Harsk

Kazmir Brightbeard's page

555 posts. Alias of Mowque.


Full Name

Kazmir Brightbeard

Race

M Dwarf Barbarian (Armored Hulk) 5 (HP 49/52 | AC:20 | T:15 | FF:19 | CMB:9 | CMD:21 | Fort:+6| Ref:+2 | Will:+2 | Init:+2| Perc:+5 | Speed 30)

Gender

Male

Alignment

CN

Deity

Gorum

Languages

Common, Dwarven,

About Kazmir Brightbeard

Crunch:

Male Human Barbarian (Armored Hulk) 5
CN medium humanoid (Human)
Init +2 Senses Perception +5, Darkvision 60 ft
---------
Defense
AC 20, touch 15, flat-footed 19(+1 DEX, +9 Armor)
HP 52 (12+7x4, +2 CON, +5 HP favored class, +3 Toughness, +2 )
Fort +6, Ref +2, Will +2
----------
Offense
Speed 30ft
Melee
Earthbreaker +10 (2d6+4/X3)

Defense
Masterwork Stoneplate Armor +9
----------
Statistics
Str 19 Dex 12 Con 14 Int 10 Wis 12 Cha 10
Base Atk +5 CMB +9 CMD 21

Feats: Toughness (Dwarf Bonus), Weapon Focus (EarthBreaker), Power Attack

Traits:Spellcaster’s Anathema (Benefit(s): You gain a +1 trait bonus on attack rolls against arcane spellcasters.)
Vetern of Battle (You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.)

SkillRanks: 4 per level

Acrobatics (Dex) +2, Climb (Str) +2, Craft (Int), Handle Animal (Cha), Intimidate (Cha) +5, Knowledge (nature) (Int) +1, Perception (Wis) +5, Ride (Dex), Survival (Wis) +3, and Swim (Str) +2.

Languages Common, Dwarven

Gear

Barbarian kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

Magical:
Belt of Giant’s Strength (+2)
Boots of the Winterland
Wand Cure Moderate Wounds (50 charges)
Snapleaf

651 Gold
-----------
Special Abilities = Barbarian (Armored Hulk)
Rage:A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers:
Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Guarded Stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Armored Hulk Stuff:

An armored hulk gains proficiency in heavy armor.
Indomitable Stance: An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

Resilience of Steel: At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).

This ability replaces trap sense.

Improved Armored Swiftness -At 5th level, an armored hulk’s land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

This ability replaces improved uncanny dodge.

Racial Traits = Dwarf
Ability Modifiers +2 Con,+2 Wis, –2 CHA

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Spell Smasher: Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
.
OFFENSE RACIAL TRAITS

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.