|
Post by Cameron on May 22, 2021 18:14:04 GMT -8
DemitrusMale strix druid (nature fang) 5 N Medium Humanoid Init +5; Senses darkvision 60 ft., low-light vision; Perception +20 (+3 on sight-based and opposed checks in bright light) Languages Common, Druidic, Strix ------------------------------------ AC 18 (+5 Dex, +3 armor), touch 15, flat-footed 13; 19 (+3 Dex, +6 armor), touch 13, flat-footed 16 with ice armor hp 41 (5d8+15) Fort +7, Ref +7, Will +9 ------------------------------------ Speed 30 ft. (6 squares), fly 60 ft. (average); trackless step __or 20 ft. (4 squares), fly 40 ft. (average) in ice armor Melee cold iron scythe +5 (2d4+3/x4) or scimitar +5 (1d6+3/18-20) or mwk club +6 (1d6+3) Ranged mwk composite longbow +9 (1d8+2/x3, range 110) Base Atk +3; CMB +5, CMD 20 Atk Options +1 on attack rolls vs. humans; +2 on attack rolls vs. undead; Point-Blank Shot, sneak attack +1d6 Special Actions hawkeye (+2) 8/day; studied target +2 Combat Gear divine scrolls of endure elements {8}, magic stone {3}, obscuring mist {4}, shillelagh {3}, touch of the sea {4}, aboleth's lung, delay poison {2}, lesser restoration {2}, resist energy {2}, spider climb, stone shape; oils of magic weapon {2}, shillelagh {2}; potions of cure light wounds {2}, resist cold (CL 11) {2}; wands of cure light wounds {50}, faerie fire {50} Druid Spells Prepared (CL 5th, concentration +10, spontaneous casting) __3rd (2/day)18 ~ fly, _________, _________ __2nd (3/day)17 ~ eagle's splendor, barkskin, _________, _________ __1st (5/day)16 ~ aspect of the falcon, entangle, liberating command, produce flame, _________, _________ __Orisons (at will)15 ~ detect magic, read magic, spark, stabilize ------------------------------------ Abilities Str 15, Dex 20, Con 14, Int 11, Wis 20, Cha 9 SQ dayguard, nature bond (eagle domain), slayer talent (ranger combat style: archery), tough, undead accuracy Feats Alertness (familiar), Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot (combat style), Craft Wondrous Item Traits Deadeye Bowman, Deft Dodger Skills (-4 ACP with ice armor) Fly 5/+13 (+9), Heal 1/+9, Linguistics 1/+1, Knowledge (geography / nature) 1/+4, Perception 5/+20, Ride 1/+9 (+5), Spellcraft 5/+8, Survival 1/+9 Possessions (66/133/200 ~ 66, light) combat gear (-) plus leather armor +1 (15 lb), masterwork composite longbow {+2 Str} (3 lb), 60 cold iron arrows (9 lb), scimitar (4 lb), masterwork club (3 lb), cold iron scythe (10 lb), spell component pouch (2 lb), courtier's outfit (6 lb), boots of incredible dexterity +2 (1 lb), headband of inspired wisdom +2 (1 lb), eyes of the eagle, and 214.41 gp cash __Backpack (2 lb) containing trail rations (6 lb), waterskin (4 lb)
Dayguard: The strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill. This racial trait replaces nocturnal.
Deadeye Bowman (Religion): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Deft Dodger (Combat): You gain a +1 trait bonus on Reflex saves.
Hatred: Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype.
Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Undead Accuracy: The mark placed on you by Vlaakith gives you a bonus equal to +1 for every 2 HD you possess on attack rolls against undead creatures.
Shaquiece Female hawk familiar N Tiny Magical Beast Init +3; Senses low-light vision; Perception +18 Languages Common (can't speak); empathic link, speak with master ------------------------------------ AC 19 (+2 size, +3 Dex, +3 natural, +1 armor), touch 15, flat-footed 16 hp 20 (5 HD) Fort +4, Ref +5 (improved evasion), Will +6 ------------------------------------ Speed 10 ft. (2 squares), fly 60 ft. (average) Melee 2 talons +8 (1d4-2) Space 2.5 ft.; Reach 0 ft. Base Atk +3; CMB +4, CMD 12 ------------------------------------ Abilities Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7 SQ share spells, deliver touch spells Feats Weapon Finesse Skills Fly 5/+15, Perception 5/+18; Racial Modifiers +8 Perception Possessions (10/20/30 ~ 2, light) leather armor (1.5 lb)
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Deliver Touch Spells (Su): If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su): The master has an empathic link with his familiar to a 1-mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Share Spells: The master may cast a spell with a target of "you" on his familiar (as a touch spell) instead of on himself. The master may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Master (Ex): The master and familiar can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
|
|
|
Post by Cameron on May 22, 2021 18:14:22 GMT -8
KhanuMale vanara monk 5 LE Medium Humanoid Init +4; Senses low-light vision; Perception +10 Languages Common, Vanaran ------------------------------------ AC 18 (+4 Dex, +4 monk), touch 18, flat-footed 14/18; Blind-Fight, Defensive Strategist hp 36 (5d8+10); DR 2/- (undead only) Immune disease Resist still mind (+2 on saves vs. enchantments) Fort +6, Ref +9 (evasion), Will +8 ------------------------------------ Speed 40 ft. (8 squares), climb 20 ft. Melee mwk cold iron temple sword +9 (1d8+7/19-20) or flurry +9/+9 (1d8+5/19-20) __or mwk quarterstaff +9 (1d6+7) or flurry +9/+9 (1d6+5) __or unarmed strike +8 (1d8+5) or flurry +8/+8 (1d8+5) Ranged shuriken +7 or flurry +7/+7 (1d2+5, range 10) Base Atk +3; CMB +10 (+12 to grapple), CMD 25 (27 vs. grapple) Atk Options Improved Grapple; Stunning Fist (DC 15 Fort negates) 5/day, ki pool (magic) 5/day Combat Gear oils of magic weapon {6}, shillelagh {4}; potions of barkskin {2}, cure light wounds {2}, cure moderate wounds {2}, enlarge person {6}, lesser restoration {2}, mage armor {2}, protection from evil {2}, resist cold (CL 11) {2}, shield of faith {4}, touch of the sea; wand of mage armor {50} ------------------------------------ Abilities Str 21, Dex 18, Con 13, Int 11, Wis 16, Cha 6 SQ prehensile tail, fast movement, high jump, maneuver training, purity of body, slow fall (20 ft.), undead bulwark Feats Blind-Fight, Improved Grapple, Stunning Fist, Combat Reflexes, Vicious Stomp, Monkey Style Traits Defensive Strategist, Trap Finder Skills Acrobatics 5/+17 (+22 to jump), Climb 5/+21, Disable Device 4/+19, Perception 4/+10, Ride 1/+8, Stealth 1/+10, Swim 1/+9 Possessions (153/306/460 ~ 20, light) combat gear (-) plus belt of giant strength +2 (1 lb), cloak of resistance +1 (1 lb), goggles of minute seeing, masterwork quarterstaff w/continual flame (4 lb), masterwork cold iron temple sword (3 lb), 10 shuriken (1 lb), masterwork thieves' tools (2 lb), monk's outfit (2 lb), courtier's outfit (6 lb), and 1,046.41 gp cash
Climb Speed: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to AC while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Defensive Strategist (Religion): You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Monkey Style (Combat, Style): You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Prehensile Tail: A vanara has a long, flexible tail that he can use to carry objects. He cannot wield weapons with his tail, but the tail allows him to retrieve a small, stowed object carried on his person as a swift action.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Trap Finder (Campaign): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Undead Bulwark: The mark placed on you by Vlaakith gives you damage reduction 1/- for every 2 HD you possess vs. attacks made by undead creatures.
Vicious Stomp (Combat): Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
|
|
|
Post by Cameron on May 22, 2021 18:14:39 GMT -8
VaranabiFemale fetchling oracle of time 5 CN Medium Outsider (native) Init +10, powerless prophecy, temporal celerity; Senses darkvision 60 ft., low-light vision; Perception +4 Languages Common, Aklo ------------------------------------ AC 20 (+2 Dex, +6 armor, +2 shield), touch 12, flat-footed 20; shadow blending; uncanny dodge hp 36 (5d8+10) Resist cold 5, electricity 5 Fort +3, Ref +4, Will +5; Second Chance ------------------------------------ Speed 20 ft. (4 squares) Melee mwk morningstar +5 (1d8+1) or sickle +4 (1d6+1) Ranged javelin +5 (1d6+1, range 30) Base Atk +3; CMB +4, CMD 16 Atk Options death-dealer (critical range doubled vs. undead) Special Actions time flicker (5 minutes/day) Combat Gear oil of magic weapon {2}; potions of cure light wounds {2}, gaseous form, resist cold (CL 11); divine scrolls of cure light wounds {10}, delay poison {2}, lesser restoration {2}, obscuring mist {2}, resist energy {2}; wands of cure light wounds {50}, protection from evil {50}, dismissal {4} Oracle Spells Known (CL 5th, concentration +11) __2nd (6/day)18 ~ cure moderate wounds, divine trident, gentle repose, ________________ __1st (8/day)17 ~ cure light wounds, liberating command, memory lapse, murderous command, shadow trap, ________________ __Orisons (at will)16 ~ create water, detect magic, guidance, light, mending, stabilize Spell-Like Abilities (CL 5th) __1/day ~ disguise self ------------------------------------ Abilities (middle-aged) Str 12, Dex 14, Con 12, Int 12, Wis 10, Cha 23 SQ death-dealer, gloom shimmer, shadow agent, mystery (time), oracle's curse (powerless prophecy), revelations (temporal celerity, time flicker) Feats Improved Initiative, Combat Advice, Craft Wand Traits Fast-Talker, Second Chance Skills (-3 ACP) Bluff 5/+17, Diplomacy 5/+16, Disguise 0/+6, Heal 2/+5, Knowledge (arcana / history / planes / religion) 1/+5, Perception 1/+4, Ride* 1/+4, Spellcraft 2/+6, Use Magic Device 5/+14 Possessions (43/86/130 ~ 77, medium) combat gear (-) plus boots of the cat (1 lb), equestrian belt (1 lb), headband of alluring charisma +2 (1 lb), cloak of resistance +1 (1 lb), masterwork breastplate (30 lb), heavy darkwood shield (5 lb), masterwork morningstar (6 lb), sickle (2 lb), 5 javelins (10 lb), courtier's outfit (6 lb), and 693.41 gp cash __Backpack (2 lb) with waterskin (4 lb) and trail rations (8 lb)
* equestrian belt – wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a combat-trained mount, control a mount in battle, or make a fast mount or dismount, as long as she is wearing medium, light, or no armor
Combat Advice (General): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on his next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
Death-Dealer: The mark placed on you by Vlaakith doubles the critical hit range of any attack you make vs. undead creatures. This effect stacks with all other similar effects.
Fast-Talker (Social): You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Gloom Shimmer: Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, the fetchling gains displacement as a spell-like ability usable twice per day. This racial trait modifies the spell-like ability trait.
Powerless Prophecy: You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat. __At 5th level, you gain a +4 insight bonus on initiative checks. __At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. __At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Second Chance (Religion): Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Shadow Agent: Gain a +2 racial bonus on Bluff and Diplomacy checks. This racial trait replaces skilled.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. She can assume the form of any humanoid creature.
Uncanny Dodge (Ex): You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you.
Time (Mystery)
An oracle with the time mystery adds Fly, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.
__Bonus Spells: memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).
__Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
__Time Flicker (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts a 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.
|
|
|
Post by Cameron on Sept 1, 2021 11:33:22 GMT -8
ElezarMale strix wizard (chronomancer) 4 NE Medium Humanoid Init +9; Senses darkvision 60 ft., low-light vision; Perception +11 Languages Common, Draconic, Infernal, Strix ------------------------------------ AC 14 (+3 Dex, +1 armor), touch 13, flat-footed 11 hp 28 (4d6+12) Resist fire 5 Fort +3, Ref +4, Will +6 ------------------------------------ Speed 30 ft. (6 squares), fly 60 ft. (average) Melee spiked gauntlet -3 (1d4-1) Ranged light crossbow +5 (1d8/19-20, range 80) Base Atk +2; CMB +1, CMD 14 Atk Options +1 on attack rolls vs. humans; fire jet (1d6+2, DC 15) 6/day Special Actions temporal pool 5/day Combat Gear stick of dynamite; scrolls (see below); potions of cure light wounds {2}, wands of color spray {15} Wizard Spells Prepared (CL 4th, concentration +7, +1 DC on fire spells) __2nd (4/day)15 ~ flaming sphere (DC 16), blindness/deafness {3} __1st (5/day)14 ~ burning hands (DC 15), grease {2}, mage armor, windy escape __Cantrips (at will)13 ~ detect magic, disrupt undead, message, spark ------------------------------------ Abilities (middle-aged) Str 9, Dex 16, Con 13, Int 17, Wis 14, Cha 9 SQ arcane school (elemental fire), dayguard, tough, undead bulwark Feats Scribe Scroll, Toughness, Improved Initiative Traits Affinity for the Elements (fire), Paragon of Speed Skills Acrobatics 4/+7, Craft (alchemy) 1/+7, Fly 4/+10, Knowledge (arcana) 2/+8, Knowledge (dungeoneering / engineering / local / nature / planes / religion) 1/+7, Perception 4/+11, Spellcraft 4/+10 Possessions (30/60/90 ~ 25, light) combat gear (-) plus spell component pouch (2 lb), haramaki (1 lb), light crossbow (4 lb), 30 bolts (3 lb), spiked gauntlet (1 lb), and 5,363.41 gp cash __Backpack (2 lb) containing spellbook (3 lb), waterskin (4 lb), and trail rations (5 lb) __Wizard Scrolls (1st) infernal healing {10}, obscuring mist {2}, protection from evil {2}, ray of enfeeblement, shield {2}, sleep (2nd) continual flame, frigid touch, glitterdust, hideous laughter, invisibility, mirror image, protection from arrows, resist energy {2}, see invisibility {2} (3rd) clairvoyance, fireball, lightning bolt, stinking cloud __Spellbook acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, drench, ghost sound, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, spark 1st burning hands, charm person, comprehend languages, detect secret doors, disguise self, enlarge person, grease, infernal healing, keep watch, liberating command, mage armor, magic missile, obscuring mist, protection from evil, reduce person, shield, touch of the sea, true strike, windy escape 2nd blindness/deafness, command undead, darkness, darkvision, diminish resistance, flaming sphere, glitterdust, hideous laughter, invisibility, mirror image, protection from arrows, resist energy (fire/cold), see invisibility, scorching ray
Affinity for the Elements (Religion): Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship.
Dayguard: The strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill. This racial trait replaces nocturnal.
Fire Jet (Su): As a standard action, a number of times per day equal to 3 + your Intelligence modifier, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save (DC 10 + 1/2 your wizard level + your Intelligence modifier) halves this damage. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame.
Fire Supremacy (Su): You gain resistance 5 to fire. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire damage. __In addition, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
Paragon of Speed (Regional): You are quicker than normal members of your race, and gain a +2 trait bonus on initiative checks.
Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
Undead Bulwark: The mark placed on you by Vlaakith gives you damage reduction 1/- for every 2 HD you possess vs. attacks made by undead creatures.
Chronomancer Time is not an immutable force but an inscrutable phenomenon. Rare arcane scholars known as chronomancers demonstrate the ability to shift themselves in short bursts between the past, future, and alternate presents. __Temporal Pool (Su): A chronomancer gains a reservoir of temporal energy to manipulate the time stream in a variety of ways. This temporal pool has a number of points equal to half his class level + his Intelligence modifier. This pool refreshes once per day when the chronomancer prepares his spells. This ability replaces arcane bond and the bonus feats gained at 10th, 15th, and 20th levels.
|
|
|
Post by Cameron on Dec 22, 2021 10:28:10 GMT -8
Ug Male bugbear barbarian 2 CE Medium Humanoid (goblin) Init +3; Senses darkvision 60 ft., scent; Perception +5 Languages Common, Goblin, Orc ------------------------------------ AC 20 (+3 Dex, +3 natural, +4 armor), touch 13, flat-footed 20; -2 if raging; uncanny dodge hp 47 (3d8+2d12+17); 57 if raging Resist +2 on saves vs. undead Fort +7 (+9), Ref +6, Will +3 (+5) ------------------------------------ Speed 40 ft. (8 squares) Melee mwk greatsword +10 (2d6+7) or cold iron morningstar +9 (1d8+7) or cold iron armor spikes +9 (1d6+5) Melee (raging) mwk greatsword +12 (2d6+10) or cold iron morningstar +11 (1d8+10) or cold iron armor spikes +11 (1d6+7) Ranged javelin +7 (1d6+5 or 1d6+7, range 30) Base Atk +4; CMB +9 (+11 to bull rush), CMD 22 (24 vs. bull rushes) Base Atk +4; CMB +11 (+13 to bull rush), CMD 24 (26 vs. bull rushes) Atk Options Improved Bull Rush +11 (+13); Power Attack (-2 to hit, +4:1H/+6:2H damage); rage 9 rounds/day Combat Gear potions of cure light wounds {2}, enlarge person {11}, shield of faith {2}, oil of magic weapon {3} ------------------------------------ Abilities Str 20 (24), Dex 16, Con 16 (20), Int 12, Wis 12, Cha 9 SQ undead resistance, rage power (knockback) Feats Power Attack, Improved Bull Rush, Spiked Destroyer Traits Auspicious Tattoo, Reactionary Skills (-1 ACP) Acrobatics 5/+10, Climb 1/+8 (+10), Heal 1/+5, Intimidate 1/+7 (+5 with cursed amulet), Knowledge (nature) 1/+5, Perception 1/+5, Profession (sailor) 1/+5, Ride 1/+6, Stealth 4/+13, Survival 3/+7, Swim 1/+8 (+10); Racial Modifiers +4 Intimidate, +4 Stealth Possessions (133/266/400 ~ 79, light) combat gear (-) plus masterwork greatsword (8 lb), cold iron spiked masterwork chain shirt (35 lb), cold iron morningstar (6 lb), 6 javelins (12 lb), courtier's outfit (6 lb), and 5,631.41 gp cash __Backpack (2 lb) with trail rations (6 lb) and waterskin (4 lb)
Auspicious Tattoo (Race): You gain a +1 trait bonus on Will saves.
Knockback (Ex): Once per round while raging, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Spiked Destroyer (Combat): When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action, using your highest attack bonus.
Undead Resistance: The mark placed on you by Vlaakith gives you a bonus equal to +1 for every 2 HD you possess on saving throws against undead creatures.
|
|