Male Human ex-paladin 1 / barbarian 3
NG medium humanoid (human)
Init +1; Senses Perception +6,
Languages Common
AC 19, touch 11, flat-footed 19
hp 48 (4HD)
Fort +8, Ref +2, Will +4
Speed 25 ft. (5 squares)
Melee +1 longsword +8 (1d8+3/19-20)
Melee shield, heavy steel +2 (1d4+1)
Ranged longbow (composite/+2) +5 (1d8+2/x3)
Face 5 ft. Reach 5 ft.
Base Atk +4; CMB +6 (+7 bullrush) (+7 disarm) (+7 grapple) (+7 overrun) (+7 sunder) (+7 trip); CMD 17 (18 vs overrun)
Atk Options Rage,
Special Actions Knockdown, Abilities Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 15
Special Qualities Armored Swiftness, Bonus Feat, Indomitable Stance, Quick Reflexes, Rage, Rage Powers, Resilience of Steel, Skilled, Weapon and Armor Proficiency, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
Feats Extra Rage Power, Iron Will, Quick Draw, Weapon Focus (Longsword)
Skills Acrobatics -5, Acrobatics (Jump) -9, Bluff +2, Climb -4, Diplomacy +2, Disguise +2, Escape Artist -5, Fly -5, Heal -1, Intimidate +9, Knowledge (Engineering) +3, Knowledge (Religion) +5, Perception +6, Perform (Untrained) +2, Ride -5, Sense Motive -1, Stealth -5, Survival +6,
Possessions +1 longsword; shield, heavy steel; masterwork chainmail; outfit (explorer's); arrows (20); holy symbol (silver); Longbow (Composite/+2) ; Armored Swiftness (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.
Bonus Feat Humans select one extra feat at 1st level.
Indomitable Stance (Ex) An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.
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.
Quick Reflexes (Ex) While raging, you can make one additional attack of opportunity per round.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 11 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 8 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rage Powers The following rage powers complement the armored hulk archetype - boasting taunt**, greater guarded life*, guarded life**, guarded stance, increased damage reduction, no escape, overbearing advance**, overbearing onslaught**, reflexive dodge*, rolling dodge, and unexpected strike.
Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense. (currently at +1)
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency An armored hulk gains proficiency in heavy armor.
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
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).
NG medium humanoid (human)
Init +1; Senses Perception +6,
Languages Common
AC 19, touch 11, flat-footed 19
hp 48 (4HD)
Fort +8, Ref +2, Will +4
Speed 25 ft. (5 squares)
Melee +1 longsword +8 (1d8+3/19-20)
Melee shield, heavy steel +2 (1d4+1)
Ranged longbow (composite/+2) +5 (1d8+2/x3)
Face 5 ft. Reach 5 ft.
Base Atk +4; CMB +6 (+7 bullrush) (+7 disarm) (+7 grapple) (+7 overrun) (+7 sunder) (+7 trip); CMD 17 (18 vs overrun)
Atk Options Rage,
Special Actions Knockdown, Abilities Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 15
Special Qualities Armored Swiftness, Bonus Feat, Indomitable Stance, Quick Reflexes, Rage, Rage Powers, Resilience of Steel, Skilled, Weapon and Armor Proficiency, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
Feats Extra Rage Power, Iron Will, Quick Draw, Weapon Focus (Longsword)
Skills Acrobatics -5, Acrobatics (Jump) -9, Bluff +2, Climb -4, Diplomacy +2, Disguise +2, Escape Artist -5, Fly -5, Heal -1, Intimidate +9, Knowledge (Engineering) +3, Knowledge (Religion) +5, Perception +6, Perform (Untrained) +2, Ride -5, Sense Motive -1, Stealth -5, Survival +6,
Possessions +1 longsword; shield, heavy steel; masterwork chainmail; outfit (explorer's); arrows (20); holy symbol (silver); Longbow (Composite/+2) ; Armored Swiftness (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.
Bonus Feat Humans select one extra feat at 1st level.
Indomitable Stance (Ex) An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.
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.
Quick Reflexes (Ex) While raging, you can make one additional attack of opportunity per round.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 11 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 8 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rage Powers The following rage powers complement the armored hulk archetype - boasting taunt**, greater guarded life*, guarded life**, guarded stance, increased damage reduction, no escape, overbearing advance**, overbearing onslaught**, reflexive dodge*, rolling dodge, and unexpected strike.
Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense. (currently at +1)
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency An armored hulk gains proficiency in heavy armor.
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
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).
Keine Kommentare:
Kommentar veröffentlichen