/+7/+2 (2d6+22/17-20/x2)
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STATISTICS
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Str 22, Dex 10, Con 14/20, Int 13, Wis 10, Cha 7
Base Atk +13; CMB +19; CMD 33
Feats Combat Expertise +/-4, Diehard, Endurance, Fast Healer +2, Improved Stalwart, Power Attack -4/+8, Raging Vitality, Stalwart
Traits Birthmark
Skills Acrobatics +16, Climb +22, Perception +16, Survival +22, Swim +22
Languages Common, Draconic
SQ Fast Movement +10 (Ex), Heart of the Wilderness +6, Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Rage (30 rounds/day) (Ex), Ring of Spell Storing, Minor, Superstition +9 (Ex)
Combat Gear +1 Furious, Keen Greatsword, +3 Animated Madu, +3 Fortification, Light Mithral Chain Shirt; Other Gear Belt of Mighty Constitution, +6, Cloak of Resistance, +5, Ring of Spell Storing, Minor
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SPECIAL ABILITIES
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Birthmark +2 save vs. charm & compulsion
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (38/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (19/-) You have Damage Reduction against all attacks.
Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Extreme Endurance: -Choose- (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 replace
Fast Healer +2 Add your CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (26 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Heart of the Wilderness +6 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Improved Stalwart Double DR gained from Stalwart
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (30 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Ring of Spell Storing, Minor A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +9 (Ex) +9 save vs. magic while raging.
Threatening Defender Reduce Combat Expertise penalty by 1.
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[dice=Attack]1d20+21[/dice]
[dice=Damage]3d6+30[/dice]
[dice=Attack]1d20+19[/dice]
[dice=Damage]2d6+28[/dice]