Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)
Gender
Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3
Size
6'11 432lbs
Age
22
About Ulricha the Unkillable
Female Giantkin Human Barbarian (Invulnerable Rager) 6/Unbreakable Fighter 1 (gestalt with Goliath Druid 7)
CG Medium humanoid (human)
Init +2 Senses. ; Perception +11
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Defense
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AC 21 touch 12 , flat-footed 19 (+2 Dex, +5 Armor +4 Natural) Armor: +1 Agile Breastplate hp: 130 (6d12+1d10+7FCB+28+10 template) Current:110 Raging:177 Death threshold: -22 (-28)
Fort +13 (+16 raging), Ref +6, Will +8 (+10 while raging)
Defensive Abilities
DR 3/-, DR 6/ Non-lethal
Cold Res 3
Regeneration 1 (inside Greenwatch)
Endure elements: Cold (no harm from being in a cold environment. Can exist comfortably in conditions down to -50 Fahrenheit (-45 degrees Celsius) without having to make Fortitude saves.
Auto-stabilize, conscious at 0hp (staggered)
+4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Greater guarded life: When reduced to 0hp 12pts damage converted to NL
Hillblood Increase natural armor by 2* (boon)
+4 bonus on saving throws against the spell-like and supernatural abilities of giants.
Special Attacks
Rage: +4 morale bonus to her Strength and +6 Constitution, as well as a +2 morale bonus on Will saves.
Rock Throwing +9/+4 (1d6+5 (+7), 90 ft.),
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Statistics
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Str23 (27) , Dex 14, Con 19 (25), Int 10, Wis 16, Cha 10
Base Atk +7/+2; CMB +13 ; CMD 25
Feats Light/Medium armor, Shield Proficiency, Martial Weapon Proficiency, Endurance/Diehard, Toughness , Bolstered Resilience, Raging Vitality, Extra Rage Power (Fueled by Vengeance), Extra Rage Power (Renewed vigor), Extra Rage Power (Regenerative Vigor), Iron Will*(Christmas boon)
Traits.
Rostlander -You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Natural Ritualist -Once per week, you can build a small shrine of natural materials and pay your respects in a ritual that takes 15 minutes. Spellcasters can do this as part of their daily spell preparation. You gain a +2 trait bonus on Knowledge (nature) and Survival checks for 24 hours.
Killer -:You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target’s pain.
Benefit: You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Primary Skills
Acrobatics (Dex) +10, Climb (Str) +12, Intimidate (Cha) +8, Knowledge (nature) (Int) +4, Perception (Wis) +11, Ride (Dex) +6 Survival (Wis) +13, and Swim (Str)+ 11.
Background Skills
Appraise, Craft (Int), Handle Animal (Cha) +8, Linguistics (Int) +2, Profession (Int) +2,
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score (Dex) of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• 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. This racial trait replaces skilled.
Languages Common, Sylvan, Giant, Druidic
Spells
Spoiler:
0-level: 4
Create Water, Purify food and drink, Stabilize, Light
1st level :4+1 bonus
Enlarge person, Ironskin, Magic Fang, Produce flame,
2nd level 3+1 bonus
Bull's Strength, Binding Earth, Magic Boulder, Burst of Radiance
3rd level 2+1 bonus
Call Lightning, Earth tremor, Greater magic fang
4th level 1
Greater Flaming sphere
Special: Spontaneously lose any spell for Enlarge Person/ can cast Enlarge Person on animal companion.
Gear/ Possessions
Explorer's outfit , Barbarian’s kit: 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.
Magical Gear Armor: +1 Agile Breastplate
Body: Chest: Eyes: Feet: Hands: Head: Headband: Neck: Amulet of Natural Armor +2
Ring 1: Greenwatch Ring [Protection +2, communication distance 2 miles/sustenance/ Regen 1(acid)]
Ring 2: Shoulders: Greenwatch Cloak (resistance +3, +2 on stealth/survival in forests/swamps)
Waist: Wrists:
Slotless:
Ioun Torch
Consumables
Potion Bull’s strength, Potion of Spiderclimb, Potion of CMW, Potion of Ironskin
830g 100s
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Special Abilities
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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.
Rage (Ex) 22 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.
Rage Power (Ex)
Guarded Life (Ex) (6pts converted to Non-lethal)
Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
[/b]Spells[/b]
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting]/b]
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
[b]Primal Size
A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.
She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person.
This ability replaces nature sense.
Primal Bond (Ex)
When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains.
If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn’t of the humanoid type.
This ability alters nature bond.
Primal Empathy (Ex)
A goliath druid’s wild empathy functions only with creatures that are Large or larger.
This ability alters wild empathy.
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.
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
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.
[b]Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Rage Power (Ex)
Renewed Vigor (Ex) : 2d8+7
Prerequisite: Barbarian 4
Benefit: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.
Tough as Nails
An unbreakable gains Endurance and Diehard as bonus feats.
This ability replaces the fighter’s 1st-level bonus feat.
Rage Power (Ex)
Guarded Life, Greater (Ex)
Prerequisite: Barbarian 6, guarded life rage power
Benefit: When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage
Rage Power (Ex)
Fueled by Vengeance
Prerequisite: Barbarian 6
Benefit: While raging, whenever you deal weapon damage to a creature that dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage for the current day. You can gain no more than 1 extra round of rage each round.
Rage Power (Ex)
Regenerative Vigor (Ex) 1hp/round
Prerequisite: Barbarian 6, renewed vigor rage power
Benefit: After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns.
Face Nature’s Might (Ex)
At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants.
This ability replaces resist nature’s lure.
Wild Shape (Su) 3x/day
Druids’ ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn’t gain the ability to become an elemental or plant.
At 4th level, a druid gains the ability to turn herself into any small or Medium dinosaur or megafauna and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of a Large humanoid of the giant subtype, and eventually a Huge giant. Each form expends one daily usage of this ability, regardless of the form taken.
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At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes.
At 12th level, when taking the form of a giant, the goliath druid’s wild shape functions as giant form I.
At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid’s wild shape functions as giant form II.
This ability alters wild shape.
Taller than most men, Ulricha’s long, unruly black hair, piercing storm grey eyes, and default stern expression, add to her imposing presence, full figured, though clearly also bearing substantial muscle on her frame, she moves through a room like a titan among smaller folk, though with the grace of one accustomed to their own space.
Most often clad in a light breastplate with other bits of armor along her arms and upper torso, her garb is otherwise simple, what amounts to somewhere between a loose skirt and loincloth, heavy boots and the assorted trappings common to barbarian outlanders and tribesmen in the far-flung wilds, or mountain crags, her only jewelry, a heavy iron amulet around her neck.
. Primal Summons
A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells.
• Summon Nature’s Ally I: Compsognathus.
• Summon Nature’s Ally II: Dimorphodon.
• Summon Nature’s Ally III: Velociraptor.
• Summon Nature’s Ally IV: Ogre, parasaurolophus.
• Summon Nature’s Ally V: Glyptodon, iguanodon.
• Summon Nature’s Ally VI: Baluchitherium, megalania.
• Summon Nature’s Ally VII: Cliff giant.
• Summon Nature’s Ally VIII: Spinosaurus.
• Summon Nature’s Ally IX: Diplodocus.
Background:
Born in the imposing heights of the Tors of Levenies, Ulricha was raised in the wilds by her Mountain Druid mother. Extremely hale and hearty from birth, the girl grew up in the rugged wilds with unrestricted access to nature’s harsh beauty. Never knowing, or even having met her father, she at some point along the way came to understand that her parents meeting had achieved it’s purpose in her existence, though she did not miss anything in the absence of a father, her mother raising her to embrace both nature and her inner strength. In fact one of her mothers favorite sayings was that her little girl was born with the strength of the mountains, and the blood of giants, something that over the years, Ulricha has come to believe is much more than simply motherly exaggeration.
Moving to the south of Brevoy with her mother at the age of ten, her love of nature and sense of hard work fit in well with the ideals of her newly adopted homeland, though other children her age were not always kind to the wild outlander girl. The sometimes cruel teasing of her peers drove her inward, where she found a powerful, implacably resiliency in her anger, an abiding invulnerable rage where she could withstand anything they threw at her. After one too many conflicts that ended badly for her tormentors, in this case the mayor’s son’s arm being broken in multiple places, her mother thought it best to focus her growing physical prowess and dangerous anger into the local militia, hunting down bandits that threatened those simply trying to make a living in the hinterlands. As it turned out, it was something her was rather good at, eventually leading to mercenary work as she grew older, finding the often unruly lifestyle of a professional warrior far more to her liking than some form of domestic normalcy.
Rage power options: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*
Ideal Kingdom Role:
Ulricha would likely be best suited for Royal Enforcer or something along those lines (King's/Queen's Champion)