Barbarian (Invulnerable Rager) 2: HP:23/23 (27/27 on rage), Spd:30, Init:12, AC:21(19 on rage), T:14, FF:17, DR:1, Fort:4 (6 on rage), Ref:4, Will:0(2 on rage), Perc:4, Lowlight, Rages:7/7, (1 acid resistance on rage)
Medium 6ft 150 LBS
About Max Titan
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
1. 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).
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
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.
Rage Powers (Ex)
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
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.
1. Energy Resistance: acid, gain acid resistance on rage equal to 1/2 Barb level.
Feats and Traits:
Level 1: Improved Init: +4 Init
Gained From Fleet Footed: Run
1. Warrior of Old: +2 Init
2. Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
1. Free Hot Weather Outfit
2. Masterwork Earthbreaker: 340 GP
3. Agile Breastplate: 400 GP
4. Masterworkbackpack: 50 GP
5. Bedroll, animal call kit and signal wistle 1 gp
6. +3 Str Composite Masterwork Longbow: 700 GP
7. 20 Arrows ammunition: 1 GP
8. Spider Silk Rope: 100 GP
9. Waterskin: 1 GP
10. 2663 GP left over
Stuff used and sold back
1. Silk Rope: net loss of 5 GP
2. Earthbreaker: net loss of 20 GP
3. 3 Chakrams: net loss of 1.5 GP
4. Hide Armor: net loss of 7.5 GP
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:4 (7 on jumps) (1 rank, 4 dex, 3 trained, 4 armor penalty, on 1 on jumps as this is agile breastplate)
1. Climb:7 (2 rank, 3 str, 3 trained, 1 armor penalty)
2. Knowledge Religion:0 (1 rank, -1 int)
3. Perception:5 (2 rank, 0 wis, 3 trained)