The Enraged Warrior

Roary Flamebearer's page

1,063 posts. Organized Play character for WerePox47.

Full Name

Roary Flamebearer


HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19


Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters


Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1







Strength 24
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 12
Charisma 7

About Roary Flamebearer


Hailing from Kalsgard, Roary is your typical barbarian from the north.. Proud, but easily angered, he strives to keep his northern heritage in tact.. He is very easy going with friends, but is wary of strangers and has a strong distrust of magic users. Not so much that he won't work with them, but tries to rely on the blades of his fellows, not fancy spells and wands.. He speaks what he thinks and for the most part does what he wants.. This doesn't lend itself well to more civilized folk, as such hes been in his fair share of bar fights.. As a comrade though you couldn't ask for a better soul to be at your back..

Active Effects:

Huscarl Roary Flamebearer:

Roary Flamebearer
Human Barbarian (Invul. Rager) 14
CG Medium Humanoid (Human)
Init +5; Perception +19
AC: 22/20(rage), touch 14/13(rage), flat-footed 18/16(rage) (+8 armor, +4 Dex, +4 NA rage/ -6 raging)
Hp: 173/229(rage) (13d12+65); DR 7/-, Death at -35, +5 to stabilize
Fort +22/+26(rage), Ref +16, Will +13/+16(rage) (+9 vs Spells/SLAs, +4 vs Enchantment)
Resist Fire 4, Endure Elements(cold), Ring of Blinking
Speed: 40 ft.
Melee: +3 Adamantine Furious Keen Falchion +24/+19/+14 (2d4+13/15-20x2)
Raging +33/+28/+23 (2d4+21/15-20x2)
with Power Attack +28/+23/+18 (2d4+36/15-20x2)
Claws: +28/+28 (1d8+11/x3), PA +23/+23 (1d8+21/x3)
Speical Attacks: Combat Reflexes(5 AoO), Power Attack -5/+15, Pounce, Raging Brutality +12 dam(4 rage/rd)
Str 24(30) Dex 14(18) Con 20(28) Int 10 Wis 12 Cha 7
Base: Atk +14; CMB +24(+33 raging), CMD 35(32 raging)
Feats: Combat Reflexes, Power Attack, Raging Vitality, Extra Rage Power(3), Raging Brutality, Reckless Rage
Rage Powers: Beast Totem(+4 NA), CaGM, Ghost Rager(+5 Touch AC), Greater Beast Totem, Lesser Beast Totem, Reckless Abandon(+4/-4), Spell Sunder, Strength Surge(+14), Superstitious(+9), Witch Hunter(+4)
Traits: Adopted(Mindlessly Cruel), Fortune's Favor
Skills: Acrobatics +9(+15 jump), Climb +14, Intimidate +2, Knowledge(Nature) +14, Perception +19, Survival +23, Swim +11
Languages Common
SQ Greater Rage(+6str/+8con)(35rds/day), Fast Movement +10, Invulnerability(DR 7/-), Heart of the Wilderness, Extreme Endurance
Combat Gear/Gear +3 Adamantine Furious Keen Falchion, Cloak of Resistance +5, Belt of Physical Perfection +4, Ring of Blinking, +2 Agile Mithril Breastplate, Headband of Fortune's Favor, Boots of Speed, Lesser Talisman of Life's Breath, Cracked Dusty Rose Ioun Stone, Cracked Pale Green Ioun Stone, Wayfinder(Pale Green), Mwk. Cold Iron Flail, Barbarians Kit, 50' Hemp Rope, Grapple Hook, Mwk Climbing Kit, Mwk Manacles, Whiskey(2), Cold Weather Outfit, Potion Sponge(2), 831gp
Special Abilities
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
Indomitable Will (Ex) While in you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Invulnerability (Ex) 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.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
Favored Class Bonus +1/3 to Superstitious
Mindlessly Cruel When raging, or under a morale bonus to damage gain a +1 trait bonus to damage.


Wand of Cure Light(12)
Wand of Endure Elements(36)
Potion of Cure lt(6)
Potion of Fly
Potion of Gaseous Form
Potion of Lesser Resto
Potion of Enlarge Person
Potion of Touch of the Sea(2)
Potion of Water Breathing.
Scroll of Darkvision
Scroll of Lesser Resto(5)
Scroll of Deathward
Alchy Fire
Blade Guard
Vermin Repellent(4)


Sovereign Court-39/75/38


Prince of Wolves - +2 Dip/Intim vs Were's
Winter Witch - 1 time +4 vs Hex/Pain Spell/Curse or +4 damage vs Ice Troll/Snow Gobo
Tian Weapon Training - 1 Eastern Weapon Training
Hunting Lodge - Use Surv. as Day Job
Nemesis of the Aspis - 1 time forced reroll of a d20 vs Aspis
Foiled Plans - Spider will remember me.
Ulfen Guard - Huscarl, +3 Intimidate in Taldan or vs Taldan's
Lion Blade - Spec.(Disguise)
Noble Title - Lord, Spec.(Know Nobility)
Dragon Killer - 1 time +1d6 damage to a true dragon
Snowmask Induction - Perma Endure Elements(cold)
Ate the Cookie - +2 Profane to Str for 1 year(2/6/15)
Wish for Power - 1 time +6 inherent bonus to any score for 5m
Master Smith - 1 time Make Whole(Cl 10th)
Oreads Favor - Use in conjunction with others for Oread Bonuses
PFS(Combat) - Roll attack twice, Improved Crit vs Aspis. ()()
PFS(Resilience) - 1d8+2x character level in Hps, DR 2/- vs Aspis. (x)()
A Glimpse of the Future - 1 time Augury spell, 60% success.
Combat Boon - Re-roll an attack roll. (x)(x)()
Moment of Glory - Become mythic tier 1 for 3 rounds. ()
Eyes of the Kirin - For 5 rounds gain electricity resistance 10, spell resistance 20 against spells cast by evil creatures. ()
What Ambush? - Act in surprise round or re-roll initiative. ()()
Unravel Magic - Cast Greater Dispel Magic, CL = your level. ()
Tactical Strike - All allies gain +1d8 damage for 1 round, plus flanking. ()
Necromantic Surge - Check one box to cast the following: bestow curse, command undead, enervation, eyebite, false life, fear, possession, vampiric touch, waves of fatigue. Check two boxes to cast one of the following: control undead, energy drain, finger of death, greater posession, wail of the banshee.

Rage Powers:

Beast Totem (Su) While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.
Beast Totem, Greater (Su) Claws to 1d8(x3) and pounce.
Beast Totem, Lesser (Su) While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.
Come and Get Me (Ex) While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC.
Reckless Abandon (Ex) While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.
Strength Surge (Ex) The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Superstition (Ex) The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter (Ex) While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.