About CalainCalain, hated his life.
That ruined everything.
His FATHER, had done much better there. For once in his life his dad had FINALLY prospered. But at the expense of his son.
Finally he'd had the strength to tell his father he was leaving.
Height:5'10" Weight: 230lbs. Hair: Brown Eyes: Brown Favored Class: Barbarian- 2 Skill Points, rest for superstition
Trait: Rich parents:
Rich Parents. Starting Wealth is 900gp Hit Points: 5d12+2CON+2GM Initiative: +2 AC: 18 (2Dex, 6Armor,) /Touch: 12/Flat Footed: 16 Armor/Protective Item: Masterwork Agile Breastplate (self Crafted) (Armor/Shield Bonus: +6/Max Dex: +3; Armor Check: -4 (-1 for Climb/Acrobatics; Arcane Spell Failure: 25%; Weight: 25 lbs ) Protective Item(Misc): +1 Kilt Speed: 30' (6 squares) Saves:
BAB: +5
Weapons::
Masterwork Greatsword:
Masterwork Lucerine Hammer
Cestus (both hands)
2 Daggers (one on belt, one in boots)
Longbow
Skills::
Total 4per level +2GM bonus+2 Favored
Acrobatics: 4 ranks, 2dex: 6 Bluff 0 ranks-1Cha: -1 Climb 4 ranks, 3 Str: 7 Craft (Weapons), 6 ranks 0 Int:6 Craft (Armor), 6 ranks 0 Int:6 Diplomacy ranks 0 ranks-1 Cha: -1 Disguise 0 ranks: Escape Artist 0 ranks: Fly 0 ranks: Handle Animal 4 ranks, -1Cha : 3 Heal 0 ranks 1 Wis: 1 Intimidate 4 ranks-1 Cha: 3 Knowledge (dungeoneering)0ranks, 0 Int: Knowledge (engineering) 0 ranks, 0 Int: Knowledge (nature):5 ranks,0 Int: 5 Knowledge (religion)0 ranks, 0 Int: 0 Linguistics*: Perception 6 ranks, 1 Wis: 7 Ride, 4 ranks, 2 Dex: 6 Sense Motive ranks,1 ranks 1 Wis: 2 Stealth 1 ranks, 2 Dex: 3 Survival 5 ranks, 1Wis: 6 Swim ranks,4 ranks, 4Str: 8 Use Magic Device*: Bold=Class Skill / * Trained only
Racial Traits::
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Bonus Feat: Humans select one extra feat at 1st level.
Special Abilities description:
RAGE:10/10 rounds leftA 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. Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Raging Vitality
Lesser Beast Totem
Strength Surge
Special: This power can only be used once per rage. Superstition
Class Progression:
Proposed Build-Invulnerable Rager Race: Human (Heart of the fields- 1/day ignores fatigue or exhaustion) Traits: Rich Parents Favored Class: Human= Favoured Bonus:2 to skills, 18 to Superstition Barb1-Rage, Fast Movement, Feat- Power Attack, Raging Vitality Barb2-DR1/-, RP- Lesser Beast Totem Barb3- Extreme Endurance-Fire, Improved Sunder Barb4-DR 2/-, RP- Strength Surge Barb5- Extra Rage Power: Superstition (+4 with Favoured Bonus) Gear & Money::
Arms and Armor: Masterwork Agile Breastplate 550 (self craft for 1/2) Masterwork Lucerine Hammer 315 (Self craft for 1/2) Masterwork Greatsword 350 (self Craft for 1/2) 2x Daggers 8gp 20 Arrows 1gp Longbow 75gp 2x Pilum 10gp Battleax 10gp (self craft for 1/2) 2x Cestus 10gp Other Gear
Money:
Gems & Jewelry: Magic Items:
Build:
Proposed Build-Invulnerable Rager Race: Human (Heart of the fields- 1/day ignores fatigue or exhaustion) Traits: Rich Parents Favored Class: Human= Favoured Bonus:2 to skills, 18 to Superstition Barb1-Rage, Fast Movement, Feat- Power Attack, Raging Vitality Barb2-DR1/-, RP- Lesser Beast Totem Barb3- Extreme Endurance-Fire, Improved Sunder Barb4-DR 2/-, RP- Strength Surge Barb5
Why It's Awesome:
Pounce with or Without Raging Brutality Spell Sunder or Sunder Enchantment Has Crazy High Saves when raging and can use Eater of Magic in the Unlikely event of a failure. Can use CaGM and Dazing Assault together to interrupt enemy attacks and force multiple.saves or daze effects per round. Can rage cycle from level 1 (Thanks to Heart of the fields and a bad Allnight addiction.) Has a Higher to Hit than a Fighter can get (via Reckless Abandon and a Furious Weapon) Can sunder the Armor of Super High.AC turtle fighters (Ignorning hardness) Gets +6 damage vs anything that casts. (Which is nearly everything over CR10) Does enough DPR to 1round nearly anything of a level appropriate CR. AC- 10+3(dex)+3(belt)+9 (Celestial Fullplate)+5(amulet)+5(ring)+5(enhancement)+4(beast totem)-6(reckless abandon)-2(rage)+1(Dusty Ioun Stone)=37 when raging and 33 with Come and get me.
Damage with +5 Furious, Frost, Menacing, Keen, Evil Outsider Bane Adamantine Nodachi is 1d10 +19(1.5 x str w/belt, Mighty Rage)+18(PA)+ +5(enhancement)+1d6(cold)+ 2(Furious)= av 54 per hit
DPR Hasted (4)= 216 (270 with surprise accuracy)
Dazing Assault- This is an auto hit on a Standard action attack so have it and PA on. 3 Strikes will still hit if you full attack with it.
Saves (raging)
Also get 1re-roll per rage vs a failed spell save. Tactics- Pounce lets you full attack at the end of a move. This means you are behind a Full attacking Fighter but will out damage any fighter variant (except Dervishes, Mobile Fighters), rogue or ranger when you charge.
VS MEGA AC Fighters
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