Post by jammermoore on Aug 4, 2015 1:50:03 GMT -8
PERSONAL DATA
Real Name: Teal'c Viskalai
Age: 26
Race: Human / Shoanti (Shiikirri-Quah [The Hawk Clan])
Classes: Armored Hulk
Level: 10
Alignment: Neutral Good
Sex: Male
Height: 6'4"
Weight: 200 lbs.
Skin Color: Brown
Eye Color: Blue
Hair Color: Bald
Exp Total: 104,550 out 105,000
ATTRIBUTES
STR: 21 / +5 <= Level 4 & 8 Increase Rage: 25 / +7
DEX: 12 / +1 <= Human
CON: 18 / +4 <= +2 from Belt Rage: 22 / +6
INT: 16 / +3
WIS: 14 / +2
CHA: 6 / -2
Hit Points : 168 Rage: 188
COMBAT
Base Attack Bonus: +10 /+5
Melee Attack Bonus: +15 /+10 Rage: +17 / +12
Ranged Attack Bonus: +11 /+6
Armor Class: 27 Rage: 25
Flatfooted Armor Class: 22
Touch Armor Class: 13
Combat Maneuver Bonus: +14 Trait: 1
Combat Maneuver Defense: 25
Flatfooted Combat Maneuver Defense: 22
Fortitude Save: +13
Reflex Save: +6
Will Save: +7 Rage: +9
Size: M
Initiative Bonus: +5
Speed: 40 ft. / 8 squares
Armored Speed: 35 ft. / 7 squares
SKILLS
(CS) Acrobatics: +7 Rank: 8
Appraise: +3
Bluff: -2
(CS) Climb: +10 Rank: 7
(CS) Craft (Weapon): +10 Rank: 3
Diplomacy: -2
Disable Device: -4
Disguise: -2
Escape Artist: -4
Fly: -4
(CS) Handle Animal: +10 Rank: 9
Heal: +2
(CS) Intimidate: +20 Rank: 10 Trait: 1 Skill Focus: 6
Knowledge Arcana: +3
Knowledge Dungeoneering: +3
Knowledge Engineering: +4 Rank: 1
Knowledge Geography: +3
Knowledge History: +3
Knowledge Local: +3
(CS) Knowledge Nature: +10 Rank: 4
Knowledge Nobility: +3
Knowledge Planar: +3
Knowledge Religion: +3
Linguistics: +3
Common, Orc, Giant, Elvish
(CS) Perception: +15 Rank: 10
Perform: -2
Profession: -2
(CS) Ride: +2 Rank: 3
Sense Motive: +2
Sleight of Hand: -4
Spellcraft: +3
Stealth: 0 Rank: 4
(CS) Survival: +9 Rank: 4
(CS) Swim: +6 Rank: 7
Use Magical Device: -2
TRAITS & SPECIAL ABILITIES
Masterful Demeanor: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
Bred for War (Shoanti): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Rage per Day: 26
FEATS & CLASS SKILLS
Indomitable Stance: 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.
Resilience of Steel: 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).
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative: You get a +4 bonus on initiative checks.
Skill Focus (Intimidate): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
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. To Hit with Scythe: +14/ +7 Extra DMG: +9
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: 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.
Damage Reduction: DR 2/-
Monkey Grip: Able to use weapons one size larger then PC without taking penalties.
RAGE POWERS
Level 2 Power: Intimidating Glare (Ex): Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Level 4 Power: Elemental Stance (Su): When the barbarian adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the barbarian's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power. A barbarian must be at least 4th level to select this rage power.
Level 6 Power: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.
Level 8 Power: Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier: 21) or be panicked for 1d4+1 rounds.
Level 10 Power: Guarded 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.
Level 12 Power:
Level 14 Power:
Level 16 Power:
Level 18 Power:
Level 20 Power:
WEAPONS
GreatAxe +3: to hit: +18/+13 Rage: +21 / +15 DMG: 1d12+11 or Rage: +13 Crit Range: x3
Scythe +1 (L) To Hit: +16/ +10 Rage: +18 / +13 DMG: 2d6+9 or Rage: +11 Crit Range: x4 Trip Feature
Masterwork Earthbreaker (L) To Hit: +16 / +10 Rage: +18 / +13 DMG: 3d6+5 Rage: +7 Crit Range: x3
ARMOR
Full Plate +3: AC: +12 Max Dex: +1 AC Pen: -5 Speed: 20 ft
EQUIPMENT
Belt of Mighty Constitution +2
Cloak of Resistance +2
Ring of Sustenance
Ring of Protection +3
Ioun Torch
Kit, Barbarian's
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.
WEALTH
721 gp
Real Name: Teal'c Viskalai
Age: 26
Race: Human / Shoanti (Shiikirri-Quah [The Hawk Clan])
Classes: Armored Hulk
Level: 10
Alignment: Neutral Good
Sex: Male
Height: 6'4"
Weight: 200 lbs.
Skin Color: Brown
Eye Color: Blue
Hair Color: Bald
Exp Total: 104,550 out 105,000
ATTRIBUTES
STR: 21 / +5 <= Level 4 & 8 Increase Rage: 25 / +7
DEX: 12 / +1 <= Human
CON: 18 / +4 <= +2 from Belt Rage: 22 / +6
INT: 16 / +3
WIS: 14 / +2
CHA: 6 / -2
Hit Points : 168 Rage: 188
COMBAT
Base Attack Bonus: +10 /+5
Melee Attack Bonus: +15 /+10 Rage: +17 / +12
Ranged Attack Bonus: +11 /+6
Armor Class: 27 Rage: 25
Flatfooted Armor Class: 22
Touch Armor Class: 13
Combat Maneuver Bonus: +14 Trait: 1
Combat Maneuver Defense: 25
Flatfooted Combat Maneuver Defense: 22
Fortitude Save: +13
Reflex Save: +6
Will Save: +7 Rage: +9
Size: M
Initiative Bonus: +5
Speed: 40 ft. / 8 squares
Armored Speed: 35 ft. / 7 squares
SKILLS
(CS) Acrobatics: +7 Rank: 8
Appraise: +3
Bluff: -2
(CS) Climb: +10 Rank: 7
(CS) Craft (Weapon): +10 Rank: 3
Diplomacy: -2
Disable Device: -4
Disguise: -2
Escape Artist: -4
Fly: -4
(CS) Handle Animal: +10 Rank: 9
Heal: +2
(CS) Intimidate: +20 Rank: 10 Trait: 1 Skill Focus: 6
Knowledge Arcana: +3
Knowledge Dungeoneering: +3
Knowledge Engineering: +4 Rank: 1
Knowledge Geography: +3
Knowledge History: +3
Knowledge Local: +3
(CS) Knowledge Nature: +10 Rank: 4
Knowledge Nobility: +3
Knowledge Planar: +3
Knowledge Religion: +3
Linguistics: +3
Common, Orc, Giant, Elvish
(CS) Perception: +15 Rank: 10
Perform: -2
Profession: -2
(CS) Ride: +2 Rank: 3
Sense Motive: +2
Sleight of Hand: -4
Spellcraft: +3
Stealth: 0 Rank: 4
(CS) Survival: +9 Rank: 4
(CS) Swim: +6 Rank: 7
Use Magical Device: -2
TRAITS & SPECIAL ABILITIES
Masterful Demeanor: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
Bred for War (Shoanti): You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Rage per Day: 26
FEATS & CLASS SKILLS
Indomitable Stance: 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.
Resilience of Steel: 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).
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative: You get a +4 bonus on initiative checks.
Skill Focus (Intimidate): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
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. To Hit with Scythe: +14/ +7 Extra DMG: +9
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: 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.
Damage Reduction: DR 2/-
Monkey Grip: Able to use weapons one size larger then PC without taking penalties.
RAGE POWERS
Level 2 Power: Intimidating Glare (Ex): Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Level 4 Power: Elemental Stance (Su): When the barbarian adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the barbarian's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance rage power. A barbarian must be at least 4th level to select this rage power.
Level 6 Power: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.
Level 8 Power: Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier: 21) or be panicked for 1d4+1 rounds.
Level 10 Power: Guarded 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.
Level 12 Power:
Level 14 Power:
Level 16 Power:
Level 18 Power:
Level 20 Power:
WEAPONS
GreatAxe +3: to hit: +18/+13 Rage: +21 / +15 DMG: 1d12+11 or Rage: +13 Crit Range: x3
Scythe +1 (L) To Hit: +16/ +10 Rage: +18 / +13 DMG: 2d6+9 or Rage: +11 Crit Range: x4 Trip Feature
Masterwork Earthbreaker (L) To Hit: +16 / +10 Rage: +18 / +13 DMG: 3d6+5 Rage: +7 Crit Range: x3
ARMOR
Full Plate +3: AC: +12 Max Dex: +1 AC Pen: -5 Speed: 20 ft
EQUIPMENT
Belt of Mighty Constitution +2
Cloak of Resistance +2
Ring of Sustenance
Ring of Protection +3
Ioun Torch
Kit, Barbarian's
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.
WEALTH
721 gp