Notable Conditionals
+2 trait vs Mind-Affecting effects (Trait)
+2 racial vs Poisons (Racial)
+2 racial vs Spells, spell-like abilities (Racial)
5 Attacks of Opportunity per round (Combat Reflexes)
DR 2/- vs nonlethal
+4 bonus vs all ingested poisons or drugs
+6 bonus on saves vs alchohol, double CON
Current Resources Hero Points - 3 remaining
Oracle 1 - 0/6
Rage - 0/19
Maneuvers (5 prepared)
Tactical Strike - Ally moves 10'
Scything Strike - Cleave
Pride Movement Boost - Adjacent ally moves their base speed
Iron Shell Counter - Opposed attack roll to deflect attack
Raging Hunter's Pounce - Full round action to charge target creature and perform full-attack action.
Stances Stance of the Defending Shell - Shield bonus to AC ***ACTIVE*** Circular Stance - Cannot be flanked
Non-Raging 'Fellblade' +9 3d6+13 Enchantment, weapon focus, power attack Gore +6 2d6+3 Multiattack 2 Hooves +6/+6 1d6+3 Multiattack
Raging 'Fellblade' +11 3d6+16 Enchantment, weapon focus, power attack Gore +7 2d6+5 Multiattack, power attack 2 Hooves +7/+7 1d6+5 Multiattack, power attack
Feats and Skills:
Feats Free Toughness - +1 hp /level, or +3 if under level 3.
Level 1: Combat Reflexes (INT) - Granted by Warder. +INT to number of AoOs per turn.
Improved Natural Weapon (Gore) - Gore damage increased from 1d8 to 2d6.
Power Attack - Scaling damage, currently -1/+1...+3
Multiattack - -2 penalty for natural weapons instead of -5 during full attack.
Raging Vitality - CON during rage is boosted by +2, and rage can be maintained during unconsiousness.
Iron Will - +2 to Will Saves
Level 2: Improved Initiative - +4 initiative
Improved Sunder (Signature Item) - +2 to sunder CMB, CMD+2 to resist. No AoO's when sundering
Level 3: Escape Route - Allies with escape route ignore AoOs caused by movement in squares adjacent to me, and vice versa.
Extra Rage - +6 rounds of rage per day.
Weapon Focus (Greatsword) (Signature Item) - +1 to hit with Fellblade
The wearer receives a +4 bonus vs all ingested poisons or drugs, and their durations and effects are halved. You may double your CON Mod for alcohol consumption and receive a +6 bonus on saves vs alchohol. The wearer receives Fast healing 2, which becomes Fast Healing 5, if they are under the effects of a non-instantaneous potion. (not an extract, infusion or mutagen).
Carrying Capacity - 54 lbs
Light 246 or less
Medium 247 - 692
Heavy 693 - 1040
Class and Special Abilities:
Invulnerable Rager Barbarian(Favored Class)
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•Fast Movement - A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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 (+4str/+6con,-2ac,+2wil :: 19/day) - Modified by Raging vitality feat to be +6 CON. +6 rounds from feats. 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.
►►Knockback - Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
•Invulnerability - At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
•Extreme Endurance - At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
OracleLife Mystery
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•Lame Curse - One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
•Channel Positive Energy (2d6 :: 4/day) - You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
•Life Link - As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Divine Spells
Zweihander Sentinel
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•Zweihander Training - At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
•Armament Shield - When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).
•Defensive Focus (15', +7 vs Acrobatics) - At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
•Aegis +1 - At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
•Armiger's Mark (Lasts 4rnd :: 5/day) - At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).
•Maneuvers - Access to Scarlet Throne, Golden Lion, Iron Tortoise, Primal Fury and Eternal Guardian.
Racial
•Darkvision 60'
•10' Reach
•Natural Armor +2
•Skill Bonus - +2 Perception, +2 Survival
•Natural Cunning - Immunity to maze spells, prevented from ever becoming lost. Cannot be caught flat footed.
•Double Crossbow Proficiency
•2 Hooves - Cannot wear boots, wears horseshoes instead. 2 Natural Weapons dealing 1d6 each Purchased for 2 RP
•Powerful Charge - Gore doubles damage dice on charge, and deals 1-1/2 STR.
•Hardy - +2 vs poisons, spells, and spell-like abilities. 3 RP 'Hardy' trait
•Languages - Giant, Common
Traits Reactionary (Combat) - +2 Initiative
Into Enemy Territory (Campaign) - +1 Will saves
Sound of Mind (Regional) - +2 vs Mind-Affecting effects
Backstory, Personality, and Appearance:
Alignment: Chaotic Good - Kalora enjoys fighting, and is often found protecting the weak - if only for the reason that bullying makes her angry enough to pick fights.
Theme: Protecting the weak, gaining control over own emotions, talk softly carry a really huge stick
Appearance: Kalora is a white and gray furred female minotaur, weighing about 850 lbs at 9'6" tall. Sharp black horns jut from her unkempt dark gray mane. Her fur is mostly short, with a few small scars only visible upon close inspection - with the notable exception of one of her legs, which has a long scar that stretches down her thigh.
Her dark green eyes and intense stare is often mistaken for anger - possibly even more often once someone has seen her angry enough to fight.
She isn't sure of her exact age, but is told that she is about 22 years old.
Kalora wields a thick, battered greatsword of a simple design with little decoration - made after the blacksmiths of Goodwin's plane got fed up with her shattering all of her other swords. She swings it with wild abandon, using its weight and size to destroy weapons and foe alike. It's blade is nearly 7' long and 1' wide. One blacksmith jokingly called it 'Fellblade' because of the figurative graveyard of shattered weapons it created, and the name stuck.
Personality: Kalora is has a serious and gruff demeanor, and is generally very dedicated to the task at hand. Without a goal, she often finds herself lost in what to do with her free time.
She has a temper that she works to control, giving her an intense aura at most times, but is very caring about those she is around, even if it does not show. She will risk herself to defend others, especially if they are being unfairly picked on or attacked.
History:
Kalora was born with a lame leg, leaving her less physically capable compared to the other minotaur of her tribe. In the rough and violent life of a minotaur, this meant she was often the target of others trying to improve their own status through combat. She met this violence with surprising ferocity, and the near constant fighting kept her in tip-top shape and well trained. It also made her quite angry - everything was a threat, and being in a near-constant state of rage was possibly the safest one could be living among minotaurs.
When Goodwin arrived to take her, she of course fought back, but eventually settled in after destroying many, many things in his plane. Once introduced to the rest of the children, she soon found herself protecting some of the smaller or weaker of them from larger creatures that tried to take advantage of them. But without a true enemy to fight, she had nothing to soothe her anger, and with some help from Goodwin and his helpers, began working to control it better.
She still has a distaste for larger races and especially other minotaurs, and generally sees them as villains until they work hard to prove otherwise.
During her time with Goodwin, she was also able to unlock some of her oracle powers, and though she has been told time and again that they are divine in origin, she places very little stock in deities. In her mind, she has never needed to pray to them to accomplish her goals, and they have never interfered to help her (though her oracular powers seem to point to the opposite).
Goals: Become a well known figure in the world. Fight a big monster, Shadow of the Colossus style. Save some people.
Warder 1 IT1 - Iron Shell (Counter) - Immediate action to make opposed attack roll at full BAB + shield bonus. If higher, attack is deflected.
GL1 - Pride Movement (Boost) - Swift - An adjacent ally gets to move up to their speed, as if it were a free action taken on their turn.
IT1 - Stance of the Defending Shell (Stance) - Swift - +1 Shield AC +1 per 4 levels.
GL1 - Tactical Strike (Strike) - Standard action - Grant ally within 10' ability to make 10' of movement without provoking AoOs
GL1 - Encouraging Roar (Boost) - Swift - Allies within 30' get +2 morale bonus to attack and damage for one round.
ST1 - Scything Strike (Strike) - Standard - Make one attack roll and apply it to two adjacent enemies.
ST1 - Circular Stance (Stance) - Swift - Cannot be flanked except by higher level rogues.
ST1 - Prince's Attitude (Boost) - Swift - For 1 round gain +4 AC vs AoOs and +2 Reflex and Will saves.
PW2 - Raging Hunter's Pounce - Full round action to charge target creature and perform full-attack action.