Male Barbarian 1/ Vivisectionist Alchemist 1/Two Handed Fighter 3
Init +2; Senses Perception +0, Darkvision 60 ft
==DEFENSE==
AC 18(-2 rage/+2 mutagen when active. +2 dex +6 armor), touch 12, flat-footed 16 (+6 armor)
hp 53(63) (1d12 +1d8 +3d10 +10 con +5 toughness +3 favored class)
Fort +9, Ref +5, Will +2
==OFFENSE==
Spd 30 ft/x4
Melee Falchion with Power Attack +9 (2d4+15) 18-20/x2
With Rage and Power Attack +11 (2d4 +19) 18-20/x2
Mutagen with Power Attack: +11 (2d4 +19) 18-20/x2
Rage, Mutagen, and Power Attack: +13 (2d4+23) 18-20/x2
Rage, Mutagen, Enlarge Person, and Power Attack: +13(2d6+25) 18-20/x2
==STATISTICS==
Str 19, Dex 14, Con 14, Int 12, Wis 12, Cha 7
BAB +4, CMB +8, CMD +20
Feats Armor Proficiency (LIGHT, MEDIUM, HEAVY ) (PFCR 118)
1st- Power Attack
3rd- Toughness, Cleave(bonus)
4th- Cleaving Finish(bonus)
5th- Furious Focus,
Skills Climb(3)+8/10, Craft(alchemy)(2) +8, Knowledge(nature) (3) +7, Intimidate (5) +9/11, Perception(1) +5, Ride(1) +5, Survival(4) +8,
Special abilities: Mutagen(+4 physical attribute, +2 NA, -2 mental attribute). Rage (+4Str/Con, +2 Will save, -2 AC), Sneak Attack (+1d6 attack to flat foots/flanked foes).
Shattering Strike (Ex)
At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Overhand Chop (Ex)
At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Traits
-Accelerated Drinker Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
- Brute Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Languages Common, Orc, Goblin, Giant
Racial Traits
-Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
-Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
-Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
-Darkvision: Half-orcs can see in the dark up to 60 feet.
-Orc Blood: Half-orcs count as both humans and orcs for any effect related to race
Gear
- +1 Falchion, +1 Chainmail, +1 Cloak of Resistance, Adventurer's pack.
Extracts (CL 1)
L1 (2/Day): Shield, enlarge person
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