Kevoth-Kul

Chef Phivvek's page

107 posts. Organized Play character for joerice.


Full Name

Chef Phivvek

Race

Kellid Human

Classes/Levels

Barbarian (Dreadnaught) 5

Gender

M

Alignment

CN

Strength 20
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 10

About Chef Phivvek

Phivvek
Male Human Barbarian (Dreadnaught) 5
CN Medium humanoid (human)
Init +3, Perception +8

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DEFENSE
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AC 18 touch 11, flat-footed 17
hp 57 (67 Raging)
Fort +7/+8, Ref +2 (+3 Traps), Will +1
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OFFENSE
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Speed 30 ft.
Melee +1 Alchemically Silvered Greataxe Cleaver +11/+13 raging (1d12+8/1d12+9 raging)x3, s
Melee Masterwork Cold Iron Greatsword Knife +11/+13 (2d6+7/2d6+8) 19-20 s,p
Melee Masterwork Heavy Flail Tenderizer +11/+13 (1d10+7) 19-20 b
Melee Dagger +10/+12 (1d4+5/1d4+6)19-20 s,p
Ranged Dagger +7/+9 (1d4+5/1d4+6) 19-20 s,p

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STATISTICS
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Str 20/22, Dex 13, Con 16/18, Int 10, Wis 10, Cha 10
Base Atk +5; CMB +9/+10; CMD 20/21 (21/22 vs slow, etc)
Feats Power Attack, Cleave, Intimidating Prowess, Toughness
Skills
Intimidate 13 (0+5+5+3)
Knowledge Nature 8 (0+5+3)
Perception 8 (0+5+3) (9 vs. surprise)
Profession Chef 8 (0+5+3)
Survival 8 (0+5+3)
Traits Bandit, Reactionary
Languages Common

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SPECIAL ABILITIES
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Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Dead Calm (Ex)
A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

This ability alters rage.

Steady Gait (Ex)
A dreadnought advances steadily, shrugging off attempts to slow her advance. The dreadnought gains a +1 bonus on saving throws and to her CMD against effects that would slow or immobilize her. This bonus increases to +2 when she gains rage and +3 when she gains mighty rage.

This ability replaces fast movement.

Rage (Ex) 15 Rounds/Day
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers
Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
Scent (Ex): The barbarian gains the scent ability. She can use this ability to locate unseen foes.

Uncanny Dodge
At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Danger Sense
At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

Improved Uncanny Dodge
At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.

If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.

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Equipment
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+1 Breastplate Armor
+1 Alchemically Silvered Greataxe
Masterwork Cold Iron Greatsword
Masterwork Flail
Barbarian's Kit
Cooking kit
Masterwork Artisan's Tools (Chef)
6 daggers
Mithril Chain Shirt
2 potions Cure Light Wounds
potion of Enlarge Person
fishing tackle
air bladder
Belt of Giant Strength +2
885 gp
9 sp