Adventure Date: TBD, 2013
Last Updated: May 8, 2013
class: Barbarian race: half-orc
level: 8 alignment: chaotic evil
xp: 28,000 deity: Bane
size: medium age: 22 gender: male height: 6'0"
eyes: blue hair: black skin: grey weight: 200 lbs
Campaign: Darkness Rising
Home Region: The Moonsea
Languages: Damaran (native), Orc (native)
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STR: 18(22) +4(+6) HP: 80 (96) Speed: 40 ft
DEX: 14 +2 AC: 18 (16)
CON: 14(18) +2(+4) = 10 + 4 + 0 + 2 + 0 + 2 + 0 + 0
INT: 8 -1 base + armor + shield + dex + size + nat + deflect + misc
WIS: 12 +1 AC touch: 12 (10)
CHA: 10 0 AC flat-footed: 18 (16) Initiative: +2
Base Attack: +8/+3
- Damage Reduction 1/-
- dodge bonus to AC vs traps = +2
- penalty to Armor Class while raging = -2
(#) = value while raging
- cannot be flanked by rogue, unless 4 levels higher
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Total = base +Mod +magic +misc
Fortitude: +8(+10) = 6 +2
Reflex: +4 = 2 +2
Will: +3(+5) = 2 +1
morale bonus on Will saves while raging = +2
reflex saves vs traps = +2
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Attack Bonus Damage Critical Range Type Notes
------------ ------ ------ -------- ----- ---- -----
greataxe +1 +14/+9 1d12+6 x3 - S adamantine
- raging +16/+11 1d12+9
- w. P.O -3 +13/+8 1d12+15
- w. P.O -5 +11/+6 1d12+19
- w. P.O -8 +8/+3 1d12+25
composite longbow, +10/+5 1d8+2 x3 110 ft P normal arrow
mighty [STR 14] 1d8+1 silver arrow
IMPROVED SUNDER - no attack of opportunity and +4 to opposed roll
You and the defender make opposed attack rolls with your respective weapons.
The wielder of a twohanded weapon on a sunder attempt gets a +4 bonus on this roll,
and the wielder of a light weapon takes a –4 penalty.
If the combatants are of different sizes, the larger combatant gets a bonus on the
attack roll of +4 per difference in size category.
spear, waraxe hardness 5, hp 10 (magic +1 = 7 and 20)
Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
chainshirt light +4 +4 -2 20% 30 ft 25 lbs
(40 ft barbarian)
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SKILLS: Total = 33 max = 11/5 Ability Mod Ranks Misc
-1 appraise INT -1
+0 balance DEX +2 -2 armor
+0 bluff CHA +0
+7 *climb STR +4 5 -2 armor
+2 concentration CON +2
-1 *craft INT -1
no decipher script INT -1
+0 diplomacy CHA +0
no disable device INT -1
+0 disguise CHA +0
+0 escape artist DEX +2 -2 armor
-1 forgery INT -1
+0 gather information CHA +0
no *handle animal CHA +0
+1 heal WIS +1
+0 hide DEX +2 -2 armor
+7 *intimidate CHA +0 7
+7 *jump STR +4 5 -2 armor
no knowledge, arcana INT -1
no knowledge, architect/engineer INT -1
no knowledge, dungeoneering INT -1
no knowledge, geography INT -1
no knowledge, history INT -1
no knowledge, local INT -1
no knowledge, nature INT -1
no knowledge, nobility/royalty INT -1
no knowledge, religion INT -1
no knowledge, the planes INT -1
+12 *listen WIS +1 11
+0 move silently DEX +2 -2 armor
no open lock DEX +2
+0 perform CHA +0
no profession WIS +1
+2 *ride DEX +2
-1 search INT -1
+1 sense motive WIS +1
no sleight of hand DEX +2 -2 armor
no spellcraft INT -1
+1 spot WIS +1
+6 *survival WIS +1 5
+0 *swim STR +4 -4 armor x2
no tumble DEX +2 -2 armor
no use magic device CHA +0
+2 use rope DEX +2
no speak languages n/a 0 cc
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SPECIAL ABILITIES / FEATS
Armor: light, medium
Shields: all (except tower shields)
Weapons: all simple, all martial
Half-Orc
- Orc blood
- darkvision (range = 60 ft)
Barbarian:
- Illiteracy: cannot read and write.
- Fast Movement (Ex): +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.
- Rage (Ex): 3/day, duration = New CON mod +3 = 4+3 = 7 rounds
- In a rage, temporarily gain STR +4, CON +4, and +2 morale bonus
on Will saves, but he takes a -2 penalty to Armor Class.
- The increase in Constitution increases hit points by 2 points per
level, but these hit points go away at the end of the rage when the
Constitution score drops back to normal. (These extra hit points
are not lost first the way temporary hit points are.)
- While raging, a barbarian cannot use any Charisma-, Dexterity-, or
Intelligence-based skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or
activate magic items that require a command word, a spell trigger
(such as a wand), or spell completion (such as a scroll) to function.
He can use any feat he has except Combat Expertise, item creation
feats, and metamagic feats.
- A barbarian may prematurely end his rage. At the end of the rage,
the barbarian loses the rage modifiers and restrictions and becomes
fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t
charge or run) for the duration of the current encounter (unless he
is a 17th-level barbarian, at which point this limitation no longer
applies; see below). A barbarian can fly into a rage only once per
encounter. Entering a rage takes no time itself, but a barbarian can
do it only during his action, not in response to someone else’s action.
- Uncanny Dodge:
Retains DEX bonus to AC, even if flat-footed or struck by an invisible attacker
- Improved Uncanny Dodge:
Cannot be flanked, except by a rogue 4 levels higher then his barbarian levels
- Trap Sense:
- reflex saves vs traps = +2
- dodge bonus to AC vs traps = +2
- Damage Reduction 1/-
Weapon Focus: Great Axe (1st level bonus feat)
- get +1 bonus to hit when using great axe
Power Attack (3rd level bonus feat)
- melee bonus only, no light weapons
- max one-handed weapon bonus; -8 hit = +8 damage
- max two-handed weapon bonus; -8 hit = +16 damage
Improved Sunder (6th level bonus feat)
- see PHB page 158 (for steps and DR/hp of objects)
- no attack of opportunity while sundering
- get a +4 bonus on opposed attack rolls during sunder attempts
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GEAR Total WT= 44 + 0 = 44
STR 18 load: light = 100 medium = 200 heavy = 300
WT Item
--- ---------------------
0 traveler's outfit
0 HEAD: OPEN SLOT
0 FACE: OPEN SLOT
0 THROAT: Amulet of Natural Armor +2 (8,000 gp)
- gain +2 natural armor bonus to AC
0 SHOULDER: OPEN SLOT
25 BODY: chainshirt (100 gp)
0 TORSO: OPEN SLOT
0 WAIST: OPEN SLOT
0 FEET: OPEN SLOT
0 ARMS: OPEN SLOT
0 HANDS: OPEN SLOT
0 RING1: OPEN SLOT
0 RING2: OPEN SLOT
0 SHIELD: OPEN SLOT
12 Adamantine Greataxe +1 (5,320 gp)
- ignore hardness of less then 20
3 mighty composite longbow [STR 14/dam +2] (300 gp)
3 quiver
- cold iron arrows = 10
- silver arrows = 10
0.5 belt pouch
0.5 - Coins
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TREASURE
cp =
sp =
gp = 24
pp =
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SPECIAL NOTES: