Male Orc Barbarian (True Primitive/Mad Dog) 4
N Medium Humanoid (Orc)
Init +3; Perception +7
**+2 Init and perception in forests
--------------------
Defense [x]=during Rage
--------------------
AC 20[16], touch 13[9], flat-footed 17[13]
(+3Dex, +5armor, +2shield)
hp 36
Fort +7, Ref +8, Will +2[4]
+1 morale from fetish
CMD 16
--------------------
Offense [x]=during Rage
--------------------
Speed 30', 20' in armor
Base Atk +4
Melee:
Greatclub +11[15] 1d10+9[13]
Spear +10[14] 1d6+9[13] brace
Short Spear +9[13] 1d6+6[10] 20ft
PA: -2/+4(6), +1attack when at neg HP
Ranged:
Sing +7 1d4+6 50ft.
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 15, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +9; CMD 19
Rolled: 17 16 15 13 12 12
Feats:
(1st)Combat Reflexes, 4 AoO/rd total
(3rd)Power Attack, -2+4
Traits:
Positive Trait: True Savagry: Shattertooth is the essence of a true barbarian, and as with his deep bond with his companion, Shattertooth and his companion gains an additional +2 to attack/dmg rolls while raging
Negative Trait: Recklessness: Fueled by his primitive instincts, he may be deadlier while he unleashes his true power, but he becomes less able to defense himself. During rage, further decrease AC by -2, his companion suffers the same.
Rage Powers: Ferocious Beast - Companion gains benefits of rage, must spend rounds for companion
Languages: Orc
----------------------------------
Skills:
----------------------------------
Acrobatics +7 (1rank,3dex,3class)
Climb +10 (1rank,6str,3class)
Handle Animal +8 (5rank,0cha,3class)
Heal +5 (2rank,0wis,3class)
Intimidate +7 (4rank,0cha,3class)
Kn: Nature +4 (1rank,1int,3class)
Perception +7 (4rank,0wis,3class)
Prof:sirvivalist +8 (5rank,0wis,3class)
Stealth +7 (4rank,3dex,0class)
Swim +10 (1rank,6str,3class)
Survival +5 (2rank,0wis,3class)
+2 Kn:geo, Stealth, Survival in forest, does not leave trail and cannot be tracked unless I choose
Bonus ranks in handle animal and Prof survivalist
ACP breastplate -4, Heavy Shield -2
4 class/lvl +1 int/lvl = 20 total
--------------------
Special Abilities
--------------------
Barbarian:
Weapon and Armor Proficiency
A true primitive is proficient with hide armor and armors made from bone (see Special Materials). A true primitive is also proficient with bone shields and the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear.
Illiteracy
A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.
Favored Terrain (Ex) Forrrest
A true primitive has a favored terrain representing her native homeland. This ability functions as the ranger class feature, and the true primitive’s bonuses in that terrain improve by +2 at 5th level and every five levels thereafter. However, she does not gain any additional favored terrains.
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
This ability replaces fast movement.
Rage (Ex)
Rage (Ex)
A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Rage Powers
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
War Beast (Ex)
At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Pack Tactics (Ex)
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.
Trophy Fetish (Ex)
A true primitive collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.
At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed above. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.
Every five levels beyond 3rd, a true primitive can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of weapons or armor.
This ability replaces trap sense.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
•Type: Orcs are humanoids with the orc subtype.
•Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Orcs have a base speed of 30 feet.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages. (replced by feral)
Offense Racial Traits
•Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
•Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
--------------------
Gear
--------------------
690g
cost/weight
305g/8 - Mwk Greatclub
2g/6 - spear
5g/3 - Shortspear x5
0g/-- - Sling
2s/10 - Bullets x20
2g/5 - Bullets, groaning x10
200g/30 - Bone Breastplate
7g/2 - Heavy bone Sheild
50g/20 - Studded Leather Barding
9g/26 - Kit, Barbarian’s
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
110g remaining
--------------------
Companion
--------------------
Warcat (bodyguard)
Size Medium; Speed 40 ft., 30 in armor
HP: 28
AC 22/13/19 (+3 dex, +6 natural armor, +3 barding)
Saves: 6/7/1
BaB+3
Attack bite +6 (1d6+3), 2 claws +6 (1d6+3)
Ability Scores Str 16, Dex 16, Con 14, Int 3, Wis 11, Cha 5;
Special Attacks rake (1d4);
SQ low-light vision, scent, link, Shared Vigilance, Tenacious Guardian
Feats (2): Light Armor Prof., Imp. Nat. Attack (claw)
Skills (4): Acrobatics +6, Stealth +6, Survival +4, Climb +6
-1 ACP
Tricks (9+2):attack, come, defend, down, guard, flank, heel, hunt, maneuver, sneak, seek
Animal Feats
In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm’s Way.
Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
This ability replaces evasion.