Thorst
Half-Orc Barbarian(Invulnerable Rager) 3
CG Medium Humanoid(Human, Orc)
Init +2; Senses Perception +6; Dark Vision 60ft.
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Defense
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AC 19, touch 12, flat-footed 17 (+2 dex, +5 armour, +2 shield)
hp 44/44[50/50] (3d12+12)
Fort +6, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee (Sword) +6[+8] (1d8+3[5])
Melee Falchion +6[+8] (2d4+4[7]) 18-20x2
Melee Lucerne Hammer +6[+8] (1d12+4[7])x2
Rage 11 rounds/day
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Statistics
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Str 17[21], Dex 14, Con 16[20], Int 10, Wis 12, Cha 11
Base Atk +3; CMB +6[8]; CMD 18[20]
Feats: Power Attack, Endurance, Diehard
Traits:Child of the Crusade, Indomitable Faith
Trained Skills: 3 Acrobatics + 9, 1 Climb +7, 1 Intimidate +4, 1 Nature +4, 3 Perception +6, 1 Profession(Soldier) +4, 1 Survival +5, 1 Swim +7.
Languages: Common, Orc.
Other Gear Chain mail, lucerne hammer, falchion, babarian's kit
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Special Abilities
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Weapon and Armour Proficiency/Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Barbarians are proficient with all simple and martial weapons, light and medium armour and shields(but not tower shields).
Dark Vision Half-orcs can see in the dark up to 60ft.
Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Ferocity Once per day, when a half-orc 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.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Favoured Class Bonus(3HP) +1HP or +1 skill point or 1 round of rage.
Rage(Ex) 11 rounds/day A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Fast Movement(Ex) A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Invulnerability(Ex) At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
Extreme Endurance(Ex) Hot 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.
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Rage Powers
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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.