Initiative: +4 [+2 Dex + 2 Trait]
Senses: Perception +4
Speed: 40'
AC: 12 (10 + 2 Dexterity)
Touch: 12 (10 + 2 Dexterity)
Flat-footed: 10 (10)
Hit Points: 21/21 (12 class + 2 Con + 6 Feat + 1 FC)
Fort: +4 Ref: +4 Will: -2
[spoiler=Combat
BAB: +1 CMB: +6 CMD:18
Melee:
Greatsword +5; 2d6+10; 19+/x2 (Type: Slashing)
Ranged:
Sling +3; 1d4+5; 20/x2 (Type: Bludgeoning)
[/Spoiler
[spoiler=Skills
Skill Points per level: 4 (Class) + 0 (Intelligence) + 1 (Human)
Acrobatics +6 (+2 Dex + 1 rank + 3 class skill) (+10 on Jump checks)
Appraise +0
Bluff -2
Climb +9 (+5 Str + 1 rank + 3 class skill)
Craft(Alchemy) +4 (+0 Int + 1 rank + 3 class skill)
Diplomacy -2
Disguise -2
Escape Artist +2
Heal -2
Intimidate -2
Perception +4 (-2 Wis + 1 rank + 3 class skill + 2 feat)
Ride +2
Sense Motive -2
Stealth +2
Survival +4 (-2 Wis + 1 rank + 3 class skill + 2 feat)
Swim +5[/spoiler
[spoiler=Feats
1st: Power Attack
1st (Human Bonus Feat): Tribal Scars (Night Hunt)
[/spoiler
[spoiler=Traits
Adopted - Warrior of Old
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on initiative checks.
Berserker of the Society:
Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability.
Benefit: You may use your rage ability for 3 additional rounds per day.[/spoiler
[spoiler=Class Features
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex):
A 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 (9 rounds/day). 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.
[/spoiler
[spoiler=Equipment
Combat
Greatsword
Club
Sling
--=Worn=--
Waterskin -1lbs (empty); 4lbs (full)
Spring-loaded Wrist Sheath (2) -2lbs
Sling bullets (two pouches of 10) -10lbs
Ioun Torch -N/A
--=Backpack (2lbs)=--
Bedroll -5lbs
Waterproof Bag (2) -1lb
Crowbar -5lbs
100' Hemp Rope -20lbs
Shovel -3lbs
--=Belt Pouch 1 (1lb)=--
Chalk (3) -N/A
Flint and Steel -N/A
Piton (10) -5lbs
Whetstone -N/A
Grappling Hook -4lbs
Glass Bottle - 1lb