4 pts/lvl
Acrobatics: 11 (Ranks 7+3; Dex 2; ACP -1)
Climb: 11 (Ranks 6+3; Str 3; ACP -1)
Craft: 0
Diplomacy: 5 (Ranks 2; Cha 3)
Handle Animal:-
Intimidate: 16 (Ranks 9+3; Cha 3; Trait +1)
Knowledge (arcana):-
Perception:12 (+2) (Ranks 9+3) +2 in unclaimed wilderness or controlled land
Ride: 6 (Ranks 2+3; Dex 2; ACP -1)
Spellcraft:-
Stealth 1 (+2) (Dex 2; ACP -1) +2 in unclaimed wilderness or controlled land
Survival:10 (+2) (Ranks 7+3) +2 in unclaimed wilderness or controlled land
Swim: 7 (Ranks 2+3; Str 3; ACP -1)
FEATS & TRAITS:
FEATS
Toughness
Dodge
Power Attack
Weapon Focus: Greatsword
Lightning Reflexes
Raging Vitality (+2 Con while raging; continue raging while unconscious)
Improved Initiative
Improved Crit: Greatsword
BONUS FEAT: Nation Builder (gain +2 Perception/Stealth/Survival in unclaimed wilderness or land under our control (+4 for 10+ ranks); gain +2 init/hit/saves in claimed area after goals met)
TRAITS
Bastard (-1 Cha checks vs. Nobility, +1 Will)
Bloody Minded: +1 Init, +1 Intimidate
CLASS ABILITIES:
BLOODRAGE
Duration: 10
+4 Str, +6 Con, +2 will; -2 AC
BLOOD SANCTUARY
+2 on all saves vs. allies' and self's spells
BLOODLINE:Destined
Powers:
Destined Strike: +1/2 BR level to hit 3/day.
Remaining: |||
Fated Blood: +1 Luck to AC and saves. Additional +1 at 8th and every 4th level after
Certain Strike: 1/bloodrage, reroll an attack roll
SPELLS:
Spells per day:
I......II......III......IV
3......2......(+1)
Level 2
Iron Skin (+5 natural AC)
Mirror Image
See Invisible
EQUIPMENT/SLOTS:
Great sword +1
Dagger, MW
+1 Adaptive Composite Longbow
+2 Mithral Breastplate
+2 Ring of Protection
Ring of Freedom of Movement
Belt of Giant Strength (+2)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin