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PlayerRichard PawlowskiEmailrichard_pawlowski@yahoo.comRaceHuman
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PC NameBrom the BarbarianCampaignKeepers of the ValeDeityPantheon
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ClassBarbarianAlignmentchaotic goodAge18
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Level20Hero Pts0Height82"
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Experience#N/AWeight300-lbs
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Sizemedium
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ScoreModBaseRaceLevelMagicMiscPts (25)HIT POINTS
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STR421618556817272/3713573423damage
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DEX205140605healing
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CON289140685ACArmorShieldDexNatureDodgeDeflectLuckMisc
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INT100100030133303-2
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WIS14210040touch14f. foot27f. def32t. def34
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CHA8-180-2RageyPAyFatigue--GVSn
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TotalClassAbilityResistMiscTempNoteMoveBaseArmorMiscBABAB
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FORT261295304030CMB3620160
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REF16655DRSRArmFailCMD5120210GS
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WILL176254+4 vs. Enchant8/--2GRAB3620160n
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WeaponBABBonusAbilityEnhanMiscDMGBonusAbilityEnhanMiscPA2h / OffM / RRangeCrit
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A. greatsword +434/29/24/191416402d6+4624418219-20Enlarge
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Comp Longbow (+9 s)20/15/10/50511d8+221912r220x3n
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Heavy flail +131/26/21/16111611d10+43241182B/19-20
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Kukri +131/26/21/16111611d4+291611218-20Evil
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Cold iron l. sword +3, holy33/28/23/18131631d8+311631220n
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30/25/20/151016+281612
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Unarmed Strike30/25/20/1510161d3+281612x2
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SkillTotalRankAbilityClassPenMiscSkillTotalRankAbilityClassPenMisc
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Acrobatics221453-22Knowledge (planes)--0
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Appraise00Knowledge (religion)--0
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Bluff-1-1Linguistics--0
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Climb236163-2Perception3120236
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Craft (Weaponsmith)303Perform32-12
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Diplomacy-1-1Profession--2
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Disable Device--5-2Ride13553-22
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Disguise-1-1Sense Motive422
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Escape Artist35-2Sleight of Hand--5-2
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Fly35-2Spellcraft--0
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Handle Animal75-13Stealth35-2
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Heal22Survival1811232
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Intimidate2218-132Swim225163-2
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Knowledge (arcana)--0Use Magic Device---1
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Knowledge (dungeon)550#N/A#N/A#N/A
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Knowledge (engineering)--0#N/A#N/A#N/A
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Knowledge (geography)110#N/A#N/A#N/A
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Knowledge (history)--0#N/A#N/A#N/A
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Knowledge (local)6402#N/A#N/A#N/A
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Knowledge (nature)94032#N/A#N/A#N/A
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Knowledge (nobility)--0#N/A#N/A#N/A
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Equipment
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SlotItemWtItemWtItemWtItemWt
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ArmorMithril full plate +5, Glamour, Ghost touch25Ring of s. storing (teleport)Handy haversack2P: CSW *4
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BeltBelt of physical perfection +61Medium Shield +1, h. fortificationBedroll5P: darkvision x3
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BodyEverburing torch1P: Fly *3
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ChestFlint & SteelP: lesser restore
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EyesPouch0.5P: Magic Fang
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FeetBoots of teleportationArrows x1204Rope, Silk 50-ft5P: Magic Weapon x2
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HandsTindertwig x5P: neutralize poison x5
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HeadHeadband of Wisdom +4
Tobacco (2 lbs)2P: remove disease x5
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NeckAmulet of Natural Armor +3Traveler's outfit5P: SoF (+2)
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RingRing of Protection +3Whetstone1P: SoF (+5) x2
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RingRing of SustenanceWaterskin x28Silversheen x2
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ShieldAnti-toxin2Restorative ointment 5
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ShoulderCloak of Resistance +51
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WristRations x105
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WeaponAdam greatsword +4, ghost touch8
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WeaponComp Longbow (+9) +1 distance3
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WeaponHeavy flail +110
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WeaponHoly cold iron long sword +38
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Stored CoinsStored Treasure Total Wt:96.5
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PPMW Smith tools
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GP4866325snake-vulture fang62,532.83
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SP1971
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CP1937
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Class Features
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Mighty Rage: 44 rounds/day (+8 morale to Str/Con, +4 morale to Will, -2 AC)
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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 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 land speed.
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Trap Sense +5 (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).
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Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
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Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
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Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Damage Reduction is currently 4/-.
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Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
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Rage Powers
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2Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. The bonus is currently +6.
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4Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage. The bonus is currently +6.
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6Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity. The bonus is currently +4.
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8Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/-. This is always active while the barbarian is raging.
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10Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/-. This is always active while the barbarian is raging.
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12Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/-. This is always active while the barbarian is raging.
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14Renewed Vigor (Ex): 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. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging. Current healing is 5d8+9
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16Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
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18Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
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20Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
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Feats
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1Improved unarmed attack: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
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1Power attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Current penalty/bonus: -6 / +12
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3Endurance: You gain a +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. You may sleep in light or medium armor without becoming fatigued.
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3Training I - Run:
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5Die Hard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
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6Training II - Toughness