Villamar Koth

Calain's page

727 posts. Alias of STR Ranger.


Full Name

Calain Truestriker

Race

Human

Classes/Levels

Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Torag

Languages

Common

Occupation

Blacksmith

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 9

About Calain

Calain, hated his life.
It was better before the Orcs came.
Brutish pig faced things.
He knew they would never change.
Bad enough he's grown up poor.
Bad enough his Da could work fine weapons like adventurers wanted.
But then the Orcs came and moved right near his home.

That ruined everything.
His dad, struggling to get any real work in the town, with 2 other, BETTER, smiths had moved his forge and his some into Orctown.
Ye'll see me boy. With none in Fentonville wanting ta trade much with the orcs, all the smithin they'll need'll come from me. We'll do much better here.

His FATHER, had done much better there. For once in his life his dad had FINALLY prospered. But at the expense of his son.
Calain, had been a young man in Fentonville and had just begun ta make a name for himself as his own man, his own smith.
He was far better at it than his dad.
But in Orc town, all the Pig faces hated him. Tall and straight and muscular, even by orc standards and in the prime of his youth, he was constantly challened by the bull males wanting to impress the ugly women or their uglier friends. Calain had had enough.

Finally he'd had the strength to tell his father he was leaving.
He was going home.

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:
Fortitude: +4(2Con)=6
Reflex: +1(2Dex)=3
Will: +1(1Wis)= 2

BAB: +5
CMB: +6
CMD: 19

Weapons::

Masterwork Greatsword:
Attack +10 Damage: 2d6+6 Critical 18-20/x2 Type: S

Masterwork Lucerine Hammer
Attack +10 Damage: 1d12+6 Critical x2 Type: B or P, Reach, Brace

Cestus (both hands)
Attack +9 Damage:1d4+4 Critical 19-20/x2 Type B or P

2 Daggers (one on belt, one in boots)
Attack: +9 Damage: 1d4+4 Critical: 19/20x2 Range: 10ft Type: P

Longbow
Attack +7 Damage: 1d8 Critical:x3 Range: 100ft

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
All Str/Dex based skills take Armor Check Penalty -3, 0 for jump/climb

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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a 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
Prerequisites: Str 13, base attack bonus +1.

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
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Lesser Beast Totem
Benefit: 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.

Strength Surge
Benefit: The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.

Special: This power can only be used once per rage.

Superstition
Benefit: 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.

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
Holy symbol, wooden; Torag
4 days trail rations.
3 waterskins
1 bedroll
4x Caltops
Backpack
Scroll case
Flint and Steel
Grapple hook
Hemp rope (50ft)
2 flasks of oil
10 pitons
Signal Whistle (on a string around neck)
Torch
Whetstone

Money:
CP:
SP:
GP: 90gp
PP: 20pp

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
Extra Rage Power: Superstition
Barb6
DR3/-, Cold Resist1, Beast Totem
Barb7
Extra Rage Power: Reckless Abandon
Barb8
DR4/-, Witchunter
Barb9
Cold Resist2, Combat Reflexes
Barb10
DR5/-,Gtr Beast Totem
Barb11
Greater Rage Dazing Assault
Barb12
Cold Resist3, DR6/-, Come and Get Me
Barb13
Extra Rage Power: Spell Sunder
Barb14
DR7/-, Eater of Magic
Barb15
Cold Resist4, Raging Brutality
Barb16
DR8/-, Ghost Rager
Barb17
Tireless Rage, Extra Rage Power: Smasher
Barb18
DR9/-, Cold Resist5, Surprise Accuracy
Barb19
Extra Rage Power: Sunder Enchantment
Barb20
Mighty Rage, DR10/-, Good for What Ails You

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.
VS Incorporal 32
Your attack at 20 is 20 +4(Mighty Rage) +5(enhancement)+ 3(belt of physical perfection) +6(Reckless Abandon)+6(str)+2(Furious Weapon)- 6(PA)= 40/35/30/25
PA/Hasted 41/41/36/31/26
PA/Dazing Assault/Haste 36/36/31/26/21
PA/Dazing Assault/Flanking 40/40/35/30/25

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
60 vs Casters
72 when using Raging Brutality vs a Caster.

DPR Hasted (4)= 216 (270 with surprise accuracy)
DPR Hasted vs Caster (4)= 240 (300 with surprise accuracy)
DPR Hasted vs Caster/Raging Brutality (4)= 288 (360 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.
On higher AC opponents full attack with it on (landing 3 or 4 hits), then use Come and Get me to force a save while you interrupt their attack on you. Each AOO always hits anyway.
Flanking guarantees 4 hits. 60% chance of a 5th.

Saves (raging)
Fort 12+4(Mighty rage)+8(Con Mod+ Belt/Tome)+5(Cloak of Resist)+13(Superstition+ racial)+1(Raging Vitality= 43
Ref 6+6(Dex Mod+ Belt)+5(Cloak of Resist)+13(Superstition+ racial)=30
Will 6+4(Mighty rage-morale)+5(Cloak of Resist)+13(Superstition+ racial)+1(trait)= 29

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.
CAGM is very powerful, canny fighters may try to fight you from reach to deny the AOO’s. This is a valid tactic, so move up (Pounce) and try to Daze. If they fail they can’t move away. If they succeed, hit them with a AOO if they move away or 5ft step to close. It has risks however, your AC sucks when you use both it and Reckless Abandon. They may try a combat maneuver on you- Str Surge so they can’t
Also surprise accuracy or strength surge can ensure a maneuver or extra attack hits.
After 17 Surprise Accuracy, Unexpected Strike and Strength Surge can be used every round.

VS MEGA AC Fighters
Did you try starting with a rage cycle of Str surge and Sunder to dismantle his AC. Sunder is a great combat maneuver for a barbarian considering the new spell sunder. Improved sunder + Str Surge + Lucerne hammer (Add in some adamantine for fun) would give you a +26 to a sunder check. With that kind of bump you only fail on a 1 to destroy that celestial armor/full plate/shield in the first round.