Full Name |
Karuut |
Race |
Pitborn Tiefling | HP 25/25 | AC 18 | FF 12 | TCH 16 | Per +5 | Init +2 | F/R/W: 5/2/1 |
Classes/Levels |
|
Gender |
|
Special Abilities |
Rage, Raging Vitality, Shatter 1/day |
Alignment |
Chaotic Neutral |
Languages |
Common, Abyssal |
Strength |
18 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
8 |
Wisdom |
12 |
Charisma |
10 |
About Karuut
BAB: +2
HP: 25
AC: 18, FF: 12, TCH: 16 (10 + 5 armor + 2 dex + 1 shield)
Base Fort/Reflex/Will: 3/0/0
Battleaxe: Atk +5, Dam 1d8+4
Bite: Atk +6, Dam 1d6+4
Spiked Gauntet: Atk +6, Dam 1d3+3
Javelin: Atk + 4, Dam 1d6+3
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Skills:
Acrobatics +3 (2 rank + 2 wis + 3 class - 4 ACP)
Perception +5 (2 rank + 0 wis + 3 class)
Climb +4 (2 rank + 3 str + 3 class - 4 ACP)
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Rage Powers:
2) Beast Totem, Lesser
4) Superstitious
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Feats:
1) Raging Vitality
3) Power Attack
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Gear: 1786 gp
Battleaxe / 10gp
(x3) Javelin / 3gp
Scale Mail / 50gp
Buckler / 5gp
Potion CLW / 50gp
Potion Enlarge Person / 50gp
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PFS:
Fame: 6
Prestige: 6
Confirmation: GM Credit
Crypt of the Everflame
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Pitborn Racial Abilities
+2 Strength, +2 Charisma, –2 Intelligence
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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Class Abilities
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.
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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.
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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, even 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 instead.
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