Machine Slayer

Kodlak Greymane's page

34 posts. Alias of Tenro.


Race

Human

Classes/Levels

Unchained Barbarian (Invulnerable Rager) 10

Gender

HP 105/105; DR 5/-; AC 24* / T16* / F20*; Fort +12*, Ref +8*, Will +5*; Perc +13

Special Abilities

Rage 25/25

Alignment

CN

Strength 18
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 10
Charisma 8

About Kodlak Greymane

Unchained Barbarian (Invulnerable Rager) 10

CN Medium Humanoid
Initiative: +3;
Senses: Perception +13

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DEFENSE
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AC 24 (Rg +3), touch 16 (Rg -2, +2 dodge), flat-footed 20 (Rg -2, +3 Nat) (+8 armor, +3 Dex, +0 (Rg +2) dodge, +0 (Rg +3) natural, +0 size, +1 Luck, +1 insight, +1 deflection)
HP 105 (10d12+30)
Fort +12, Ref +8, Will +5 (Rg add +2) (see Superstition +4)
DR 5/-
Resist Fire: 3

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.
Aegis of Recovery: +2 saves vs continuing effects
Aegis of Recovery: When dropped below 0 HP, heal 2d8+3 HP; Aegis crumbles to dust
Beast Totem: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Extreme Endurance: Resist Fire: 1
Jingasa of the Fortunate Soldier: 1/day reroll crit or sneak attack against you as normal damage as immediate action
Superstition: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

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OFFENSE
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Pounce!!
+4 to confirm crits!
+1 dmg for each previous hit in a full attack!

Speed 40 ft (30 base +10 class)
Melee
+3 Greatsword, +19/+14 melee, 2d6+10, 19-20/x2, S
2 Claws, primary natural, +15/+15 melee, 1d8+5 dmg, crit x3, S
2 Claws, secondary natural, +10/+10 melee, 1d8+5 dmg, crit x3, S (can use only one claw after sword attacks)

Pounce+PA+FF+RR:
sword / sword / claw
+19 / +10 / +6
2d6+22 / 2d6+22 / 1d8+9 (not counting hammer the gap or haste)

Ranged
Dagger, +13/+8 ranged, 1d4+5, 19-20/x2, P or S, 10ft (max 5 increments)

Special Attacks:
Intimidating Glare (Ex): The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian's current rage.
Lesser Beast Totem: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

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STATISTICS
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Str 18+2, Dex 14+2, Con 17, Int 10, Wis 10, Cha 8
BAB +10/+6; CMB +14; CMD 29 (Rg 31)

Feats:
Power Attack (-1/+3 to -4/+12)
Furious Focus (no PA penalty on first hit of round)
Reckless Rage (increases PA +/-)
Extra Rage Power: Lesser Beast Totem
Critical Focus
Hammer the Gap

Skills:
Acrobatics = +16
Climb = +15
Craft Weapon = +4+(Lvl*0.5)
Handle Animal = -1
Intimidate = +18
Know: Nature = +2
Perception = +13
Ride = +3
Survival = +4
Swim = +13

Languages Common
SQ none

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SPECIAL ABILITIES
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Human: +2 STR, Size Medium, 30ft speed, +1 Feat, Heart of the Fields:

Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Trait - Accelerated Drinker: can drink potion as a move action if it is already in hand

Trait - Viking Blood: +1 intimidate

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: +10ft

Rage: 25 rnds/day; +2 melee attack, +2 Melee dmg, +2 Will, +12 Temp HP, -2 AC, +2 dodge to AC, +2 Nat to AC

Rage Powers: Guarded Stance, Intimidating Glare, Lesser Beast Totem, Beast Totem, Greater Beast Totem (Pounce), Superstition

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

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EQUIPMENT - 62000gp
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(62,000 total)

4550gp +2 Agile Breastplate (+8 AC, +3 Max Dex, ACP -4 (-1 climb/acrobatics), 20ft
4000gp Mithral for armor (so i can use acrobatics)
5000gp Jingasa of the Fortunate Soldier
8gp Locked Gauntlet (+10 vs disarm)
2gp Dagger (1d4, 19-20/x2, P or S, 10ft, light)
2350gp +1 Greatsword (2d6, 19-20/x2, S, two-handed)
16000gp increase weapon from +1 to +3
1500gp Aegis of Recovery
1000gp Cloak of Resistance +1
3000gp increase cloak of resistance from +1 to +2
40gp Adventurer's sash x2 (potions are free action draw)
10000gp Belt of STR +2/DEX +2
5000gp Dusty Rose Ioun Stone +1 insight to AC
2000gp Ring of Protection +1

POTIONS:
900gp Cure Moderate Wounds potion 2d8+3 [x4]
300gp See Invisibility potion
50gp shield potion
750gp Cloak of Winds potion
750gp Haste potion
750gp Keen Edge potion
750gp Versatile Weapon potion
1500gp Fly potion x2
1500gp Ironskin potion CL 15

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STR 16 10pts +2 Race
DEX 14 5pts
CON 15 7pts +1 @ lv4, +1 @ lv8
INT 10 0pts
WIS 10 0pts
CHA 8 -2pts