Full Name |
Zhaagon of Taldan |
Race |
Male Human (Taldan) NG Barbarian 7 - Init +3, Senses: Normal Vision, Perception +10, AC 24/ touch 17/ ff 21; hp 68/68, F+8, R+6, W+3, Speed 50 ft.; |
Classes/Levels |
Witch Hunter: +2 damage against creatures possessing spells or SLA, critical hit suppresses 1 beneficial spell effect for 1-round on target; DR 3/-; 2/cold; Extreme Endurance vs. Cold |
Gender |
Male |
Age |
18 |
Deity |
Iomedae |
Strength |
21 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
9 |
Wisdom |
10 |
Charisma |
7 |
About Zhaagon
Zhaagon
Male Human (Taldan) barbarian 7 (Invulnerable Rager),
NG Medium humanoid
Init +3, Senses Perception +10
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TACTICS
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Temporary Effects power attack (two-handed), reckless abandon, witch hunter, rage (20x / day)
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STATISTICS
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Str 21, Dex 16, Con 14, Int 9, Wis 10, Cha 7,
Base Atk +7/+2; CMB +12; CMD 24
Feats Combat Reflexes, 2xExtra Rage Power, Fortified Armor Training, Power Attack
Skills Acrobatics +8, Climb +8, Intimidate +2, Knowledge (Nature) +3, Perception +10, Sense Motive +11, Stealth +14, Stealth (In hilly or rocky areas) +15, Survival +4, Swim +8
Traits Outcast's Intuition, Highlander
Languages Common
SQ bonus feat, bonus superstitious rage (7x), extreme endurance, fast movement, invulnerability, rage, superstition
Combat Gear
Amulet of Natural Armor +1
Breastplate +1
Wrist Sheathe, Spring Loaded x2
Gauntlets, Spiked
Feather Step Slippers
Cloak of Resistance +1
Ring of Protection +1
Quick Runner Shirt
Belt of Giant Strength +2
Buckler, Living Steel, +1
2x Potion of Cure Light Wounds
3x Oil of Magic Weapon
1x Potion of Proteciton from Evil
2x Potion of Shield of Faith +2
Wand of Cure Light Wounds x45 charges
Wand of Mending x50 charges
Wand of Protection from Evil w/49 charges (1 minute duration)
2x Holy Weapon Balm
1x Smokestick
Caravan (Prestige)
Weapons
Bardiche +1, Furious
Bardiche, Masterwork, Cold Iron
Composite Longbow +1, Strength, Adaptive
Dagger x2
16x Arrow
20x Blunt Arrow
20x Cold Iron Arrow
2x Smoke Arrow
1x Whistling Arrow
Standard Gear
Outfit, Travelers
Backpack, Masterwork
Flint and Steel
2x Buckler
Bedroll
4x Rations, Trail
Whetstone
Waterskin, Filled
1x Caltrops
Grappling Hook
Rope, Hemp 50'
Ioun Torch
2x Air Crystals
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker
Bonus Feat Humans select one extra feat at 1st level.
Bonus Superstitious Rage (7x) Add +1/3 to the bonus from the superstitious rage power.
Extreme Endurance 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.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements. [Benefit 2/cold]
Extreme Endurance / Cold 2/cold
Fast Movement (Ex) A barbarian's land speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
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.
Knockdown (Ex) Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.
Outcast's Intuition You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 20 rounds per day. You 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, you gain a a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a -2 penalty to Armor Class. You also gain 14 temporary hit points. These temporary hit points are lost first when you take damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of your previous rage. While in a rage, you 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). You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Standard Rage
Superstition (Ex) You gain a +3 competence bonus on saving throws made to resist spells and spell-like abilities. You cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
Unchained Barbarian ~ Uncanny Dodge Tracker
Witch Hunter (Ex) You gain a +2 bonus on damage rolls against creatures possessing spells or spell-like abilities. In addition, if you confirm a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect).
Reckless Abandon 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.
Ghost Rager While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a +3 morale bonus to touch AC, which increases by 1 at 8th level and every 4 levels thereafter (to a maximum of +7 at 20th level). This can’t raise her touch AC above her full AC.