About Krivh
Krivh
Male orc barbarian 1 (Numerian Liberator, Elemental Kin)
CN Medium humanoid (orc)
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) (+1 vs robots)
HP 15 (1d12+3)
Fort +4, Ref +1, Will +1; +2 trait bonus vs. fear
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Offense
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Speed 40 ft.
Melee greataxe +4 (1d12+8/x3)
Ranged shortbow +0 (1d6/×3)
Special Attacks rage (6 rounds/day)
+1 vs robots
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Statistics
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Str 18, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits courageous, robot slayer
Skills Acrobatics +1 (+5 to jump), Handle Animal +4, Intimidate +3, Perception +5, Survival +5, Stealth +5; Armor Check Penalty –3
Languages Common, Kellish, Orcish
SQ fast movement, ferocity, dayrunner
Combat Gear n/a; Other Gear hide armor, greataxe, shortbow with 20 arrows, backpack, bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), waterskin, 14 gp
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Special Abilities
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex)As a free action, Krivh can go into a rage that makes her deadlier, tougher, and dauntless—but easier to hit. When raging, Krivh’s stats are AC 13; hp 17; Fort +6, Will +3; Melee greataxe +6 (1d12+12/x3); Str 22, Con 18; CMB +7; He can rage for a total of 6 rounds per day, and can end a rage as a free action.
When his rage ends, he loses the 2 hit points he gained from raging, and if this brings him below 0 hit points, he falls unconscious and begins dying. Ending his rage also makes him fatigued (imparting a –2 penalty to her Strength and Dexterity) for 2 rounds for every round he spent in a rage, and he can’t rage while fatigued or exhausted. While raging, he can’t use Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).
Power Attack Before attacking, Amiri may choose to take a –1 penalty on all melee attack rolls and combat maneuver checks until her next turn and gains a +3 bonus on melee damage.
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