Kaderin MacRieve | CG | ||
Character Name | Alignment | ||
Barbarian 6 | |||
Character Level | |||
Glashtyn | M | ||
Race | Size | ||
female | 115 | ||
Gender | Age | ||
6ft | 195 | ||
Height | Weight | ||
Red | Sapphire | ||
Hair | Eyes |
Marangeli Nin | |
Player | |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +10 | +5 | CON +5 | +0 | +0 | +0 |
Reflex | +5 | +2 | DEX +3 | +0 | +0 | +0 |
Will | +3 | +2 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+10 | +6 | +4 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
23 | 10 | +6 | +4 | +3 | +0 | +0 |
Trade Common, Fey, Seelie
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +9 | (DEX) +3 | +3 | +3 | |
Bluff | +2 | (CHA) +2 | +0 | +0 | |
Climb | +9 | (STR) +4 | +2 | +3 | |
Diplomacy | +2 | (CHA) +2 | +0 | +0 | |
Disguise | +2 | (CHA) +2 | +0 | +0 | |
Escape Artist | +5 | (DEX) +3 | +2 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +3 | (WIS) +1 | +2 | +0 | |
Intimidate | +7 | (CHA) +2 | +2 | +3 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +3 | (INT) +2 | +1 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +9 | (INT) +2 | +2 | +5 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +3 | (INT) +2 | +1 | +0 | |
Perception | +10 | (WIS) +1 | +4 | +5 | |
Ride | +7 | (DEX) +3 | +1 | +3 | |
Sense Motive | +3 | (WIS) +1 | +2 | +0 | |
Stealth | +3 | (DEX) +3 | +0 | +0 | |
Survival | +9 | (WIS) +1 | +3 | +5 | |
Swim | +9 | (STR) +4 | +2 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: Blacksmith | +4 | (INT) +2 | +2 | +0 | |
Handle Animal* | +7 | (CHA) +2 | +2 | +3 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Power 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.
Weapon Focus (Greatsword) - +1 bonus to attack rolls
Cleave - Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not adjacent to the foe you attacked. You can expend one use of mythic power when you use Cleave or Great Cleave to continue making attacks against foes within your reach, regardless of their position, as long as you continue to hit each foe. You can’t use this ability to attack a foe more than once per round.
Racial Abilities:
Low-Light Vision: Glashtyn can see twice as far as humans in conditions of dim light.
Seelie Resistances: Glashtyn get a +2 racial saving throw bonus against illusion and enchantment spells and effects.
Glashtyn Wildlore: Glashtyn receive a +2 racial bonus on Knowledge (nature) and Survival skill checks.
Keen Senses: Glashtyn receive a +2 racial bonus on Perception skill checks.
Energy Resistance: Glashtyn have acid resistance 5.
Earth Affinity: Glashtyn sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Glashtyn clerics with the Earth domain use their domain powers and spells at +1 caster level.
Return to the Earth: Glashtyn that die of natural causes will have their body turn into fresh soil within 10 minutes. This will prevent any sort of
resurrection of reincarnation. Glashtyn seem to have an innate sense of when their natural passing will occur and seek to find an appropriate spot to return to the earth.
Class Abilities:
Fast Movement - A barbarian’s base 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.
Rage - A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian 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).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
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, nor does she lose 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.
Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.
Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Danger Sense (Ex): At 3rd level, a barbarian gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, she gains a +2 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels there after (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
Night Vision (Ex): The barbarian’s senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. A barbarian must have a darkvision racial trait, low-light vision racial trait, or the low-light vision rage power to select this rage power.
Renewed Vigor (Ex) (Pathfinder Unchained pg. 12): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
Renewed Vitality: Barbarian ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the barbarian can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her rage ends.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Greatsword +1 | +12 | 19-20 2x | S | 5ft | N/A | 2d6+7 |
Javelin | +8 | x2 | P | 30ft | 5 | 1d6+4 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Breast Plate +1 | +6 | Light | -1 | 15% | 20lb | Standard Rig of Protection +1 |
Bags of Javelins +1| won't run out of Javelins and they are +1
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.