AC 21, touch 13, flat-footed 19 (+7 armor, +2 Dex) [-2 raging]
hp 41 (4d12+8)
Fort +6, Ref +4, Will +4 [+2 raging]; +3 competence bonus vs. spells/spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Spoiler:
Speed 40 ft. (30 ft. in armor)
Melee +1 greatsword +9 (2d6+7/19-20)
Melee +1 greatsword +7 (2d6+13/19-20) Power Attack
Melee +1 greatsword +11 (2d6+9/19-20) raging [+2 if spells/SLAs, suppress beneficial spells on crit]
Melee +1 greatsword +13 (2d6+9/19-20) stance
Melee +1 greatsword +11 (2d6+15/19-20) stance, Power Attack
Melee Cold iron dagger/silver light mace/dagger +8 (1d4+4/19-20/1d6+4)
Ranged mwk composite longbow +7 (1d8+4/×3)
Ranged javelin +6 (1d6+4/×3)
Special Attacks rage (11 rounds/day), rage powers (accurate stance, superstition +3, witch hunter)
Str 19, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 21
Feats Extra Rage Power[APG], Power Attack, Step Up
Traits indomitable faith, reactionary
Skills Acrobatics +6, Climb +6, Handle Animal +4, Intimidate +7, Knowledge (nature) +4, Perception +8, Profession (soldier) +2, Ride +3, Survival +5, Swim +5
Unarmoured: Acrobatics +9, Climb +9, Ride +6, Swim +8
Languages Common, Island Tongue
SQ fast movement
Combat Gear oil of magic weapon (2), acid (3), alchemist's fire (3), antitoxin (3), caltrops (2), holy water (4), oil (4), smokestick (3), tanglefoot bag (4), thunderstone (3); Other Gear +1 breastplate, +1 greatsword, arrows (40), blunt arrows (20), cold iron dagger, dagger, javelin, mwk composite longbow (+4 Str), silver light mace, amulet of natural armour +1, cloak of resistance +1, handy haversack, bedroll, bell, candle (9), canvas (sq. yd.) (4), chain (10 ft.), chalk (5), earplugs, fishhook, flint and steel, grappling hook, hammer, ink, black, inkpen, manacles (4), marbles, mirror, mug/tankard, parchment, piton (4), rice paper (8), ring of protection +1, sack, sack, sack, sack, saw, scroll case, sewing needle, signal whistle, silk rope (50 ft.), string or twine, sunrod (4), tindertwig (10), torch (4), trail rations (7), vial, waterskin, 2 pp, 8 sp, 2 cp
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Special Abilities
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Spoiler:
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +2 morale melee attack/damage/thrown weapons and Will saves, -2 AC, +8 hp. Fatigued 1 min after.
Accurate Stance (+2) (Ex) Move action. +2 competence melee attack.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) While raging, gain bonus dam vs. spellcasters and crits suppress beneficial spells for 1 rd.