Kjell Snarribrand

James Rob-in-son's page

308 posts. Organized Play character for trawets71.

Full Name

James Rob-in-son



HP 72/72 AC/Touch/Flat 17/10/15 | Fort/Ref/Will +8/+3/+4 +2 vs. charm and compulsion


Barbarian 4| AC 19 T 12 FF 17 | HP 64/64 | F +6 R +3 W +2 +2 vs. charm and compulsion| Init +14 | Perc +8








Neutral Good







Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About James Rob-in-son

Character Sheet:

Size Medium
Init +14; Perception +8


AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex)
hp 64 (4d12+8+4+4+15)
Fort +6, Ref +3, Will +2; +2 vs. charm and compulsion

Speed 70 ft.
Ranged: Shortbow +6 (1d6/x3) range 60’
Melee: Scythe +9 (2d4+7/x4)
Melee: Dagger +9 (1d4+5/19-20/x2)


Str 21, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Languages: Common
Base Atk +4; CMB +9; CMD 21

Acrobatics +6 (4) , Climb +5 (1), Intimidate +3 (1), Kn: Nature +7 (4), Perception +8 (4), Ride +3 (1), Survival +8 (4), Swim +5 (1) Total: 20

Favored Class:Barbarian +1 hp per level.

Stat Increase
4th Level: Str
2nd Tier: Str

Barbarian Abilities:

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land 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 land speed.

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.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

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 Dexterity 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.

Mythic: Champion 3:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Champion Abilitities

Champion's Strike: Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Burst Through (Ex): When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Titan's Rage (Su): You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons. This size increase lasts a number of rounds equal to your tier, and doesn't stack with any other spell or ability that alters your size.

1st Tier: Power Attack (Mythic): When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

3rd Tier: Improved Initiative (Mythic): The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Feats and Traits:

1-Power Attack
1-Toughness (racial bonus)
3-Improved Initiative


+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.


+1 Breastplate (30#), Scythe 18gp (10#), Dagger 2gp (1#), Shortbow 30gp (2#), 20 Arrows 1gp (3#), Backpack 2gp (2#), Bedroll .1gp (5#), Winter blanket 5sp (3#), flint and steel 1gp, a mess kit 2sp (1#), 10 days trail rations 5gp (10#), waterskin 1gp (4#)

Wand of Cure Light Wounds (50)

Total 71#

1919gp 5sp


Fame and Prestige:

Prestige Points=12


James grew up in the wilds outside of Absalom. He has no idea how he got there nor why he had a butterfly birthmark. He lived with animals and outcasts when he could and own his own often. He was “rescued” by Pathfinders sent out explore a tower he was living in. They gained his trust when the cleric of Desna showed him his holy symbol and it matched his birthmark exactly. They brought him back to the Grand Lodge and became a Pathfinder but never really feels at home in the city. He gets out of town as often as he can.

Daily Resources:

Rage: 12 rounds/day Used: 6
Mythic Points: 9/day Used: 1


[dice=Scythe]1d20+9[/dice] [dice=Damage]2d4+7[/dice]
[dice=Scythe PA]1d20+9-2[/dice] [dice=Damage]2d4+7+9[/dice]
[dice=Scythe Raging]1d20+9+2[/dice] [dice=Damage]2d4+10[/dice]
[dice=Scythe Raging PA]1d20+9+2-2[/dice] [dice=Damage]2d4+10+9[/dice]
[dice=Scythe Titan Raging]1d20+9+2+2-1[/dice] [dice=Damage]2d6+13[/dice]
[dice=Scythe Titan Raging PA]1d20+9+2+2-1-2[/dice] [dice=Damage]2d6+13+9[/dice]
[dice=Dagger]1d20+9[/dice] [dice=Damage]1d4+5[/dice]
[dice=Shortbow]1d20+6[/dice] [dice=Damage]1d6[/dice]
[dice=Acrobatics ]1d20+6[/dice]
[dice=Kn: Nature]1d20+7[/dice]
[dice=Fort Save]1d20+6[/dice]
[dice=Reflex Save]1d20+3[/dice]
[dice=Will Save]1d20+2[/dice]