About Names Mean LittleMale Armored Hulk 8
Combat:
------------------------- DEFENSE ------------------------- Armor: Titanic Mithril Full Plate +1 (AC 10, ACP -3, Max DEX +3) (26500 gp) Heavy Steel Shield (AC 2, ACP -2) (20 gp) AC 22 (10+10) (+2) Touch 10 Flat Footed 22 Raging 20
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Statistics:
Str 18 (+4) (+6 while Raging) Dex 10 (+0) Con 18 (+4) (+6 while Raging) Int 10 (+0) Wis 8 (-1) Cha 8 (-1) Feats:
Improved Overrun: The barbarian does not provoke attacks of opportunity from an Overrun combat maneuver. In addition, he gains a +2 bonus on checks to Overrun a foe, and a +2 on his CMD against attempts to overrun him. Squishies may not choose to avoid him. Intimidating Prowess: Add Strength bonus to Intimidate checks in addition to Charisma. Power Attack: He may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus is increased by half if he is using a two-handed weapon, or a one-handed weapon with both hands. Rage Powers
Overbearing Advance: The barbarian inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver. Increased Damage Reduction: The barbarian's damage reduction increases by 1/-- while the barbarian is raging. Terrifying Howl: The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within thirty feet must make a Will save (DC 20) or be panicked for 1d4+1 rounds. Once an enemy has made a save, fail or not, he is immune to the ability for 24 hours. Special Abilities Damage Reduction: The barbarian gains one point of damage reduction versus weapons and natural attacks at level 7, and an additional point of damage reduction for every three levels beyond. Darkvision: [i]The barbarian has darkvision 60 feet. Ferocity: Once per day, when the barbarian is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Improved Armored Swiftness: The barbarian's land speed is increased by 10 ft/round in medium or heavy armor unless he is heavily encumbered. Indomitable Stance: The barbarian gains a +1 bonus on CMB and CMD for Overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to AC against charge attacks and on attack and damage rolls against charging creatures. Resilience of Steel: While wearing heavy armor, the barbarian gains a +3 bonus to AC against critical hit confirmation rolls. Traits:
Skills: +9 Acrobatics
Languages:
Gear:
Carrying Capacity Light: <306 lbs Medium: 307-613 lbs Heavy: 614-920 lbs Current Weight Carried: 118.5 lbs
Combat Gear:
Slots
Gear:
Markus Primogenitar, Gladstone's Bodyguard
Combat:
------------------------- DEFENSE ------------------------- Armor: Titanic Mithril Full Plate +1 (AC 10, ACP -3, Max DEX +3) (26500 gp) Collapsible Tower Shield +2 (AC 4/6, ACP -1) (8170 gp) AC 25 (10+1+10+4) Touch 11 Flat Footed 24 Raging 23
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Statistics:
Str 20 (+5) (+7 while Raging) Dex 12 (+1) Con 20 (+5) (+7 while Raging) Int 10 (+0) Wis 8 (-1) Cha 8 (-1) Feats:
Tower Shield Proficiency: Proficient with tower shields. The AC penalty only applies to Strength and Dexterity-based skills. Greater Overrun: The Barbarian gains an additional +2 bonus to Overrun combat maneuvers, and opponents that are overrun provoke attacks of opportunity. Improved Overrun: The barbarian does not provoke attacks of opportunity from an Overrun combat maneuver. In addition, he gains a +2 bonus on checks to Overrun a foe, and a +2 on his CMD against attempts to overrun him. Squishies may not choose to avoid him. Intimidating Prowess: Add Strength bonus to Intimidate checks in addition to Charisma. Power Attack: He may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus is increased by half if he is using a two-handed weapon, or a one-handed weapon with both hands. Rage Powers
Overbearing Advance: The barbarian inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver. Overbearing Onslaught: The barbarian may overrun more than one target per round, with a -2 penalty to his CMB for each overrun check after the first. Increased Damage Reduction: The barbarian's damage reduction increases by 1/-- while the barbarian is raging. Terrifying Howl: The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within thirty feet must make a Will save (DC 20) or be panicked for 1d4+1 rounds. Once an enemy has made a save, fail or not, he is immune to the ability for 24 hours. Special Abilities Damage Reduction: The barbarian gains one point of damage reduction versus weapons and natural attacks at level 7, and an additional point of damage reduction for every three levels beyond. Improved Armored Swiftness: [i]The barbarian's land speed is increased by 10 ft/round in medium or heavy armor unless he is heavily encumbered. Indomitable Stance: The barbarian gains a +1 bonus on CMB and CMD for Overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to AC against charge attacks and on attack and damage rolls against charging creatures. Resilience of Steel: While wearing heavy armor, the barbarian gains a +3 bonus to AC against critical hit confirmation rolls. Traits:
Skills: +9 Acrobatics
Languages:
Gear:
Combat Gear:
-Collapsible Tower Shield +2 -Furious Light Flail +1 -Scimitar -Armor Spikes -Javelin x5 -Pilum x4 Slots
Gear:
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