Valeros

Myhm's page

452 posts. Alias of Pathmaker.


About Myhm

Mhym
Male human barbarian (7 brutal pugilist/ 2 raging hulk)
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
hp 115 (9d12+36)
Fort +9, Ref +3, Will +4
Defensive Abilities improved savage grapple; DR 1/—
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Offense
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Speed 40 ft.
Melee +1 greataxe +16/+11 (1d12+10/×3) or
. . unarmed strike +16/+11 (1d3+7)
Special Attacks rage (23 rounds/day), rage powers (animal fury, auspicious mark[UC], brawler[APG], greater brawler[APG])
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Statistics
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Str 22, Dex 10, Con 16, Int 8, Wis 12, Cha 9
Base Atk +9; CMB +15; CMD 26 (27 vs. bull rush, 27 vs. grapple)
Feats Extra Rage Power[APG], Improved Unarmed Strike, Power Attack, Raging Vitality[APG], Vital Strike
Traits reactionary, stout
Skills Acrobatics +0 (+4 to jump), Climb +13, Handle Animal +3, Intimidate +8, Perception +8, Stealth +1, Survival +12, Swim +13; Racial Modifiers +4 Survival
Languages Common
SQ fast movement, heart of the wilderness, pit fighter, pit fighter, pit fighter
Other Gear stag lord's armor, +1 greataxe, amulet of mighty fists +1, ring of protection +1, bearskin cloak, xxxxxl, functions as winter gear (worth 16 gp, 16 lb), flint and steel, hemp rope (50 ft.), torch, trail rations (50), waterskin, 1,096 gp, 7 sp, 7 cp
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Special Abilities
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Animal Fury (Ex) Gain a d4 bite attack while raging
Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
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).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +4 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Savage Grapple (Ex) Grapples always provoke AoO from you, no grapple penalties, grapple at +1 size.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pit Fighter +1 (-Choose-, CMB) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Bull Rush, CMD) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple, CMD) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (23 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Vital Strike Standard action: x2 weapon damage dice.

Improvised Weapon Proficiency: A raging hulk does not take the standard -4 penalty for wielding improvised weapons.

Powerful Build (Ex): Being a raging hulk lets him function in many ways as if he were one size category larger. Whenever a raging hulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the raging hulk is treated as one size larger if doing so is advantageous to him. A raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A raging hulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The raging hulk gains all of the pluses and minuses of advancing one size category (See The Monster Manual p291). The benefits of this extraordinary ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Bulk Up (Su): At 2nd level, a raging hulk can get so angry that his rage can also cause him to increase in size. He may spend an additional use of his rage ability to increase his size by one size category. Treat this as the enlarge spell for all intents and purposes except the raging hulk is treated as advancing another size category (See The Monster Manual p291). However, all this power comes consequences. While using the Hulk Up ability, the raging hulk trades brains for brawn. For every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 5. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. This ability stacks with Powerful Build

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Entry Requirements
Base Attack Bonus: +8.
Feats Power attack, Improved Unarmed Strike
Special: Rage 3/day.
Table: The Raging Hulk
Hit Die: d12
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Barbarian Abilities, Improvised Weapon Proficiency, Powerful Build
2nd +2 +3 +0 +0 Hulk Up
3rd +3 +3 +1 +1 Colossal Rage +1
4th +4 +4 +1 +1 Colossal Stamina (DR 5/—)
5th +5 +4 +1 +1 Agile Fury 1/2, Greater Improvised Weapon Proficiency +1
6th +6 +5 +2 +2 Fling, Colossal Stamina (DR 7/—)
7th +7 +5 +2 +2 Colossal Stamina (Fast Healing 4)
8th +8 +6 +2 +2 Colossal Rage +2, Colossal Stamina (DR 9/—)
9th +9 +6 +3 +3 Agile Fury 0, Greater Improvised Weapon Proficiency +2
10th +10 +7 +3 +3 Colossal Stamina (DR 11/—, Fast Healing 8), Hulk Smash
Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str)..

Class Features[edit]
All of the following are class features of the raging hulk.
Barbarian Abilities: A raging hulk continues to gain rage, and its benefits, as if they were leveling in barbarian, including the improvements to the bonuses of rage and the number of rages per day. They may also add their raging hulk levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge). A raging hulk does not gain the benefits of trap sense, a barbarian's damage reduction progression, indomitable will, or tireless rage.

Improvised Weapon Proficiency: A raging hulk does not take the standard -4 penalty for wielding improvised weapons.

Powerful Build (Ex): Being a raging hulk lets him function in many ways as if he were one size category larger. Whenever a raging hulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the raging hulk is treated as one size larger if doing so is advantageous to him. A raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A raging hulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The raging hulk gains all of the pluses and minuses of advancing one size category (See The Monster Manual p291). The benefits of this extraordinary ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Hulk Up (Su): At 2nd level, a raging hulk can get so angry that his rage can also cause him to increase in size. He may spend an additional use of his rage ability to increase his size by one size category. Treat this as the enlarge spell for all intents and purposes except the raging hulk is treated as advancing another size category (See The Monster Manual p291). However, all this power comes consequences. While using the Hulk Up ability, the raging hulk trades brains for brawn. For every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 5. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. This ability stacks with Powerful Build

Colossal Rage (Su): At 3rd level, a raging hulk can increase his size whenever he rages. When going into any rage, a raging hulk can increase his size by one size category and 1 additional size each level starting with level 4. Treat this as the enlarge spell for all intents and purposes except the raging hulk is treated as advancing another size category (See The Monster Manual p291). This ability stacks with the raging hulks Hulk Up ability. However, for every additional point of strength added, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 3. There is no way to regain these lost points until the rage has ended. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. The raging hulk also loses all use of feats, class skills, extraordinary, supernatural, or spell-like abilities that would require thinking (such as 'improved evasion', but not 'weapon proficiency'). When a raging hulk comes out of his colossal rage, he is treated as exhausted instead of fatigued.

Colossal Stamina (Su): At 4th level, a raging hulk becomes more durable when he is in his colossal rage, he gains Damage Reduction equal to (his raging hulk levels + 1) when he is using his colossal rage ability, at 7th level, he gains Fast Healing 4 as well, and at 10th level his Fast Healing increases to 8. This Damage reduction stacks with any other damage reduction the raging hulk may have.
Agile Fury (Ex): At 5th level, a raging hulk in a Colossal Rage can move just as well as he could when he is his normal size. The penalty to Dexterity for increasing in size is reduced by half for a raging hulk, and disappears completely at 9th level.
Greater Improvised Weapon Proficiency: At 5th level a raging hulk begins to master improvised weapons. All improvised weapons are treated as being +1 weapons. This bonus increases to +2 at 9th level.

Fling (Ex): At 6th level, a raging hulk can use its fury to throw things... really far. As a Full-Round Action, a raging hulk may throw an improvised weapon at twice its range increment, adding twice his Strength modifier to his damage roll.

Hulk Smash (Su): At 10th level, a raging hulks rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per encounter, as a Full Round Action, a raging hulk may slam the ground with great force, this is treated like the earthquake spell, except that the shock wave from the slam attack deals 5d6 plus strength mod. damage per size category bigger than medium to all creatures within 30ft per size category bigger than medium (reflex half DC=18).