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About Harthresh CaldHarthresh Cald
Defense:
AC 18, touch 12, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 natural) Note: Current +1 Nat. Armor added as per Shape Change Raging AC 16, touch 10, flat-footed 14 HP: 32 (3d12+8)
Fort +6, Ref +4, Will +3;
Offense:
Speed: 40 ft (30ft + 10ft from Barbarian Fast Movement) Melee:
Raging Melee:
Special Attacks:
Spell-Like Abilities:
Statistics:
Str 17/19, Dex 14, Con 14, Int 13, Wis 12, Cha 7 Raging:
Base Atk +3; CMB +7 (+11 grapple); CMD 19 (21 vs. grapple) Raging:
Feats:
Traits:
Crocodile Swim:
Languages Common, Varisian SQ: animal-minded, change shape (+1 natural armor), change shape, change shape (bite), change shape (darkvision), change shape (ferocity), change shape (swim 30 ft.), fast movement, pit fighter, savage grapple Skills:
Acrobatics +7 (+11 jump) Climb +7 Handle Animal +2 (-2 vs. non-shapechanger humanoids) Intimidate +7 (+4 vs. non-shapechanger humanoids) Knowledge (nature) +5 Perception +7 Ride +5 Stealth +11 (+13 when moving at half speed or less and mostly or completely underwater) Survival +5 Swim +7 (+11 when moving at half speed or less and mostly or completely underwater) Combat Gear:
Potion of enlarge person (2), Potion of Feather Step, Sunrod (2); Other Gear Masterwork Chain shirt, Masterwork Buckler, Dagger, Dagger, Masterwork Cestus, Masterwork Greataxe, Armbands of the brawler, Cloak of resistance +1, Backpack, masterwork (3 @ 6 lbs), Bandolier (5 @ 2 lbs), Flint and steel, Masterwork tool (Stealth), Reinforced scarf, Silk rope, Snorkel, masterwork, Waterproof bag (3 @ 2 lbs), 185 GP
-------------------- TRACKED RESOURCES -------------------- Change Shape (4/day) (Su) - 0/4 Dagger - 0/1 Dagger - 0/1 Potion of enlarge person - 0/2 Potion of Feather Step - 0/1 Rage (12 rounds/day) (Ex) - 0/12 Scare (1/day) (Sp) - 0/1 Speak with Animals (1/day) (Sp) - 0/1 Sunrod - 0/2 Special Abilities:
Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonu -5. If the bite hits, it deals 1d4 points of damage plus half the barbarian's strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus. Animal-Minded: Werecrocodile-kin have a +2 racial bonus on Stealth and wild empathy checks. Armbands of the Brawler: These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple. Change Shape (4/day) (Su): Shapeshift into bestial form, granting animal-like powers. Change Shape (+1 Natural Armor) (Su): You chan choose to gain +1 natural armor when shifting into bestial form. Change Shape (Bite) (Su): You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form. Change Shape (Darkvision) (Su): You can choose to gain darkvision with a range of 60 feet when shifting into bestial form. Change Shape (Ferocity) (Su): You can choose to gain the ferocity ability when shifting into bestial form. Change Shape (Swim 30 ft.) (Su): You can choose to gain a swim speed of 30 feet when shifting into bestial form. Crocodile Swim: +2 Swim and Stealth when moving half speed or less and mostly underwater. Fast Movement +10 (Ex): +10 feet to speed, unless heavily loaded. Improved Grapple: You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal. Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail. Pit Fighter +1 (Grapple): Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor) Potion of Feather Step: Add this item to create a potion of a chosen spell. Rage (12 rounds/day) (Ex): +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge. Helpful Notes:
Grappled Condition: -4 Penalty to Dex
Harthresh's penalties with Savage Grapple: -2 Penalty to Dex
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
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