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Post by Cameron on Mar 18, 2014 22:59:10 GMT -8
UNDIVIDED PARTY TREASURE
Alexander is carrying: 1 wand of cure light wounds {20 charges} 1 unidentified magical horn (1 lb)
Beryl is carrying: 1 potion of cure moderate wounds
Caldeathe is carrying: none
Gunnar is carrying: 1 potion of cure moderate wounds 1 unidentified magical token
Vicdak is carrying: 1 potion of cure moderate wounds
Vo'kar is carrying: none
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Post by Cameron on Mar 18, 2014 22:59:29 GMT -8
Gunnar ThundercrackMale dwarf gunslinger (musket master) 5 N Medium Humanoid Init +7 (+5 if no grit); Senses darkvision 60 ft., stonecunning; Perception +10 Languages Common, Dwarven ------------------------------------ AC 20 (+3 Dex, +1 dodge, +1 natural, +5 armor), touch 14, flat-footed 16; +4 dodge vs. giants hp 52 (5 HD) Resist +3 on saves vs. spells and spell-like abilities Fort +7 (+10 vs. poison), Ref +7, Will +3 ------------------------------------ Speed 20 ft. (4 squares); slow and steady Melee dwarven waraxe +7 (1d10+3/x3) Ranged +1 pepperbox rifle +9 (1d10+4/x4, misfire 1-2, range 80) or battered musket +8 (1d12+3/x4, misfire 1-2, range 40) or javelin +8 (1d6+2, range 30) Base Atk +5; CMB +7, CMD 21; stability Atk Options +1 to hit orcs and goblinoids; Point Blank Shot (+1 ranged atk/dmg within 30 feet); pistol-whip +7 (1d10+3 plus trip) Combat Gear potions of cure light wounds {3} ------------------------------------ Abilities (20-point buy) Str 14, Dex 17, Con 16, Int 10, Wis 14, Cha 6 Grit 2 (0 used) SQ craftsman, weapon familiarity, deeds (deadeye, quick clear, steady aim, fast musket, gunslinger initiative, pistol-whip), nimble, musket training Feats Gunsmithing, Rapid Reload (muskets), Point Blank Shot, Precise Shot, Rapid Shot, Master Craftsman (alchemy) Traits Glory of Old, Reactionary Skills (-1 ACP) Acrobatics 5/+10 (+6 jumping), Climb 2/+6, Craft (alchemy) 5/+10, Heal 1/+6, Perception 5/+10 (+12 for unusual stonework), Survival 1/+6, Swim 1/+5 Possessions (58/116/175 ~ 57, light) combat gear (-) plus mithral pepperbox rifle +1 (7.5 lb), amulet of natural armor +1, chain shirt +1 (25 lb), dwarven waraxe (8 lb), battered musket (9 lb), powder horn (1 lb), 11 black powder doses, 19 mithral bullets (.25 lb), 10 paper mithral bullet cartridges, javelin (2 lb), explorer's outfit (worn), and 4,484 gp cash __Metal Cartridges adamantine {10}, cold iron {90}, mithral {25} __Backpack (2 lb) with gunsmith's kit (2 lb) Ht 4'4" Wt 200 lb Age 70 XP (medium) 18,275/23,000Musket Master Pistols and other one-handed firearms are often easy to conceal and faster to load than other firearms, and do sufficient damage for most situations. But some gunslingers want a little more firepower and range. These are the musket masters; the best of these gunslingers can reload a musket with dazzling speed, potentially putting even their pistol-wielding brethren to shame. Weapon Proficiency: Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. He must take the Exotic Weapon Proficiency (firearms) feat to gain proficiency with one-handed firearms and firearm siege engines. Deeds: A musket master swaps a pair of deeds for the following. __Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment. This deed replaces the gunslinger's dodge feat. __Fast Musket (Ex): At 3rd level, as long as the musket master has at least 1 grit point, he can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed. Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat. Musket Training (Ex): Starting at 5th level, a musket master increases his skill with two-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm. This replaces gun training 1, 2, 3, and 4.Grit (Ex): At the start of each day, a gunslinger gains a number of grit points equal to his Wisdom modifier (minimum 1). A gunslinger spends grit to accomplish deeds, and regains grit in the following ways. __Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore any grit. __Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature or a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond his firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when he performs this deed. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, he can perform a quick clear as a move-equivalent action instead of a standard action.Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, he gains the following benefits. First, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the firearm is not hidden, he can draw a single firearm as part of the initiative check. Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of his firearm as a standard action. When he does, he is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/x2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.Glory of Old (region): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.Reactionary (combat): You gain a +2 trait bonus on initiative checks.Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. Advanced firearms have a maximum range of 10 range increments. It is a move action to load any advanced firearm to its full capacity. Advanced firearms use metal cartridges for ammunition, which do not increase its misfire value. An advanced firearm that misfires gains the broken condition (-2 penalty on attack and damage rolls, crit range drops to 20/x2), but its misfire value does not increase and further misfires do not cause it to explode.With his Rapid Reload (muskets) feat and Fast Musket deed, Gunnar can reload a musket as a move action (or as a free action if using paper bullet cartridges).
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Post by zach on Mar 22, 2014 15:06:19 GMT -8
Vo'kar Male elf wizard 4 LN Medium Humanoid Init +2; Senses low-light vision; Perception +4 Languages Common, Elven, Sylvan, Celestial, Draconic ------------------------------------ AC 14 (+3 Dex/+1 Deflection), touch 14, flat-footed 11; hp 18 (4 HD) Resist +2 on saves vs. enchantment Fort +1, Ref +4, Will +4 ------------------------------------ Speed 30ft. (5 squares) Melee longsword +3 (1d8 19-20/x3) or wizards staff +4(1d6 /x2) Ranged +1 longbow +7 (1d8+1 /x3) Base Atk +2; CMB +2, CMD 14 Atk Options Intense spells, point blank shot Combat Gear Ring - protection +1; pearl - power lvl 1 Wizard Spells Prepared (CL 4th; elven magic) __2nd (3/day) ~ scorching ray, flaming sphere, glitterdust __1st (5/day) ~ ray - enfeeblement, grease, mage armor, summon monster __Cantrips (4/day) ~ detect magic, disrupt undead, light, read magic Spell-Like Abilities (CL 4th) __7/day ~ Force Missile (1/7 remains) ------------------------------------ Abilities (20-point buy) Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10 SQ blweapon familiarity Feats Scribe Scroll, Combat Casting, Point Blank Shot Traits none chosen Skills Know (arcana) 4/+8, Know (religion) 4/+8, Know (dungeoneering) 4/+8, perception 4/+4, spellcraft 4/+8 Possessions (33/66/100 ~ 22, light) combat gear (-) plus wizard's staff (4lb), longbow+1 (3lb), arrows x40 (6lb), longsword (4lb), travel clothes (5lb), and 41.4 gp cash __Handy Haversack (5 lb) with rations x5 [5lb], bedroll [5lb], waterskin [4lb], spellbook [3lb] XP (medium) 3400
Elven Magic: Elves receive a +2 bonus on caster level checks to overcome spell resistance, elves receive a +2 bonus on spellcraft skill checks made to identify the properties of magic items.
Evocation School School Powers: __Intense Spells (Sp): Whenever you cast an evocation spell that deals damage, add 1/2 your wizard level to the damage (minimum 1) __Force Missile (Sp): As a standard action you can unleash a force missile that sutomatically strikes a foe, as magic missle. The missile deals 1d4 damage plus Intense Spells damage. You can use this ability a number of times per day equal to 3+ Intelligence Midifier. __Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. This wall deals acid, cold, electricity, or fire damage, determined when you create it.
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Post by scottm on Mar 29, 2014 16:27:26 GMT -8
Beryl Elf slayer 4 (Pathfinder RPG Advanced Class Guide 53) LN Medium humanoid (elf) Init +4; Senses low-light vision; Perception +10 trap finding +13 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 34 (4d10+6) Fort +5, Ref +8, Will +2; +2 vs. enchantments; +2 vs. illusions Defensive Abilities trap sense +1; Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee adamantine elven curve blade +9 (1d10+3/18-20) or . . cold iron light mace +8 (1d6+2) or . . spiked gauntlet +8 (1d4+2) Ranged mwk composite longbow +9 (1d8+2/ 20) Special Attacks sneak attack +1d6, studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 12, Wis 13, Cha 9 Base Atk +4; CMB +6; CMD 20 Feats Point-blank Shot, Precise Shot, Weapon Finesse Traits killer, skeptic Skills Acrobatics +11, Bluff +3, Climb +6, Craft (bows) +3, Disable Device +15, Escape Artist +5, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +10, Sense Motive +8, Stealth +11, Survival +6 (+8 when tracking); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Draconic, Elven SQ combat style (archery), elven magic, slayer talents (ranger combat style, trapfinding), track +2, trapfinding +2 Combat Gear cold iron arrows (50), smokestick (3); Other Gear mithral chain shirt, adamantine elven curve blade, arrows (40), cold iron light mace, mwk composite longbow (+2 Str), spiked gauntlet, efficient quiver, ioun torch ioun stone, bedroll, belt pouch, blanket, flint and steel, masterwork backpack, masterwork thieves' tools, mirror, sack, sack, silk rope (100 ft.), waterskin, weapon cord, 18 gp, 9 sp -------------------- Tracked Resources -------------------- Arrows - 4/40 cold iron arrows - 0/50 Smokestick - 0/3 Studied Target +1 (move action, 1 at a time) (Ex) - 0/1 -------------------- Special Abilities -------------------- Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp Killer Add weapon's critical modifier to its critical bonus damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Track +2 Add the listed bonus to survival checks made to track. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Weapon cord Attached weapon can be recovered as a swift action.
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Post by safehearth on Sept 13, 2014 20:00:28 GMT -8
Alexander Male merfolk paladin (hospitaler) 3 / monk (hungry ghost) 1 LG Medium Humanoid (aquatic) Init +5; Senses low-light vision; Perception +7 Aura courage (allies within 10 ft. gain +4 morale bonus vs. fear) Languages Common, Aquan and Elven ------------------------------------ AC 19 (+3 Dex, +1 dodge, +2 natural, +3 monk), touch 17, flat-footed 15 hp 38 (4 HD) Immune disease, fear Resist +2 on saves vs. death effects Fort +11, Ref +9, Will +11 Weaknesses +1 damage from cold iron weapons ------------------------------------ Speed 15 ft. (3 squares), swim 30 ft. Melee +1 unarmed strike +3 or +2/+2 (1d6) Ranged none Base Atk +3; CMB +1, CMD 18 (can't be tripped) Atk Options flurry of blows (BAB +4); smite evil 1/day Special Actions lay on hands (1d6 + remove fatigue) 4/day Combat Gear none Spell-Like Abilities (CL 4th) __At will ~ detect evil ------------------------------------ Abilities (21-point buy) Str 7, Dex 16, Con 16, Int 10, Wis 16, Cha 17 SQ amphibious, strongtail, aura of good (moderate), divine grace, mercy (fatigued) Feats Fey Foundling, Dodge, Improved Unarmed Strike, Punishing Kick, Weapon Focus (unarmed strike) Traits Adopted (Elven Reflexes), Quain Martial Artist Skills (0 ACP) Acrobatics 0/+3 (-3 jumping), Diplomacy 1/+7, Heal 1/+7, Knowledge (history / nobility) 1/+4, Knowledge (religion) 4/+7, Linguistics 1/+1, Perception 1/+7, Swim 0/+6 Possessions (23/46/70 ~ 0, light) combat gear (-) plus amulet of mighty fists +1, ring of feather falling, and 1,337.7 gp cash XP (medium) _____/15,000
Hungry Ghost Monk The hungry ghost monk looks to spirits that prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches his ultimate goal: power--personal, pure, and simple.
Hospitaler Paladins are known for their charity and for tending to the sick. The hospitaler takes to this calling above all others, spending much of her time healing the poor, and giving aid and succor to those in need. Smite Evil (Su): The hospitaler can smite evil one additional time per day at 7th level (instead of 4th level), and every six levels (instead of every three levels) thereafter. Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level -3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This ability replaces the standard paladin's channel positive energy ability.
AC Bonus (Ex): When unarmored and unencumbered, a monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. __These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Amphibious (Ex): Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Elven Reflexes (race): You gain a +2 trait bonus on initiative checks.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon as if using the Two-Weapon Fighting feat. For the purpose of these attacks, the monk's base attack bonus is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. __A monk applies his full Strength bonus to his damage rolls for all successful attacks made in a flurry, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. __Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Quain Martial Artist (region): You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Smite Evil (Su): Once per day, as a swift action, a paladin can choose one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target. If the target is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to twice the paladin's level. Regardless of the target, smite evil attack automatically bypass any DR the creature might possess. __In addition, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. __These effects remain until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.
Strongtail: A few merfolk have broad, strong tails that are more suited for land travel than the typical merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
FEY FOUNDLING You were found in the wilds as a child, bearing a mark of the First World. Your strange connection to the First World and the fey infuses you with life. __Prerequisites: You may only select this feat at 1st level. __Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
PUNISHING KICK (Combat) Your kicks are so powerful you use them to push or knock back your foes. __Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. __Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained, and no more than once per round. __Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Alexander Male merfolk Hospitaler Paladin 3 / Hungry Ghost Monk 1 LG Medium humanoid (aquatic) Init +5; Senses low-light vision, Perception +7 Aura aura of courage, aura of good DEFENSE AC 19, touch 17, flat-footed 15 (+3 Dex, +1 dodge, +2 natural, +3 misc) hp 38 (4 HD; 3d10+1d8+13) Fort +11, Ref +9, Will +11, +2 vs. death OFFENSE Speed 15 ft. swim 30 ft. Unarmed Strike +3 (1d6) Melee flurry of blows +2/+2 (1d6) Special Attacks Flurry of Blows, Smite Evil, Class Spell-Like Abilities: detect evil ( at will) STATISTICS Str 7, Dex 16, Con 16, Int 10, Wis 16, Cha 17 Base Atk +3; CMB +1; CMD 18 (can't be tripped) Feats Dodge, Fey Foundling, Improved Unarmed Strike, Weapon Focus (Unarmed Strike) Skills Acrobatics +3, Acrobatics (Jump) -5, Appraise +0, Bluff +3, Climb -2, Craft (Untrained) +0, Diplomacy +7, Disguise +3, Escape Artist +3, Fly +3, Heal +7, Intimidate +3, Knowledge (History) +4, Knowledge (Nobility) +4, Knowledge (Religion) +7, Linguistics(Elven) +1, Perception +7, Perform (Untrained) +3, Ride +3, Sense Motive +3, Stealth +3, Survival +3, Swim +6 Languages Aquan, Common, Elven Archetypes Hospitaler, Hungry Ghost Monk, SQ ac bonus, amphibious, armor, aura of courage, aura of good, can't be tripped, detect evil, divine health, mercy (fatigued), lay on hands, legless, low-light vision, punishing kick, strongtail, weapon and armor proficiency, Gear: flurry of blows, Amulet of Mighty fists+1;
Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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Post by dmurphyca on Oct 18, 2014 19:50:03 GMT -8
Vicdak the FierceExperience:12,200/15,000 Male half-orc barbarian (invulnerable rager) 4 (Pathfinder RPG Advanced Player's Guide 79) N Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +4 -------------------- Defense-------------------- AC 16, touch 10, flat-footed 16 (+6 armor) hp 49 (4d12+19) Fort +9, Ref +2, Will +3 DR 2/-, 4/lethal; Resist extreme endurance -------------------- Offense-------------------- Speed 40 ft. (30 ft. in armor) Melee +1 greataxe +10 (1d12+7/x3) or . . heavy flail +8 (1d10+6/19-20) Ranged longbow +4 (1d8/x3) Special Attacks rage (14 rounds/day), rage powers (elemental rage, lesser, energy resistance: fire) -------------------- Statistics-------------------- Str 19, Dex 11, Con 18, Int 7, Wis 10, Cha 7 Base Atk +4; CMB +8; CMD 18 Feats Endurance, Power Attack, Weapon Focus (greataxe) Traits indomitable faith, reactionary Skills Acrobatics +0, Climb +4, Escape Artist -3, Handle Animal +2, Perception +4, Swim +3 Languages Common, Orc SQ fast movement, orc blood Other Gear chainmail, +1 greataxe, arrows (40), heavy flail, longbow, backpack, bedroll, belt pouch, 674 gp, 9 sp -------------------- Special Abilities-------------------- Damage Reduction (2/-) You have Damage Reduction against all attacks. Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage Darkvision (60 feet) You can see in the dark (black and white vision only). Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Energy Resistance: Fire (Ex) Fire Resistance while raging Extreme Endurance (Fire) (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 Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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