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Izremrasen Chaotic
Character Name Alignment
Barbarian 6
Character Level
Human Medium
Race Size
Female 43
Gender Age
6'5" 185lb
Height Weight
Red Green
Hair Eyes
- -
Deity Homeland
- 14000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
22 +6 N/A +6
Dex
Dexterity
17 +3 N/A +3
Con
Constitution
18 +4 N/A +4
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
17 +3 N/A +3
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
96
0
0
Initiative
Dex
Modifier
+5
+3
+2
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+4
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +5 CON +4 +0 +0 +0
Reflex +5 +2 DEX +3 +0 +0 +0
Will +5 +2 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +6 +5 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
24 10 +6 +5 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
40
40
0
0
0
0
Languages

Common
Goblin
Dwarven

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +11 (DEX)  +3 +5 +3
  Bluff +2 (CHA)  +2 +0 +0
Climb +14 (STR)  +6 +5 +3
  Diplomacy +2 (CHA)  +2 +0 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
  Heal +3 (WIS)  +3 +0 +0
Intimidate +10 (CHA)  +2 +5 +3
  Knowledge: Arcana +2 (INT)  +2 +0 +0
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
  Knowledge: Local +2 (INT)  +2 +0 +0
Knowledge: Nature +8 (INT)  +2 +3 +3
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +11 (WIS)  +3 +5 +3
Ride +9 (DEX)  +3 +3 +3
  Sense Motive +6 (WIS)  +3 +3 +0
  Stealth +6 (DEX)  +3 +3 +0
Survival +11 (WIS)  +3 +5 +3
Swim +12 (STR)  +6 +3 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
Handle Animal* +8 (CHA)  +2 +3 +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
Profession: Sailor +10 (WIS)  +3 +4 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.

Cleave: You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Traits

Berserker of the Society: Your time spent as a society member has taught you new truths about the origins of the your rage ability.
Benefit: You may use your rage ability for 3 additional rounds per day.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.

WEAPONS
Name AB Critical Type Range Ammo Dmg
First Attack +1 Great Sword +14 {19-20}x2 Slashing Contact None 2d6+16
Second Attack +1 Great Sword +7 {19-20}x2 Slashing Contact None 2d6+16
First Attack +1 Great Sword (Rage) +18 {19-20}x2 Slashing Contact None 2d6+19
Second Attack +1 Great Sword (Rage) +11 {19-20}x2 Slashing Contact None 2d6+19
First Javelin +9 x2 Piercing 30ft None 1d6+6
Second Javelin +4 x2 Piercing 30ft None 1d6+6
First Javelin(rage) +11 x2 Piercing 30ft None 1d6+8
Second Javelin(rage) +6 x2 Piercing 30ft None 1d6+8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Lamellar (Leather)+4Light-220%25lbsNone
Arms & Equipment

Lamellar (Leather) Armor

+1 Greatsword

Barbarian Kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

5 Javelins

1 healing potion

Bandit Camp Map

336g

Class Features

Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he 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.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge
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.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.


Rage Power - Good for What Ails You(Ex): While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

Trap Sense (Ex)
At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Rage Power - Reckless Abandon(Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Atavism Totem (Su):
Prerequisite(s): Barbarian 6
Benefit(s) The barbarian gains ferocity. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

The statblocks of your Weapons, armor and other important/magical equipment

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Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

ExcitingTale.

System

Pathfinder 1e

Statblock Type

Character Sheet

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