Varisian Barbarian

Gerdur Knee-Biter's page

124 posts. Organized Play character for James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

About Gerdur Knee-Biter

Gerdur Knee-Biter of the Skoan-Quah
CG Male Gnome (adopted Shoanti) Bloodrager (celestial) 14 (41 XP, Fame 60/Prestige 58)
Init +8; Senses Perception +19; low-light vision
AC 18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 size)
hp 186 (14d10+84+14 FC) (raging: +56 HP)
Fort +20, Ref +13, Will +11 (+4 vs enchantments while raging); Resist 10 Acid and Cold
Spd 30', fly 60' (good)
Melee +1 furious ghost touch disruption adamantine earthbreaker +20/15/10 (1d10+6/19-20/x3) (PA: +16/11/6 1d10+19) or +2 dragonbane tranformative small greatsword +20/15/10 (1d8+8); Raging +1 furious ghost touch disruption adm. earthbreaker +25/20/15 (1d10+142/19-20/x3) (PA: +21/16/11 for 1d10+28)
Ranged chakram +18 (1d6+4)
Space 5'; Reach 5'
Str 18, Dex 18, Con 23, Int 10, Wis 10, Cha 14
BAB +14/9/4; CMB +17; CMD 31

Feats (2) fey foundling (+2 points healing per die rolled, +2 vs death effects, +1 damage from cold iron), raging vitality, eschew materials*, power attack, iron will*, blasting charge (expend a spell slot to dead 1d6 dmg/level at the end of a charge), improved initiative*, improved critical (earthbreaker), weapon focus (earthbreaker)*, raging brutality (spend 3 rounds of rage to add Con Bonus to damage {+13, PA: +17})

Skills (4 skills) Climb +12, Handle Animal +6, Knowledge Arcana +16, Perception +19, Profession Shrubber +9, Survival +18, Swim +11

Racial abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals; +1 attack vs reptilian or goblinoid;

Special Abilities: greater bloodrage (+8 Con and +6 Str, +3 Will, -2 AC; 37 rnds), Angelic Attacks (Su)(At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.), uncanny dodge, blood sanctuary (+2 vs spells cast by allies), blood casting, bloodline power (resist 10 acid and cold), eschew materials, improved uncanny dodge, damage reduction DR 3/-, Conviction: once per bloodrage you can reroll one ability check, skill check, or saving throw you just made; wings of heaven

Spells (DC 12 + level; 3/2/1/1 per day)
1st - shocking grasp, protection from evil, burning hands, wave shield (grants DR 5/- or Fire resistance 5), bless*, infernal healing, true strike
2nd - false life, scorching ray, bull's strength, mirror image, resist energy*, see invisibility
3rd - burrow, water breathing, haste, heroism*, cloak of winds
4th - stoneskin, telekinetic charge, flash forward

Traits: adopted: shoanti tribesman, berserker of the society
Languages: Common, Sylvan, Shoanti

Possessions (x gp) 3 chakram (3 gp = lost), greataxe (20 gp), leather armor (10 gp), barbarian's kit (9 gp), masterwork cold iron earthbreaker (380 gp; destroyed), sell greataxe (+10 gp), masterwork hide shirt (170 gp), sell leather (+5 gp), mwk adamantine earthbreaker (3040 gp), magic stone of oozeslaying, nexus crystal (DR 10 vs neg energy), wand of cure light wounds (13 charges; 2 PP), 3 chakram (3 gp), masterwork klar (312 gp), cloak of resistance +1 (1,000 gp), ring of featherfall (2200 gp), Stuffed Grizzly (60 gp), belt of mighty constitution +2 (4,000 gp), +1 to earthbreaker (2,000 gp), add furious to earthbreaker (6,000 gp), swarmbane clasp (3,000 gp), +2 dragonbane transformative longsword (28,315 gp), headband of alluring charisma +2 (4,000 gp), add disruption to earthbreaker (24,000 gp), ring of transposition (10,800 gp), boots of escape (8000 gp), Frontovik's Gas Mask (17,000 gp), add ghost touch to earthbreaker (+18,000 gp), upgrade cloak of resistance to +5 (24,000 gp), upgrade belt to belt of physical perfection +2 (12,000 gp), upgrade belt of physical perfection to +4 (48,000 gp), 1705 gp

You Be Goblin!(You have special insight into the distractable and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.);

Elixir of treasure seeking (drinking this gives a +2 to Appraise and Perception for an entire adventure; also if you earn less than max gold, use this to add 150 gp to the total, expendable);

Goblin Bane (+2 on Intimidate vs goblinoids);

Mantle of the Black Rider (1/day swift action add +5 to Con for 1 minute; 1/day add +5 to initiative; 1/day add +5 skill checks and ability checks for 1 min; 1/day +5 insight bonus to saving throws; 1/day +5 to attack rolls as a swift action;)

Koboldfriend (You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype);

Battler of Giants: By besting the hill giants of the Jurn tribe and other giant threats, you’ve learned invaluable fighting techniques and insight into the tactics of creatures larger than yourself. You may, as an immediate action, gain a +4 competence bonus to your AC or Combat Maneuver Defense, or on attack rolls until the end of your next turn against all opponents at least one size category larger than you. Once this ability has been used, cross it off the Chronicle.

Stat Math:
Str 18 (10 points -2 racial +4 belt)
Dex 18 (5 points +4 belt)
Con 23 (5 points +2 racial +1 4th +4 enhancement +1 8th +1 12th)
Int 10 (0 points)
Wis 10 (0 points)
Cha 14 (0 points +2 racial +2 enhancement)

To Be Applied: 3 XP, 4 PP, 23,574 gp.