| Race |
HP: 84/84 - AC:26|13|24 - CMD:27 - Per:+12 (+14 to notice unusual stonework) Init:+2 |
| Classes/Levels |
|| Fort +12, Ref +7, Will +5 (+1 vs. mind-affecting effects); +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison |
About Tahrk Boulderbreaker
Tahrk Boulderbreaker
Male Dwarf Barbarian (Invulnerable Rager, Urban Barbarian) 6/Fighter (Unbreakable) 3 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Combat 0, 0)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 24 (+12 armor, +2 Dex, +1 natural, +1 deflection)
hp 84 (6d12+3d10+19)
Fort +12, Ref +7, Will +5 (+1 vs. mind-affecting effects); +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), unflinching +1; DR 3/—, 6/lethal; Resist cold 1, extreme endurance
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 ghost touch silver dwarven longhammer +16/+11 (2d6+9/×3) and
. . masterwork cold iron dwarven urgosh +15/+10 (1d8+7/×3) and
. . masterwork cold iron greatsword +15/+10 (2d6+7/19-20)
Ranged sling +11 (1d4+5)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (beast totem, beast totem, lesser, reckless abandon)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +9; CMB +14; CMD 27 (31 vs. bull rush, 31 vs. trip)
Feats Breadth of Experience[APG], Combat Expertise, Combat Reflexes, Diehard, Endurance, Power Attack, Stalwart[UC], Steel Soul[APG]
Traits glory of old, threatening defender
Skills Acrobatics +2, Climb +8, Craft (weapons) +10 (+12 on checks related to metal or stone), Diplomacy +8, Intimidate +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +4, Perception +12 (+14 to notice unusual stonework), Profession (miner) +8 (+10 on checks related to metal or stone), Survival +12, Swim +8; Racial Modifiers craftsman
Languages Common, Dwarven, Giant, Goblin
SQ armor training 1, controlled rage, crowd control
Combat Gear alchemist's fire (2), weapon blanch (adamantine), weapon blanch (ghost salt); Other Gear +3 full plate, heavy steel shield, +2 ghost touch silver dwarven longhammer, masterwork cold iron dwarven urgosh, masterwork cold iron greatsword, sling, amulet of natural armor +1, belt of physical might +2 (Str, Dex), cloak of resistance +2, ring of protection +1, adventurer's sash, masterwork artisan's tools, backpack, masterwork, bedroll, climber's kit, crowbar, fire carrier, fishhook, flint and steel, grappling hook, silk rope (50 ft.), trail rations (5), waterskin, 130 gp
--------------------
Special Abilities
--------------------
Beast Totem +2 AC (Su) +2 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Crowd Control +3 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (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
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Stalwart Forgo dodge AC bonus for equivalent DR
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects