Obherak

Mandower Steel Strong's page

111 posts. Organized Play character for DoubleGold.


Full Name

Mandower Steel Strong

Race

Suli #135676-6 Racial boon

Classes/Levels

Barbarian-Spirit Totem (Armored Hulk) 2: HP:25/25, Resist 7 all elements (except sonic), Spd:25, Init:3, AC:16, T:11, FF:15, Fort:5, Ref:1, Will:1, Perp:6, Lowlight, 8/8-rages

Gender

Male

Size

Medium 6ft 8in 200 LBS

Age

18

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Terran

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 14

About Mandower Steel Strong

3 XP
6 PP
6 Fame

Racials:
Ability Score Racial Traits: Sulis are brawny and charming, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Type: Sulis are outsiders with the native subtype.
Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Sulis have a base speed of 30 feet.
Languages: Sulis begin play speaking Common and one elemental language.

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Low-Light Vision: Sulis can see twice as far as humans in dim light.

Class:

Favored Class Bonus: added 2 HP

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
An armored hulk gains proficiency in heavy armor.

Indomitable Stance (Ex)

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.

This ability replaces fast movement.

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.

At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed.

This ability replaces uncanny dodge.

Rage Powers:

1. Spirit Totem, Lesser: While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Gear:

1. Hot Weather Outfit: Free outfit
2. Scailmail: 50 GP
3. Masterwork Earthbreaker: 340 GP
6. Masterwork Musical Instrument: 100 GP
7. Masterwork Backpack: 50 GP
8. 3 Chakrams: 3 GP
9. Spider Silk Rope: 100 GP
11. Waterskin: 1 GP
12. 104 Platinum

Feats and Traits:

Traits:
1. Unscathed: +2 all elemental resistances.
2. Savant: Chose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
3. Indomitable Faith: +1 to wil checks.
4. Reactionary: +2 init.

Feats:
Level 1 Feat: Additional Traits: 2 extra traits.

Skill:

The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

1. Acrobatics:2, 7 on long jumps (2 rank, 1 dex, 3 trained, -4 armor penalty)
2. Diplomacy:5 (1 ranks, 2 cha, 2 racial)
3. Perception:6 (2 rank, 1 wis, 3 trained)
4. Perform-String Instruments:11 (2 rank, 2 cha, 2 trait, 3 trained, +2 masterwork instrument)
5. Sense Motive:3 (0 rank, 1 wis, 2 racial)
6. Swim:4 (1 rank, 3 str, 3 trained, -3 armor penalty)

Offense:

1. BAB=2
2. Masterwork Earthbreaker: attack 6. 2d6+4 Blud damage. CritX3.
3. Rage: +4 str, +4 con, -2 dex