Kassmak

Jabadahut50's page

31 posts. No reviews. No lists. No wishlists.


RSS


any thoughts? bump...


bump


Well we are starting a new campaign (dm's homebrew one) and he is letting me be a half dragon (with a -2 to my level for a total barb level of 6) and i wanted to know what you guys think. Doubt i'll change anything but if there is something im sorely lacking id like to know. 25 point buy, +2 to all after point buy, 33,000gp no guidelines for spending it.

Characther Name:Ajikis Darastrix Alignment:Chaotic Good
Character Class and Level:Barbarian 6 Half dragon 2 Deity:Apsu Homeland:___________
Race:Half-Dragon Suli Size:Medium Gender:Male Age:18 Height:6'4" Weight:230lb Hair:white Eyes:white and puilless
(sky blue with dragon pupils when raging)

Ability Score Modifier Temp Adjustment Temp modifier
strength 24 +7 28 rage +9
Dexterity 18 +4
Constitution 22 +6 26 rage +8
Intellegence 9 -1
Wisdom 18 +4
Charisma 22 +6

Speed base[40] With armor[40] Flight[80] Swim[] Climb[] Burrow[]
Initiative[4]=[4]dex mod+[]Misc mod
AC[27]=10+[8]armor bonus+[]Shield Bonus+[4]Dex modifier+[]size modifier+[4]natural armor+[1]Deflection modifier+[]misc
-1 if raging
+2 against traps
HP[76/76] DR[] Rage[20/20]
Touch AC[15] Flat-Footed Ac[23(can't be caught flat footed)]

Fortitude(con)[13]=[5]base+[6]ability modifier+[2]Magic modifier+[]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 while raging

Reflex(dex)[8]=[2]base+[4]ability modifier+[2]Magic modifier+[]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 against traps

Will(wis)[10]=[2]base+[4]ability modifier+[2]Magic modifier+[2]Misc+[]temp
+2 against creatures effect who you have damaged this round
+2 while raging

Immune to sleep, paralysis, and acid damage
resist 5 to fire cold and electricity
resis 1/2 level to sonic while raging

Base atk bonus[6/1] Spell resistance[]
CMB[13]=[6]Base+[7]str mod+[]size mod
CMD[27]=[6]Base+[7]str mod+[]size mod+[4]dex mod+10

Weapon atk bonus crit
+2 Furious Large Sized Bastard Sword 13/8(17/12 while raging) 19-20/X2
type range ammo damage
S melle n/a 2d8+12(+16 while raging)

Weapon atk bonus crit
BattleAxe 13/8(15/10 while raging) X3
type range ammo damage
S melle n/a 1d8+7(+9 while raging)

Weapon atk bonus crit
Cestus 13/8(15/10 while raging) 19-20/X2
type range ammo damage
B/P melee n/a 1d4+7(+9 while raging)

Weapon atk bonus crit
2 claws 13/8(15/10 while raging) x2
type range ammo damage
s melee n/a 1d4+7(+9 while raging)

Weapon atk bonus crit
Bite 13/8(15/10 while raging) x2
type range ammo damage
p melee n/a 1d6+7(+9 while raging)

Skills:
[]Acrobatics [8]total=[4]Dex mod+[3]ranks+[]misc mod
[]Diplomacy [12]total=[6]Cha mod+[3]ranks+[2]misc mod
[]Fly [12]total=[4]Dex mod+[5]ranks+[]misc mod
[]Intimidate [14]total=[6]Cha mod+[4]ranks+[]misc mod
[]Stealth [8]total=[4]Dex mod+[3]ranks+[]misc mod
[]Survival [8]total=[4]Wis mod+[3]ranks+[]misc mod
[]Perception [12]total=[4]Wis mod+[4]ranks+[]misc mod
[]Sense Motive [10]total=[4]Wis mod+[3]ranks+[2]misc mod

[]Climb []total=[]Int mod+[]ranks+[]misc mod
[]Appraise []total=[]Cha mod+[]ranks+[]misc mod
[]Bluff []total=[]Cha mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Craft []total=[]Int mod+[]ranks+[]misc mod
[]Disable Device* []total=[]Des mod+[]ranks+[]misc mod
[]Disguise []total=[]Cha mod+[]ranks+[]misc mod
[]Escape Artist []total=[]Dex mod+[]ranks+[]misc mod
[]Handle Animal* []total=[]Cha mod+[]ranks+[]misc mod
[]Heal []total=[]Wis mod+[]ranks+[]misc mod
[]Knowledge (arcana)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (dungeoneering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (engineering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (geography)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (history)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (local)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (nature)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (nobility)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (planes)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (religion)* []total=[]Int mod+[]ranks+[]misc mod
[]Linguistics* []total=[]Int mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Ride []total=[]Dex mod+[]ranks+[]misc mod
[]Sleight of Hand* []total=[]Dex mod+[]ranks+[]misc mod
[]Spellcraft* []total=[]Int mod+[]ranks+[]misc mod
[]Swim []total=[]Str mod+[]ranks+[]misc mod
[]Use Magic Device* []total=[]Cha mod+[]ranks+[]misc mod
Conditional modifiers:
+1 to bluff and diplomacy against characthers that may be sexually attracted to you

AC items Bonus Type Check Penalty Spell Failure Weight Properties
+2 Bolstering Mithral Breast Plate 8 L -1 15% 15lbs
+1 ring of protection 1

Gear
Itm wgt
Bedroll 5 lbs
2 winter blankets 6 lbs
backpack 2 lbs
21 days trail rations 21 lbs
+2 headband of wisdom -- lb
+2 cloak of resistance 1 lb
+2 Large Sized Furious Mithral Bastard Sword 6 lbs
BattleAxe 3 lbs
Cestus 1 lb
Cestus 1 lb
Fancy Reversible Cloak 1 lb
Barbarians Kit 23 lbs
Backpack
Belt Pouch
Blanket
Flint and Steel
iron pot
rope
soap
torches(10)
5 days trail rations
waterskin
Cot 30 lbs

Feats:
Iron Will: +2 to your will defense

Death from Above: +5 to attack rolls when chargin whiloe flying or charging from higher ground

Improved Iron Will: Once per day you may reroll a will save. You must take the second roll if you do even if it is worse.

Campaign Free Weapon Profieciency(Bastard Sword):You are proficient with the bastard sword

Total Weight:
[233 lb]Light load [700 lb]Lift over head
[234-466 lb]Medium Load [1400 lb]Liftoff ground
[467-700 lb]Heavy Load [3500 lb]Drag or Push

Money: 587gp

exp: to next level:

Special Abilities:
Breath weapon: A half-dragon retains all the special
attacks of the base creature and gains a breath weapon usable
once per day based on the dragon variety (see below). The breath
weapon deals 1d6 hit points of damage per racial HD possessed by
the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD +
creature's Con modifier).

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in
acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed
as a free action. Unarmed strikes with her arms or hands (or attacks with
weapons held in those hands) deal +1d6 points of damage of the appropriate
energy type.

Beast Totem (Su): While raging, the barbarian gains a +1
natural armor bonus. This bonus increases by +1 for every
four levels the barbarian has attained. A barbarian must
have the lesser beast totem rage power to select this rage
power. A barbarian must be at least 6th level to select this
rage power.

Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian can rage for a
number of rounds per day equal to 4 + her Constitution
modifier. At each level after 1st, she can rage for 2
additional rounds. Temporary increases to Constitution,
such as those gained from rage and spells like bear’s
endurance, do not increase the total number of rounds
that a barbarian can rage per day. A barbarian can enter
rage as a free action. The total number of rounds of rage
per day is renewed after resting for 8 hours, although
these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus
to her Strength and Constitution, as well as a +2 morale
bonus on Will saves. In addition, she takes a –2 penalty
to Armor Class. The increase to Constitution grants the
barbarian 2 hit points per Hit Dice, but these disappear
when the rage ends and are not lost first like temporary
hit points. While in rage, a barbarian cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
A barbarian can end her rage as a free action and is
fatigued after rage for a number of rounds equal to 2
times the number of rounds spent in the rage. A barbarian
cannot enter a new rage while fatigued or exhausted but
can otherwise enter rage multiple times during a single
encounter or combat. If a barbarian falls unconscious, her
rage immediately ends, placing her in peril of death.

Special Qualities and Defenses: A half-dragon gains
darkvision 60 feet; low-light vision; and immunity to sleep,
paralysis, and energy of the same type as its breath weapon.

Negotiator: Sulis are keen negotiators, and gain a +2 racial
bonus on Diplomacy and Sense Motive checks.

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5,
and fire 5.

Native Outsider: Sulis are outsiders with the native subtype.

Half Dragon: You have the dragon subtype

Fast Movement (Ex): A barbarian’s base speed is faster
than the norm for her race by +10 feet. This benefit
applies only when she is wearing no armor, light armor, or
medium armor, and not carrying a heavy load. Apply this
bonus before modifying the barbarian’s speed because of
any load carried or armor worn. This bonus stacks with
any other bonuses to the barbarian’s base speed.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the
ability to react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does
she lose her Dex bonus to AC if the attacker is invisible. She still
loses her Dexterity bonus to AC if immobilized. A barbarian
with this ability can still lose her Dexterity bonus to AC if an
opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different
class, she automatically gains improved uncanny dodge (see
below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
increase by +1 every three barbarian levels thereafter (6th,
9th, 12th, 15th, and 18th level). Trap sense bonuses gained
from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be flanked. This defense
denies a rogue the ability to sneak attack the barbarian
by flanking her, unless the attacker has at least four
more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above)
from another class, the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue
level required to flank the character.

Energy Resistance (Ex): While raging, the barbarian gains
resistance to one energy type (acid, cold, electricity, fire, or
sonic) equal to 1/2 her barbarian level (minimum 1). The
energy type is chosen when this rage power is selected and
it cannot be changed. This rage power can be selected more
than once. Its effects do not stack. Each time is applies to a
different energy type.

Beast Totem, Lesser (Su): While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus. The claws deal 1d6 points of slashing damage (1d4
if Small) plus the barbarian’s Strength modifier.

Armor Expert: You have worn armor as long as you
can remember, either as part of your training to become
a knight’s squire or simply because you were seeking to
emulate a hero. Your childhood armor wasn’t the real thing
as far as protection, but it did encumber you as much as
real armor would have, and you’ve grown used to moving
in such suits with relative grace. When you wear armor of
any sort, reduce that suit’s armor check penalty by 1, to a
minimum check penalty of 0.

Charming: Blessed with good looks, you’ve come to
depend on the fact that others find you attractive. You
gain a +1 trait bonus when you use Bluff or Diplomacy on a
character that is (or could be) sexually attracted to you, and
a +1 trait bonus to the save DC of any language-dependent
spell you cast on such characters or creatures.

Languages: Common, Draconic, Terran\


@lamontius you tape a video of everyone sitting still then play a loop over the camera feed that the terrorist is watching on then you roll in a second buss have people board it and then let the other bus hit a plane and detonate after everyone is safe. can't remember the name fo the movie but it was a good'un.


lemeres wrote:
Another question: What do you guys think of two players taking the same pair? One as summoner, one as eidolon.

This actually seems like a good idea for introducing people to the game. Have the new player use the eidolon(assuming your groups summoner will let them) so they do not need to roll up a new char and go through all that rigamaroll. Also the rp dynamics of experienced players doing this would be awesome too.


1 person marked this as a favorite.

totally agree that martials deserve a lot more respect then they are given. I personally love rolling as a barbarian but that's just because my combat tactics are really simple... i hit it until it is dead. Fighters have a myriad of weird feats and ways of attacking that i don't want to bother with. still they defiantly have there place in nearly every party.


apsu because it's pathfinders bahamut. i love dragon gods and i like paladins so apsu it is.


doh i knew i read something wrong. but yeah i would do the permanent masterwork transformation spell or AMoF and then enchant.


you can enchant the monks fists you don't need to get gauntlets for them.


still need to know if it was worth it... bump


KK was mostly just seeing if anyone was interested. I'll work hard to atleast get the first part of it done(comes in 10 parts each with 3 chapters which in turn each have about 5 encounters. Whole thing goes from pl10 up to pl20 at the end.)


super awsome uber necro post! dunno if anyones still interested but i'm working on making a campaign and I'd love to run it(military themed campaign jsyk)


gotta say... a barbarian withh only a 12 in strength and constitution isn't gonna do well. My barbarian actually utilizes an astounding 21 strength and 22 con(gm said 32 point buy then add 2 to all skills and the race he had for me has a +2 to strength and since we start at level 6 i took a +1 to strength from the level 4 increase.)


Quote:

Jeebus. Well first off he only seems to be more monk than barbarian so I think you may be barking up the wrong tree as it were. That being said if you're going barbarian / monk (what's the druid levels for?) then you should probably have done was used Master of Many Styles to get easy early-access to Crane Style and Crane Wing along with a boost to your saving throws. Since you can then fight defensively with your greatsword during your turn and then release your greatsword with one hand at the end of your turn you'll net a +4 dodge bonus to AC each round (assuming 3 ranks in acrobatics) and be able to deflect 1 attack/round when it isn't your turn.

Being an Armored Hulk is a detriment to your defenses. I realize that sounds stupid but it will only lead to you suffering more damage over the course of the game. You move slower (barbarians in medium or mithral heavy move at 30 ft which is better than the hulk's 20-25 ft.), and you lose Uncanny Dodge (DO NOT LOSE THIS) which ruins your ability to tank effectively in a huge variety of situations and denies you the ability to take a total defense when unaware of an opponent (which is around a -6 loss to AC during a surprise attack). Improved Armored Swiftness loses you your immunity to flanking by dropping Improved Uncanny Dodge for something real barbarians get at 1st level (+10 ft. speed but only while in heavy armor which is dumb).

Also your damage on your weapon is wrong. Rage adds +2 to hit and +3 to damage due to the Strength adjustment if you're wielding a 2 handed sword. There is no way that you deal 2d6+8 when you're not raging and 2d6+9 when you are raging (especially with a furious weapon). Your actual damage when raging should be 2d6+13.

It looks to me that your build is just really poor for what you are trying to accomplish with it. You may ask your GM if you can respec since there are some glaring problems.

uh what? The barbarian/monk/druid(druid was for his back story) was my old character. I want help with my new character that I will be playing when my current one(tri class weirdo) dies or i get my gm's permission to make him leave.


bump... i really want to know if it is worth keeping the bastard sword or if I should switch back to a great sword and take iron will instead of bastard sword proficiency...


here here Detect Magic! One of my characters is revered as a 8' tall barbarian bronze half dragon thanks to the wonderful hat of disguise!


What about an indie developed game that is distributed as a free download based on the pathfinder system? I only ask cause I am into making video games(never really published one or shown them off cause none are complete).


Cao Phen wrote:

Though not really a tanking build, it would be pretty funny:

Human Drunken/Invulnerable Rager Barbarian 1 (Favored Class)
CON 20 (PFS Based - 18+2)
Accelerated Drinker Trait
Toughness Feat
Tribal Scars Feat (Raptorscale Tribe)

Health:

12 (Base) + 5 (CON) + 1 (Favored Class) + 3 (Toughness) + 6 (Tribal Scars)

= 27 HP at Level 1, 29 when raging

Add Pesh from the Adventurer's Armory (15 Temp HP for 1 Hour, -4 DEX/WIS)

So in the end, you would have a really drunk, drugged out of his/her mind, raging barbarian with 44 HP at Level 1.

Note: You MUST roleplay this character (not really, but would be fun)

ahahahahaha.... ahem lol. This would be kind of funny but I don't really want to step on the toes of our drunk out of his mind all the time spellslinger so... yeah. I still need to know if it was worth it to take the large sized bastard sword... I mean a 4d8(vital strike) + 18(raging, power attack, powerfull blow) seems quite a good bit more powerfull then 4d6+18 from the great sword. I can do up to 8 damage more than the greatsword but i dunno...


... I don't understand the question... the sword is just a sword it doesn't have a code of honor so it will only break if you intentionally put a lot of stress on it(smashing it with a massive boulder for example). The paladins code has nothing to do with the katana. Kudos though and picking a different weapon for your paladin. Long swords are way too common.


bump... also want to point out that all the monk and druid + barb thing was my old character. My new one(as noted above)is 100% pure barbarian.


honestly when the whole system is built against all forms of stealth... good luck stealing a building even at level 20 and even if it's a freaking small outhouse. short answer... not likely.


Character as he stands right now...

Character Name:Tyrano Syllith Alignment:Chaotic Good
Character Class and Level:Barbarian 6 Deity:None Homeland:Chelliax
Race:Saurian(genetically engineered) Size:Medium Gender:Male Age:33(actually 533 see backstory) Height:8'0" Weight:418lb Scales:Sandy Eyes:Lizard

Ability Score Modifier Temp Adjustment Temp modifier
Strength 21 +5
Dexterity 16 +3
Constitution 22 +6
Intelligence 7 -2
Wisdom 15 +2
Charisma 11 +0

Speed base[40] With armor[30] Flight[] Swim[] Climb[] Burrow[]
Initiative[3]=[3]dex mod+[]Misc mod
AC[24]=10+[7]armor bonus+[0]Shield Bonus+[3]Dex modifier+[0]size modifier+[2]natural armor+[1]Deflection modifier+[1]misc
+2 against traps
HP[114/114] DR[]
Touch AC[15] Flat-Footed Ac[23(can't be caught flat-footed)]
Rage[20/20]

Fortitude(con)[11]=[5]base+[5]ability modifier+[]Magic modifier+[1]Misc+[]temp
+2 against any creatures effects if you damaged that creature this turn
+2 while raging
Reflex(dex)[6]=[2]base+[3]ability modifier+[]Magic modifier+[1]Misc+[]temp
+2 against traps
+2 against any creatures effects if you damaged that creature this turn
Will(wis)[5]=[2]base+[2]ability modifier+[]Magic modifier+[1]Misc+[]temp
+2 against any creatures effects if you damaged that creature this turn
+2 while raging

Base atk bonus[+6/+1] Spell resistance[]
CMB[11]=[+6]Base+[+5]str mod+[]size mod+misc[]
CMD[24]=[+6]Base+[+5]str mod+[]size mod+[+3]dex mod+10
+2 vs fear
Weapon atk bonus crit
+1 Furious Large Bastard Sword +14(PA:12)/+9(PA:7)(+16(PA:14)/+11(PA:9) while raging) 19-20
type range ammo damage
S M n/a 2d8+7(PA:+13)(+10(PA:+16)(PB:+12)(PA+PB:+18) while raging)(VS:+2d8)

Skills:
[X]Intimidate [11]total=[0]Cha mod+[6]ranks+[2]misc mod
[X]Perception [12]total=[3]Wis mod+[6]ranks+[]misc mod

[X]Acrobatics [3]total=[3]Dex mod+[]ranks+[]misc mod
[X]Climb [3]total=[3]Dex mod+[]ranks+[]misc mod
[X]Craft [-2]total=[-2]Int mod+[]ranks+[]misc mod
[X]Craft [-2]total=[-2]Int mod+[]ranks+[]misc mod
[X]Craft [-2]total=[-2]Int mod+[]ranks+[]misc mod
[X]Handle Animal* [0]total=[0]Cha mod+[]ranks+[]misc mod
[X]Knowledge (nature)* [-2]total=[-2]Int mod+[]ranks+[]misc mod
[X]Ride [3]total=[3]Dex mod+[]ranks+[]misc mod
[X]Sense Motive [3]total=[2]Wis mod+[]ranks+[1]misc mod
[X]Survival [2]total=[2]Wis mod+[]ranks+[]misc mod
[X]Swim [5]total=[5]Str mod+[]ranks+[]misc mod

[]Appraise []total=[]Cha mod+[]ranks+[]misc mod
[]Bluff []total=[]Str mod+[]ranks+[]misc mod
[]Diplomacy []total=[]Cha mod+[]ranks+[]misc mod
[]Disable Device* []total=[]Des mod+[]ranks+[]misc mod
[]Disguise []total=[]Cha mod+[]ranks+[]misc mod
[]Escape Artist []total=[]Dex mod+[]ranks+[]misc mod
[]Fly []total=[]Dex mod+[]ranks+[]misc mod
[]Heal []total=[]Wis mod+[]ranks+[]misc mod
[]Knowledge (arcana)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (dungeoneering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (engineering)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (geography)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (history)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (local)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (nobility)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (planes)* []total=[]Int mod+[]ranks+[]misc mod
[]Knowledge (religion)* []total=[]Int mod+[]ranks+[]misc mod
[]Linguistics* []total=[]Int mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Perform []total=[]Cha mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Profession* []total=[]Wis mod+[]ranks+[]misc mod
[]Sleight of Hand* []total=[]Dex mod+[]ranks+[]misc mod
[]Spellcraft* []total=[]Int mod+[]ranks+[]misc mod
[]Stealth []total=[]Dex mod+[]ranks+[]misc mod
[]Use Magic Device* []total=[]Cha mod+[]ranks+[]misc mod
Conditional modifiers:

AC items Bonus Type Check Penalty Spell Failure Weight Properties
+1 Bolstering Masterwork Breastplate +7 H -2 35% 65lbs
Ring of protection 1 +1 n/a 0 0% --lbs
Bracers of Armor 1 +1 n/a 0 0% --lbs

Gear
Itm wgt
+1 Furious Large Bastard Sword 12 lbs
+1 Bolstering Breastplate 30 lbs
Ring of protection 1 -- lb
Hat of Disguise -- lb
Cloak of Resistance 1 -- lb
Bracers Of Armor 1 -- lb
Trail rationsX24 24 lbs

Feats:
Power Attack: You can choose to take a –1 penalty on all
melee attack rolls and combat maneuver checks to gain
a +2 bonus on all melee damage rolls. This bonus to
damage is increased by half (+50%) if you are making
an attack with a two-handed weapon, a one handed
weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modifier on damage
rolls. This bonus to damage is halved (–50%) if you are
making an attack with an off-hand weapon or secondary
natural weapon. When your base attack bonus reaches
+4, and every 4 points thereafter, the penalty increases
by –1 and the bonus to damage increases by +2. You must
choose to use this feat before making an attack roll, and
its effects last until your next turn. The bonus damage
does not apply to touch attacks or effects that do not deal
hit point damage.

Vital Strike: When you use the attack action, you can make
one attack at your highest base attack bonus that deals
additional damage. Roll the weapon’s damage dice for the
attack twice and add the results together before adding
bonuses from Strength, weapon abilities (such as flaming),
precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a
critical hit, but are added to the total.

Exotic Weapon Profeciency: Bastard Sword

Total Weight:
[153]Light load []Lift over head
[154-306]Medium Load []Liftoff ground
[307-460]Heavy Load []Drag or Push

Money: 0gp

exp: 15,000 to next level:

Special Abilities:

Armor Expert: You have worn armor as long as you
can remember, either as part of your training to become
a knight’s squire or simply because you were seeking to
emulate a hero. Your childhood armor wasn’t the real thing
as far as protection, but it did encumber you as much as
real armor would have, and you’ve grown used to moving
in such suits with relative grace. When you wear armor of
any sort, reduce that suit’s armor check penalty by 1, to a
minimum check penalty of 0.

Suspicious: You discovered at an early age that someone
you trusted, perhaps an older sibling or a parent, had lied
to you, and lied often, about something you had taken
for granted, leaving you quick to question the claims of
others. You gain a +1 trait bonus on Sense Motive checks,
and Sense Motive is always a class skill for you.

Fast Movement (Ex): A barbarian’s base speed is faster
than the norm for her race by +10 feet. This benefit
applies only when she is wearing no armor, light armor, or
medium armor, and not carrying a heavy load. Apply this
bonus before modifying the barbarian’s speed because of
any load carried or armor worn. This bonus stacks with
any other bonuses to the barbarian’s base speed.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the
ability to react to danger before her senses would normally
allow her to do so. She cannot be caught flat-footed, nor does
she lose her Dex bonus to AC if the attacker is invisible. She still
loses her Dexterity bonus to AC if immobilized. A barbarian
with this ability can still lose her Dexterity bonus to AC if an
opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different
class, she automatically gains improved uncanny dodge (see
below) instead.

Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
increase by +1 every three barbarian levels thereafter (6th,
9th, 12th, 15th, and 18th level). Trap sense bonuses gained
from multiple classes stack.

Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be flanked. This defense
denies a rogue the ability to sneak attack the barbarian
by flanking her, unless the attacker has at least four
more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above)
from another class, the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue
level required to flank the character.

Rage (Ex): A barbarian can call upon inner reserves of
strength and ferocity, granting her additional combat
prowess. Starting at 1st level, a barbarian can rage for a
number of rounds per day equal to 4 + her Constitution
modifier. At each level after 1st, she can rage for 2
additional rounds. Temporary increases to Constitution,
such as those gained from rage and spells like bear’s
endurance, do not increase the total number of rounds
that a barbarian can rage per day. A barbarian can enter
rage as a free action. The total number of rounds of rage
per day is renewed after resting for 8 hours, although
these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus
to her Strength and Constitution, as well as a +2 morale
bonus on Will saves. In addition, she takes a –2 penalty
to Armor Class. The increase to Constitution grants the
barbarian 2 hit points per Hit Dice, but these disappear
when the rage ends and are not lost first like temporary
hit points. While in rage, a barbarian cannot use any
Charisma-, Dexterity-, or Intelligence-based skills
(except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
A barbarian can end her rage as a free action and is
fatigued after rage for a number of rounds equal to 2
times the number of rounds spent in the rage. A barbarian
cannot enter a new rage while fatigued or exhausted but
can otherwise enter rage multiple times during a single
encounter or combat. If a barbarian falls unconscious, her
rage immediately ends, placing her in peril of death.

Beast Totem, Lesser (Su) Rage power: While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus. The claws deal 1d6 points of slashing damage (1d4
if Small) plus the barbarian’s Strength modifier.

Beast Totem (Su) rage power: While raging, the barbarian gains a +1
armor bonus. This bonus increases by +1 for every
four levels the barbarian has attained. A barbarian must
have the lesser beast totem rage power to select this rage
power. A barbarian must be at least 6th level to select this
rage power.

Powerful Blow (Ex) rage power: The barbarian gains a +1 bonus on a
single damage roll. This bonus increases by +1 for every 4
levels the barbarian has attained. This power is used as a
swift action before the roll to hit is made. This power can
only be used once per rage.

Background: A product of science and magic, Tyrano syllith was developed as a secret weapon for the chyllaxian empire. One of a group of three, he became good friends with Thornea, an elf also in the super soldier program. Despite the fact that he was the brute strength version and she was the magic based version, they fell in love. The third soldier, who was a mix of ultimate magic and ultimate strength, did not like this as he liked Thornea. When Tyrano and Thornea attempted to leave the program after discovering the true intentions, The third soldier Krix ratted them out. When Thornea and Tyrano were to be executed, Thornea dissapeared the night before as did Krix. Tyrano, upon learning of Thornea's dissapearence, whent mad with rage and destroyed the chylaxian supersoldier complex and escaped. Tyrano now spends his time travelling the world in search of Thornea and fighting for good at any cost as well as hunting Krix who he believes is the cause of thorneas dissapearence.(schizophrenia makes him believe this is true. He was actually the only super soldier. He was treated like a dangerous animal and used as an instrument of war. While at the facility, a succubus named Luvet acted as his surreget mother and treated him as her own. Realizing he was schizophrenic, and wanting to help him escape, she subtly planted in his mind the idea that his hallucination of thornea wanted to escape and personally told the guards knowing full well what Tyrano would do because she also planted the idea that the hallucination Krix liked thornea and planned to steal her away from Tyrano. Luvet's fate is unknown to Tyrano but he still remembers her as the one staff who actually cared about him.)

Languages: Common, Draconic(Saurish dialect)

Special Details: Disguised as a bronze half dragon, When he rages his right eye changes (see rage eye pic) and crackles with red lightning, Scar over left eye from fight with krix(actually from a super soldier disciplinary officer attacking him) which makes him blind in that eye, Massive Scars run along back in shape of chellaxia symbol (in disguise the wings have the scars on them, Schizophrenic(Tyrano was the only super soldier made and krix and thornea are just delusionss of his mind), Has a tatoo behind the right side of his head and down his neck that reads "Property of the Chellaxian Millitary.", Wears a metal collar that can be removed only by a powerfull demon/devil(must have atleast 4 more hit die than tyrano), is actualy 533 years old and was released by luvet who is actualley immortal, Luvet raised Him as her own untill the chellaxian military took him from her at 5 years old and stunted his growth(he normally ages and grows 6 times faster than normal. The collar is what stops him from aging at the excellerated rate as well as what inhibits most of his schizophrenia.),

Schizophrenia:Roll a d20 at the start of every turn, rolling a 1 results in seeing/hearing krix and a 2 results in seeing or hearing thornea off in the distance. If affected by schizophrenia, must make a DC 15 Will save to shake the urge to follow the hallucination and deal with the task at hand. If the collar were ever to be removed, the schizophrenia would get worse. 1-3 for krix 4-6 for thornea and a dc20 will save.


bump


oops forgot to mention book restrictions... core, APG, UC, UM, Blood of angels. I think lore master is in a different book cause I was unable to find it in these.


bump. Also it'll probably help to tell you the party composition. We have a wizard fighter who leans more towards fighter, a wizard who open/closes everything in sight and casts flaming sphere as a one trick pony during combat, a cleric who can tank and crit like no tomorrow(luckiest man I've ever met), a rouge who likes to feint in combat a lot, and a spell slinger who has an elephant(who isnt used in battle cause we go in lots of small places.)


So i'd probably just take iron will but I still don't know if it is worth using the bastard sword or if I should just switch back to the great sword. I have a higher dpr with the bastard sword but it isn't all that much more so i dunno. please help oh you veterans of pfrpg. This humble and lowly player wishes only to.. yeah i lost my train of sucking up type thought... ah well. IS it worth it to keep the bastard sword or what?


Will do for the mithral when i can. I had to modify a formula to our version since we use cards instead of crit mult damage so i end up with a dpr of 19.2625 vs an ac of 22. The great sword does 18.575. I guess maybe the cost of the feat isn't exactly worth it. I don't know. I'm not sure what feat I would choose instead.


thanks but i don't want PURE tank. I love the dmg output of the build the way it is but I am still willing to take suggestions on improving it if there is something he is sorely screwed up in. I also forgot to mention his dex is now 16 and wisdom is 15 and charisma is 11.


So i changed to regular barbarian, switched the great sword out for a large sized bastard sword(same enchantment), feats are now power attack weapon proficiency bastard sword and vital strike, swapped one of the rings for bracers of armor and a cloak of resistance, i changed out plate armor for a +1 bolstering breastplate, and rage powers are now lesser beast totem powerful blow and beast totem. So yeah... heavy hitter with a 24 ac what do you think?


cool thanks for the tips. I may not use all of them(i know the armored hulk is a bad archetype but I like picking something not so good and making it relatively decent. May still go with invuln rager) but there still really good tips thanks again. funny you didn't ask about the hat of disguise lol. I also can't get a breast plate made of mithril cause it's medium armor and that costs an extra 4k but i can only spend 3k on a single item.


So I am playing in a home brew game and my current character isn't very durable. I knew he wouldn't be (barbarian 1/Druid 1/ Martial artist monk 4) but he just is taking a whole lot more punishment then i expected. He's nearly died twice in just the last session we had. so I decided to make a backup character with a little more "Tank" in him if you know what I mean.(120mm cannon included as great sword) Because we don't use multipliers for crit's but effect cards instead i just went with what did the most damage. 32 point buy, increase scores by 2, add on level 4 bonus to one ability. 11,000 gp can not spend more than 3000 on one item.

Characther:

Name:Tyrano Syllith
Race:Saurian(half dinosaur race my dm made for me)
Class:Armored Hulk Barbarian 6
Stats:
Strength:21(18+2(dms rule)+1(lvl 4))
Dexterity:14(12 + 2(dms rule))
Constitution:22(18+2(dms rule)+2(race))
Intelligence:7(7-2(race)+2(dms rule))
Wisdom:12(10 + 2(dms rule)
Charisma:14(10+2(race)+2(dms rule))

AC: 24(10+9[full plate]+2[Natural armor bonus from race]+1[dex bonus]
+2[2 +1 rings of protection])

25 against charge attacks
26 against crit conformations

Saves: +10 Fort, +4 reflex(+5 against trample attacks), +4 will

HP:114( really damn lucky on hp roles +6 for favored class)
BAB(+6)
Weapon:+1 furious Great sword
atk bonus:+12/+7(+17/+12 while raging)
dmg: 2d6+8(+9 while raging instead of 8)
Feats: Power Attack, Cleave, Intimidating prowess
Other gear:
Hat of disguise
24 trail rations

So yeah what do you think? Comments and questions welcome!

quick note about plate armor. My char's race must pay 50% more for all armor other than chain shirt or breastplate due to abnormal anatomy.