| Full Name |
One-eye Rhuk |
| Race |
Hobgoblin |
| Classes/Levels |
Barbarian 7 |
| Gender |
Male |
About One-eye Rhuk
ONE-EYE RHUK
Male hobgoblin barbarian (armored hulk) 7
CN Medium humanoid (goblinoid)
Init +1; Senses Perception +0
DEFENSE
AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 natural)
hp 112 (7d12+28)
Fort +9, Ref +3, Will +2
DR 1/-
OFFENSE
Speed 30 ft.
Melee greatsword +1 (adamantine) (two handed) +12/+7 ((two handed) 2d6+7/19-20)
Melee shield, heavy steel +11/+6 (1d4+4)
Melee warhammer (cold iron) +11/+6 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks intimidating glare, battle roar, elemental rage, lesser
Magic Items
Spell-Like Abilities: feather fall (at will)
STATISTICS
Str 19, Dex 12, Con 16, Int 10, Wis 10, Cha 8
Base Atk +7; CMB +11 (+12 bull rush) (+12 disarm) (+12 grapple) (+12 overrun) (+12 sunder) (+12 trip); CMD 22 (23 vs. overrun)
Feats Power Attack, Furious Focus, Intimidating Prowess, Skill Focus (Intimidate)
Skills Acrobatics -4 , Climb +7 , Escape Artist -4 , Fly -4 , Intimidate +21 , Knowledge (Nature) +9 , Ride -4 , Stealth -4 , Survival +8 , Swim +7
Languages Common, Goblin
Abilities armored swiftness, damage reduction, fearsome, improved armored swiftness, indomitable stance, rage, rage powers, resilience of steel, scarred, weapon and armor proficiency
Gear rations (trail/per day) (10), full plate +1, greatsword +1 (adamantine), shield, heavy steel, warhammer (cold iron), ring of feather falling, ioun torch, outfit (traveler's), backpack, masterwork, bedroll, waterskin (filled), belt pouch
423gp 9sp
SPECIAL ABILITIES
Armored Swiftness (Ex) 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.
Battle Roar (Su) When the character successfully demoralizes an opponent using intimidating glare, he also deals 1d6 points of sonic damage to that opponent.
Damage Reduction (Ex) You gain damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Elemental Rage, Lesser (Su) As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Fearsome (Ex) You gain a +4 racial bonus on Intimidate checks.
Improved Armored Swiftness (Ex) At 5th level, an armored hulk's land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. This ability replaces improved uncanny dodge(Encumbered=0)(WearingArmor=1)(MoveBonus=10).
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.
Intimidating Glare (Ex) You can make an Intimidate check against one adjacent foe as a move action. If you successfully demoralize your opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which your check exceeds the DC.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 19 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 14 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense. (currently at +2)
Scarred (Ex) You gain a +1 natural armor bonus.
Weapon and Armor Proficiency An armored hulk gains proficiency in heavy armor.
TRAITS
Outlander (Exile), +2 Initiative
Bully, You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Resilient, Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.