Draeven (Fighter 8)
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{CHAOTIC NEUTRAL} {MEDIUM} {HUMAN} {HALF-ORC} {HUMANOID} Perception +16 (+2 initiative); Low-Light Vision, Darkvision
Languages Common, Orcish
Skills Acrobatics +11, Athletics +16, Intimidation +16, Lore: Warfare +10, Stealth +11, Survival +12,
Thievery +11
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha +1
Items +1 Breastplate, Belt of Good Health, Demon Mask, Ring of Energy Resistance - Cold, Sure-Step Crampons, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Waterskin, Soap, Crowbar, Manacles (Average), Arrows (30), Grappling Hook, Healing Potion (Lesser) (2), Oil of Mending, Clothing (Winter), +1 Striking Composite Longbow, +1 Striking Wounding Greatsword
AC 26; Fort +16, Ref +13, Will +14; Bravery
HP 132; Resistances cold 5
ORC FEROCITY [Reaction] Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
SHIELD BLOCK [Reaction] Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
ATTACK OF OPPORTUNITY [Reaction] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
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Speed 25 feet
Melee +1 Striking Wounding Greatsword +19 (Versatile P, Magical, Necromancy), Damage 2d12+7 S
Melee Dagger +16 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+6 P
Ranged +1 Striking Composite Longbow +14 (Deadly d10, Propulsive, Volley 30 ft., Magical), Damage 2d8+4 P
KNOCKDOWN [2 actions] (Flourish) Prerequisites trained in Athletics; You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two- handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
SUDDEN CHARGE [2 actions] (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
ADVANTAGEOUS ASSAULT [1 action] (Press) When an enemy’s movement is compromised, you deliver a more deadly blow. Make a Strike against a creature that is grabbed, prone, or restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. The Strike gains the following failure effect. Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you’re wielding the weapon in two hands. This damage has the same damage type as the weapon.
INTIMIDATING STRIKE [2 actions] (Emotion, Fear, Mental) Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.
POWER ATTACK [2 actions] (Flourish) You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
RAGE [1 action] (Barbarian, Concentrate, Emotion, Mental) Requirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging: You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile. ; You take a –1 penalty to AC. ; You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.; After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
DEMON MASK [2 actions] (Enchantment, Invested, Magical) Activate Interact; Frequency once per day; Effect
The mask casts a fear spell with a DC of 20.
SURE-STEP CRAMPONS [1 action] (Uncommon, Invested, Magical, Transmutation) Activate Interact;
Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.
Additional Feats Assurance (Athletics), Barbarian Dedication, Battle Cry, Defy Death, Fast Movement, Furious Focus, Half-Orc, Instinct Ability, Intimidating Glare, Orc Sight, Quick Jump, Titan Wrestler, Toughness
Additional Specials Battlefield Surveyor, Fighter Weapon Mastery (Sword), Instinct (Dragon, Copper)
PF1E version:
Draeven
Male half-orc barbarian (invulnerable rager) 7 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human, orc)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 23, touch 13, flat-footed 21 (+8 armor, +1 deflection, +2 Dex, +2 natural; +2 deflection vs. evil)
hp 75 (7d12+21)
Fort +9, Ref +5, Will +4; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'; +2 resistance vs. evil
Defensive Abilities orc ferocity; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 keen greatsword +13/+8 (2d6+8/17-20) or
. . dagger +12/+7 (1d4+5/19-20)
Ranged orc hornbow +9/+4 (2d6+4/×3) or
. . throwing axe +9 (1d6+5)
Special Attacks rage (26 rounds/day), rage powers (lesser beast totem[APG], reckless abandon[APG], superstition +3, witch hunter[APG])
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Statistics
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Str 21, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +12; CMD 25
Feats Extra Rage Power[APG], Furious Focus[APG], Power Attack, Raging Vitality[APG]
Traits axe to grind, bastard, foreign-tongued: shalelu/goblin
Skills Acrobatics +9, Climb +9, Intimidate +11, Knowledge (nature) +10, Linguistics +2, Perception +16, Sense Motive +9, Survival +11, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Elven, Goblin, Orc, Tien
SQ fast movement, hero points, loner, orc blood
Combat Gear +1 animal-bane arrows (4), +1 flaming arrows (2), +2 evil outsider-bane arrows (4), elixir of hiding, mwk cold iron arrows (50), potion of blur, potion of cure light wounds (2), potion of cure moderate wounds, potion of disguise self (2), potion of divine favor, potion of vanish, acid, alchemist's fire (2), blue whinnis (13), deathblade (4), durable arrow (20), oil (3), tangleshot arrow (3); Other Gear +2 agile breastplate[APG], +1 keen greatsword, greater Magical Beast slaying arrow, dagger, orc hornbow (+4 Str), smoke arrows[APG] (3), throwing axe (2), amulet of natural armor +2, belt of giant strength +2, cloak of resistance +1, eyes of the eagle, ring of protection +1, adventurer's sash, antitoxin (deathblade) (worth 50 gp), bedroll, belt pouch, crowbar, fetters (barbed)[ARG], flint and steel (2), fugitive grenade, grappling arrow[UE] (2), grappling hook, hammer, hemp rope (50 ft.), iron spike[APG] (6), manacles, masterwork backpack[APG], mess kit[UE], orc trail rations[UE] (5), piton (6), quiver, silk rope (50 ft.), waterskin, whetstone, gold arm-ring set with five freshwater pearls (worth 250 gp), 400 gp, 21 sp, 2 cp
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Special Abilities
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Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (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.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (26 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.