![]()
About Karnhusk JarlsonKarnhusk Jarlson
Defense::
AC 31, touch 17, flat-footed 29 (+11 armor, +2 Dex; +3 deflection; +1 insight; +1 luck; +3 natural) HP 126 (6d8+9d10+2d12+91-51) HP 180 (6d8+9d10+2d12+91+54-51) Fort +19, Ref +12, Will +16 Defensive Abilities uncanny dodge Offense::
Speed 40 ft. Melee +1 Furious greataxe +18/+13/+8 (1d12+8; x3) Melee +5 construct-bane lucerne hammer +22/+17/+12 (1d12+12) Ranged dagger +10 (1d6+4; x3) Special Attacks channel positive energy 6/day (DC 22, 9d6), rage (10 rounds/day), rage power (moment of clarity)
Spells:
Oracle- CL 14 0th [9 known]: Create Water; Detect Magic; Detect Poison; Guidance; Light; Mending; Purify Food and Drink; Read Magic; Stabilize 1st-[5+2 known | 6+2/day]: bless, command (DC 16), cure light wounds*, detect undead^, dream feast, liberating command, protection from evil, remove sickness (DC 17) 2nd-[5+4 known | 6+1/day]: align weapon, burst of radiance (DC 17), cure moderate wounds*, ghostbane dirge (DC 17), ironskin, lesser restoration^, see invisibility~, sound burst, spiritual weapon~ 3rd-[4+2 known | 6+1/day]: cure serious wounds*, daylight, dispel magic, neutralize poison^, remove curse, remove disease 4th-[4+3 known | 6+1/day]: arcane eye~, blessing of fervor, cure critical wounds*, dismissal (DC 19), forceful strike (DC 19), holy smite (DC 19), restoration^ 5th:-[3+3 known | 5+1/day]: boneshatter (DC 20), breath of life^, dream~, fickle winds, mass cure light wounds*, raise dead 6th:-[1+2 known | 3+1/day]: eaglesoul, heal^, mass cure moderate wounds*, * = Oracle Spells ^ = Life Mystery Spells ~ = Rage Mystery Spells Rage Prophet- CL 8
Statistics::
Str 20, Dex 14, Con 13 (18), Int 12, Wis 13, Cha 20 Base Attack +12; CMB +19; CMD 35 Feats: Furious Focus[APG], Improved Vital Strike, Power Attack, Raging Vitality, Selective Channeling, Skill Focus (Diplomacy), Spell Focus (conjuration), Toughness, Tribal Scars, Vital Strike Skills Acrobatics +10 (+14 to jump), Bluff +6, Climb +10, Diplomacy +25, Heal +10, Intimidate +15, Knowledge (dungeoneering) +2, Knowledge (history) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +10, Linguistics +21, Perception +20, Sense Motive +15, Spellcraft +5, Survival +15, Swim +9, Use Magic Device +8 Languages Abyssal, Aklo, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Giant, Hallit, Ignan, Infernal, Necril, Orc, Orvian, Shoanti, Skald, Sylvan, Terran, Thassilonian, Undercommon, Varisian; tongues (understand) Traits Exchange Agent- To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.; Magical Knack (Oracle) - +2 to your Oracle caster level up to your character level. Racial Traits Bonus Feat; Skilled SQ enduring rage, fast movement, oracle's curse (tongues), ragecaster, raging healer, revelations (life link, channel), spirit guardian Combat Gear+3 mithral agile breastplate, +1 furious greataxe, +5 lucerne hammer, dagger, deep red sphere ioun stone, dusty rose prism ioun stone, onyx rhomboid ioun stone, pink and green sphere ioun stone, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +2, handy haversack, ioun torch ioun stone, phylactery of positive channeling, ring of protection +3, wayfinder, jingasa of the fortunate soldier Other Gear potion of cure moderate wounds, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, wand of cure light wounds, wand of cure moderate wounds, acid (2), air crystal, alchemist's fire (2), antiplague, antitoxin, holy water (2), smelling salts, soothe syrup, thunderstone (2), weapon blanch (adamantine), weapon blanch (silver), bedroll, belt pouch, bread (3), bucket, cheese (2), earplugs, explorer's outfit, flint and steel, meat (2), mug/tankard, wrist sheath, spring loaded Remaining Gold 2727 GP, 9 SP, 3 CP Special Abilities::
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 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 (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.
Rage Powers (Ex):
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 armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. Oracle’s Curse (Ex) - Tongues: Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
Revelations:
Channel (Su): 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. Savage Seer: A rage prophet's class level stacks with barbarian levels for determining the effect of rage powers, and with oracle levels for determining the effect of oracle revelations and his oracle's curse. This does not grant additional abilities. Spirit Guide (Sp): Every rage prophet possesses a spirit guide, an insubstantial phantom that speaks to his mind, watches over him, and lends him its strength and wisdom. Whenever the rage prophet rages, he gains the benefit of a single guidance spell from his spirit guide; this bonus can be used at any time during his rage. The spirit guide also allows the rage prophet to use dancing lights, ghost sound, and mage hand as spell-like abilities once per day each (caster level equal to the rage prophet's class level). The DCs are Charisma-based. Rage Prophet Mystery: At 2nd level and every even level thereafter, a rage prophet learns an additional spell from his spirit guide. These spells are in addition to those listed in Table 2-6: Oracle Spells Known. Like spells from an oracle's mystery, the rage prophet cannot exchange these spells for different spells at higher levels. The rage prophet must be able to cast oracle spells of the listed level to learn one of these spells from his spirit guide. The rage prophet treats the spell as an oracle spell of the listed level. The possible spells are arcane eye (4th), augury (2nd), divination (4th), dream (5th), find the path (6th), helping hand (3rd), see invisibility (2nd), shadow walk (6th), speak with dead (3rd), spectral hand (2nd), spiritual weapon (2nd), unseen servant (1st), vision (7th), and whispering wind (2nd). Raging Healer (Su): At 2nd level, a rage prophet is able to cast cure spells on himself while raging, without having to use clarity of mind. Indomitable Caster (Ex): At 3rd level, a rage prophet adds his Constitution bonus (if any) on concentration checks. Ragecaster (Su): Starting at 4th level, a rage prophet's spells grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his caster level. At 7th level, he adds his Constitution bonus to the save DC of any spells cast while raging. Spirit Guardian (Sp): At 5th level, the competence bonus provided by the spirit guide's guidance spell increases to half the rage prophet's class level when used while battling a fey, outsider, undead, or incorporeal creature. As a swift action, the rage prophet can spend 1 round of rage (whether he is raging or not) to give his armor and weapons the ghost touch property for 1 round; this effect ends if the item is no longer in his possession. Enduring Rage (Su): At 6th level, as a free action, a rage prophet can extend the duration of his rage by sacrificing a spell slot; this prolongs the duration of his rage for a number of rounds equal to the level of the spell slot used. Raging Spellstrength (Su): At 8th level, a rage prophet is able to cast spells with a range of “personal” on himself while raging, without having to use clarity of mind. Spirit Warrior (Su): At 9th level, the competence bonus provided by the rage prophet's guidance increases to his rage prophet level when used while battling a fey, outsider, undead, or incorporeal creature. His ability to give his armor and weapons the ghost touch property becomes an immediate action instead of a swift action.
Attacks:
--+5 Lucerne Hammer (10’ Reach)-- [dice=+5 Lucerne Hammer] 1d20+22 [/dice] [dice=+5 Lucerne Hammer] 1d20+17 [/dice] [dice=+5 Lucerne Hammer] 1d20+12 [/dice] [dice=Damage] 1d12+12 [/dice] [dice=Vital Strike Damage] 3d12+12 [/dice] [dice=+5 Lucerne Hammer | PA/FF] 1d20+22 [/dice]
[dice=+5 Lucerne Hammer | Rage/PA/FF] 1d20+24 [/dice]
--+1 Furious Greataxe (5’ Reach)--
[dice=+1 Furious Greataxe | PA/FF] 1d20+14 [/dice]
[dice=+1 Furious Greataxe | Rage/PA/FF] 1d20+22 [/dice]
--Forceful Strike (Swift Action)--
--Channel Energy (6/day)--
|