Kage CR 7
Human(Garundi) Fighter(Brawler) 8 | Barbarian (Urban/Invulnerable Rager) 8
CG Medium Humanoid
Init 2; Senses Normal; Perception +12;
DEFENSE
AC 22, touch 15, flat-footed 19(+7 armor, +2 deflection, +2 Dex, + monk, + natural, + shield, + Wis, +1
Dodge)
hp 115 (8d12 + 48) (+16 while raging)
Fort +11, Ref +6, Will +7; +2 racial bonus on saving throws against poison, spells, and spell-like abilities; +4 bonus on Fortitude saves against disease and poison, including magical diseases
Defensive Abilities; DR 4/-; DR 5/Cold Iron; Immune; Resist ; SR
Weaknesses
OFFENSE
Speed 20 ft.
Rage Duration (22 rnds); While raging, can apply a +4 morale bonus to her Strength, Dexterity, or Constitution; no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Melee unarmed strike +20/+15 (1d3+17/19-20x2) B
Melee unarmed strike +17/+12 (1d3+26/19-20x2) B (Power Attack)
Melee unarmed strike +22/+17 (1d6+19/19-20x2) B (while Raging)
Melee unarmed strike +19/+14 (1d6+28/19-20x2) B (while Raging+Power Attack)
Melee morningstar +1 +16/+11 (1d8+8/20x2) BP
Ranged javelin +10/+5 (1d6+7/20x2) P 30ft
Space 5 ft.; Reach 5 ft. (10 ft. with some weapon)
STATISTICS
Str 24, Dex 14, Con 19, Int 10, Wis 12, Cha 14
Base Atk +8; CMB +15 (+17 to Bull Rush); CMD 30(32 vs. Bull Rush)
Feats Defensive Combat Training, Dodge, Improved Critical (Unarmed Strike), Improved Unarmed Strike, Iron Will, Power Attack, Toughness, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Extra Rage Power
Skills Acrobatics +5, Appraise +1, Bluff +1, Climb +10, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Heal +1, Handle Animal +6, Intimidate +12, Knowledge: Nature +8, Knowledge: Dungeoneering +6, Knowledge: Engineering +6, Linguistics +2, Perception +1, Perform (Untrained) +1, Profession: Soldier +5, Ride +6, Sense Motive +1, Stealth +1, Survival +6, Swim +11,
Languages Common, Osirani, Sylvan
SQ Bravery, Close Combatant, Close Control, Menacing Stance, Skilled, Weapon and Armor Proficiency, Weapon Mastery, Controlled Rage, Crowd Control, Extreme Endurance, Increased Damage Reduction, Invulnerability, Rage, Rage Powers, Renewed Vigor, Skilled, Skills, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
Combat Gear ring of protection +2; belt of physical might (str/dex) +2; breastplate +1 (brawling); cloak of resistance +2; morningstar +1, Javelin(x3); Pouch (Belt) ; Backpack [ Bedroll; Flint and Steel; Pot (Iron); Mess Kit; Rope (Hemp/50 ft.); Soap (per lb.); Torch (x10); Rations (Trail/Per Day) (x5); Waterskin;Pot (Iron) ; Waterskin ; Other Gear Potion of Cure Moderate Wounds; Potion of Shield of Faith +2 (x2); Potion of Shield of Faith +3, non-
magic gear, 630 gp
SPECIAL ABILITIES
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
Close Combatant (Ex) At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Close Control (Ex) At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Menacing Stance (Ex) At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a -1 penalty on attack rolls and a -4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of -4 on attack rolls and -7 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious. This ability replaces armor training 2, 3, and 4 and armor mastery.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Weapon Mastery (Ex) A brawler must select a close weapon for this ability. (Unarmed Strike)
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Controlled Rage (Ex) When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds (Core Rulebook 436). This ability replaces fast movement (current level bonus is +4)
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. Extreme Endurance / Cold
Increased Damage Reduction (Ex) Your damage reduction increases by 1/--. This increase is always active while you are raging.
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.
Powerful Blow (Ex) You gain a +3 bonus on a single damage roll.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess.
Regenerative Vigor (Ex) After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns. A barbarian must have the renewed vigor rage power and be at least 6th level before selecting this rage power.
Renewed Vigor (Su) As a standard action, you heal 2d8+5 points of damage. This power is can only be used once per day and only while raging.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skills An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
Race Enhancer
Hardy (3 RP): +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Healthy (2 RP): +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Greater Paragon(2 RP): +4 to one ability score, -2 to one physical and one mental
Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.