| Race |
Kellid Barbarian HP: 50/50 | AC:20 | Fort:+9 , Refl:+7 , Will: +8 | Percp +8 (+2 to Initiative) |
| Classes/Levels |
Positive Conditions: | Negative Conditions: |
About Gozznut
Pathbuilder Link Level 3
byline: Kellid Barbarian HP: 50/50 | AC:20 | Fort:+9 , Refl:+7 , Will: +8 | Percp +8 (+2 to Initiative).
Gozznut
Barbarian 3
Medium Humanoid Human
Perception +8 (+2 initiative);
Languages Common, Kellid
Skills Acrobatics +2, Athletics +11, Intimidation +5, Lore: Warfare +5, Medicine +6, Stealth +7
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook
AC 20; Fort +9, Ref +7, Will +8
HP 50
Speed 30 feet
Melee Maul +9/+4/-1 (Shove), Damage 1d12+4 B
Ranged: Javelin 30 ft +7 Damage 1d6 + 4 P
Sudden Charge (Flourish) 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.
Intimidating Strike (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.
Rage (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. While you are raging: • You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile. • You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
Dragon Instinct
You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained insights by drinking or bathing in dragon’s blood or watching a marauding wyrm burn your village. Select a type of dragon from the Dragon Instincts table as your instinct’s dragon type. your GM might allow you to choose dragons from other sources and determine their tradition and dragon breath type.
Instinct Ability—Draconic Rage When you rage, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your instinct’s dragon breath instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the trait matching your dragon instinct’s tradition, as well as the trait matching the damage type where applicable.
Specialization Ability (7th) When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.
Raging Resistance (9th) You resist piercing damage and the damage type of your instinct’s dragon breath.
Dragon Type: Sky Dragon
Sky
Tradition: Divine
Dragon Breath: Cone of electricity
Saving Throw: Reflex
Quick-Tempered (Barbarian) Trigger You roll initiative. Requirements You are not encumbered or wearing heavy armor. So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Additional Feats Draconic Arrogance, Incredible Initiative, Intimidating Glare, Mauler Dedication, Robust Health, Titan Wrestler
Additional Specials Furious Footfalls, Instinct (Dragon Instinct)