Difference between revisions of "ROR:PC/Haneet"
From Drinking and Dragons
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* ''Melee'' '''Morningstar''' 12/7 (1d6+2/×2) {{Detail|BAB 10 STR 1 Magic 1}} | |||
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* ''Melee'' '''Morningstar''' 14/9 (1d6+4/×2) {{Detail|BAB 10 STR 3 Magic 1}} | |||
* ''Melee'' '''Great-Axe''' 14/9 (1d10+3/×2) {{Detail|BAB 10 STR 3 Masterwork 1}} | |||
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Revision as of 04:22, 21 May 2016
Skills
Armor Check Penalty: 0
- Acrobatics 17 Ranks 10 DEX 4 Class 3 ACP 0
- Acrobatics (jump) 22 Ranks 10 DEX 4 Class 3 ACP 0 Competence 5
- Appraise -1 Ranks 0 INT -1
- Bluff 3 Ranks 0 CHA 3
- Climb 16 Ranks 10 STR 1 Class 3 ACP 0 Racial 2
- Craft (base) 2 Ranks 0 INT -1 Class 3
- Diplomacy 3 Ranks 0 CHA 3
- Disguise 3 Ranks 0 CHA 3
- Escape Artist 4 Ranks 0 DEX 4 ACP 0
- Fly 4 Ranks 0 DEX 4 ACP 0
- Heal -2 Ranks 0 WIS -2
- Intimidate 6 Ranks 0 CHA 3 Class 3
- Knowledge (nature) 10 Ranks 6 INT -1 Class 3 Racial 2
- Perception 8 Ranks 5 WIS -2 Class 3 Racial 2
- Perform (base) 3 Ranks 0 CHA 3
- Ride 8 Ranks 1 DEX 4 Class 3 ACP 0
- Sense Motive -2 Ranks 0 WIS -2 ACP 0
- Stealth 9 Ranks 1 DEX 4 ACP 0 Size 4
- Survival 6 Ranks 5 WIS -2 Class 3
- Swim 6 Ranks 2 STR 1 Class 3 ACP 0
Overview
Haneet, the Tenth level Chaotic Neutral Gnome Pack Raging Barbarian, Warrior of the Beast Totem
- Str 13 (1) • Dex 18 (4) • Con 18 (4) • Int 8 (-1) • Wis 7 (-2) • Cha 16 (3)
- Str 12 Race -2 Level 1 Enhancement 2 • Dex 18 • Con 15 Race 2 Level 1 • Int 8 • Wis 7 • Cha 14 Race 2
- Initiative: 8 DEX 4 Feat 4 • Speed: 30 • Size: Small (1)
- Slipers of Spider Climbing
- Languages: Common, "Squirrel", Gnome, Sylvan • Senses: Normal, Low-Light Vision
Defense
- Hit Points: 138 • Hit Dice: 10 10d12 + 0 + 0
- AC: 25 Base 10 Armor 5 Shield 2 DEX 4 Size 1 Natural 1 Deflection 1 Dodge 1 • Touch: 17 Base 10 DEX 4 Size 1 Deflection 1 Dodge 1 • Flat-Footed: 20 Base 10 Armor 5 Shield 2 Size 1 Natural 1 Deflection 1
- +4 dodge bonus to AC against giant subtype
- Mobility: +4 while moving.
- Teamwork: Circling Offense: +1 dodge while moving vs larger. (With Karaz)
- Uncanny Dodge: Cannot be caught flat-footed.
- Improved Uncanny Dodge: Cannot be flanked.
- Trap Sense: +3 to AC vs traps.
- CMD: 24 Base 10 BAB 10 STR 1 DEX 4 Size -1
- Fortitude: 12 • Reflex: 8 • Will: 2
- Fortitude 7 CON 4 Resistance 1 • Reflex 3 DEX 4 Resistance 1 • Will 3 WIS -2 Resistance 1
- Trap Sense: +3 to reflex saves vs traps.
- Resistances
- DR: none • SR: none
Offense
- BAB: 10 Bbn 10
- CMB: 10 BAB 10 STR 1 Size -1
- Melee: 11 BAB 10 STR 1 • Ranged: 14 BAB 10 DEX 4
- Buckler is -1 when using a 2-handed melee weapon.
- Teamwork: Outflank, +4 for flank instead of +2.
- 4 (1+DEX 4) AoOs per round, and can while flat-footed.
- Teamwork: Shielded Caster (with Hilma): She gets +5 to concentration while adjacent to you.
Options and Powers
- Attack Options
- Melee Unarmed 11/6 (1d2+1 nonlethal/×2) BAB 10 STR 1
- Melee Morningstar 12/7 (1d6+2/×2) BAB 10 STR 1 Magic 1
- Melee Great-Axe 12/7 (1d10+1/×2) BAB 10 STR 1 Masterwork 1
- Other Options
- !Basic actions
- move, attack, use a consumable, aid another, use a maneuver, etc.
- Everyone can do these.
- Battle Cry
- 30' allies. +1 morale attack, +4 morale saves vs fear. End effect to reroll a failed save.
- Action: swift • Uses: 3/day
- Cast a spell
- Gnomish magic.
- Choice: dancing lights, ghost sound, prestidigitation, and speak with animals
- Action: standard • Uses: 1/day each
- Hungry Decapitant
- Cf. Alarm.
- Action: standard
- Inspiring Rush
- +1 bonus to attack and damage. Allies too.
- Action: charge • Uses: 1/day
- Rage
- +4 morale to Str, Con, +2 morale to Will, -2 AC. +20 max HP. Can't use Cha, Dex, Int skills except movement ones.
- Action: free to start and end • Uses: 28 rounds/day
- Rage -- Ground Breaker
- DC 15 reflex and difficult terrain same and adjacent.
- Action: standard • Uses: 1/rage
- Rage -- Raging Tactician
- Grant a single teamwork feat to all allies in 30'.
- Choice: outflank, intercept charge
- Action: start of rage
- Ring of Animal Friendship
- Charm Animal, CL 3 (3 hours, DC 11)
- Action: standard
- Spring Attack
- No OoO for movement from target.
- Action: full round
Feats
- Battle Cry (Combat)
- Your shout heartens your allies and encourages them in the fight.
- Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
- Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
- If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.
- Source: 7th level
- Circling Offense (Combat, Teamwork)
- You are skilled at approaching large foes with an ally in a way that makes it difficult for your foes to find an advantage against you or your ally.
- Prerequisite: Dodge, Mobility, base attack bonus +3.
- Benefit: You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature’s reach, provided the creature is of a larger size category than you and provided at least one other ally with Circling Offense is within the creature’s reach. If a creature that you’re receiving this dodge bonus against attacks you and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.
- Source: Misgivings Bonus Feat
- 🎲 DM Not bard-rage-able. Shared with Karaz.
- Combat Reflexes (Combat)
- You can make additional attacks of opportunity.
- Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
- Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
- Source: 9th level
- Dodge (Combat)
- Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
- Prerequisite: Dex 13.
- Benefit: 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.
- Source: 1st level
- Improved Initiative (Combat)
- Your quick reflexes allow you to react rapidly to danger.
- Benefit: You get a +4 bonus on initiative checks.
- Source: Fear of Missing Out Bonus Feat
- Intercept Charge (Combat, Teamwork)
- You can get in the way of an opponent charging your ally.
- Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.
- Source: Barbarian 2 Pack Rager bonus feat
- Mobility (Combat)
- You can easily move through a dangerous melee.
- Prerequisites: Dex 13, Dodge.
- Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
- Dodge bonuses stack with each other, unlike most types of bonuses.
- Source: 3rd level
- Outflank (Combat, Teamwork)
- You look for every edge when flanking an enemy.
- Prerequisite: Base attack bonus +4.
- Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
- Source: Barbarian 6 Pack Rager bonus feat
- Precise Strike (Combat, Teamwork)
- Prerequisites: Dex 13, base attack bonus +1.
- Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
- Source: Pack Rager 10
- Shielded Caster (Teamwork)
- Your allies cover you while you cast complicated spells.
- Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
- If your ally is wielding a buckler or a light shield, this bonus increases by +1.
- If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
- Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
- Source: Misgivings Bonus Feat
- 🎲 DM Not bard-rage-able. Shared with Hilma.
- Spring Attack (Combat)
- You can deftly move up to a foe, strike, and withdraw before he can react.
- Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
- Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
- Normal: You cannot move before and after an attack.
- Source: 5th level
Traits
- Armor Expert
- You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.
- Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Source: Ultimate Campaign
- Inspiring Rush
- Your charge inspires nearby companions to new heights of daring.
- Benefits: Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
- Source: Knights of the Inner Sea
Race
- +2 Constitution, +2 Charisma, –2 Strength
- Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
- Defensive Training
- Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Explorer
- Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
- Source: ARG
- Choice: Knowledge (Nature)
- Gnome Magic
- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
- Hatred
- Replaced by Explorer
- Keen Senses
- Gnomes receive a +2 racial bonus on Perception checks.
- Languages
- Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
- Low-Light Vision
- Gnomes can see twice as far as humans in conditions of dim light.
- Obsessive
- Replaced by Explorer.
- Slow Speed
- Gnomes have a base speed of 20 feet.
- Small
- Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Weapon Familiarity
- Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Class
- Bonus Feat
- At 2nd level and every 4 levels thereafter, the pack rager can take a bonus teamwork feat. This teamwork feat must also be a combat feat. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
- Class Skills
- The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
- Fast Movement (Ex)
- A barbarian's land 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 land speed.
- Improved Uncanny Dodge (Ex)
- 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 (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.
- Rage Power
- Ground Breaker (Ex): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.
- Rage Powers (Ex)
- As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- Raging Leaper (Ex)
- When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
- Raging Tactician
- At 7th level, while a pack rager is raging, she grants a single teamwork feat she knows to all allies within 30 feet who can see and hear her. She chooses the feat at the start of the rage, and cannot change it during the rage. An ally who moves more than 30 feet away from the raging pack rager loses access to the feat, but regains it again each time he moves back within 30 feet of the raging pack rager. Allies do not need to meet the prerequisites of these teamwork feats.
- At 13th level, the pack rager chooses two teamwork feats when she enters a rage, and grants her allies the use of both of those feats when they are within 30 feet of her.
- At 16th level, the pack rager grants these teamwork feats as long as her allies are within 60 feet of her.
- At 19th level, the pack rager chooses three teamwork feats when she enters a rage, and grants her allies the use of all three feats when they are within 60 feet of her.
- This ability replaces the damage reduction class feature.
- Swift Foot (Ex)
- The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
- Source: Chapter 1 recap.
- Totem Rage Powers
- The totem warrior is based entirely upon his totem rage powers.
- 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 AC 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.
- 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, even if the attacker is invisible. She still loses 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.
- If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
- Weapon and Armor Proficiency
- A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Description
- Favored Class:
- Deity:
- Homeland:
- Gender:
- Handedness:
- Age (Category):
- Height/Weight:
- Skin/Eyes:
- Hair/Style/Facial:
RAGING Skills
Armor Check Penalty: 0
- Acrobatics 17 Ranks 10 DEX 4 Class 3 ACP 0
- Acrobatics (jump) 32 Ranks 10 DEX 4 Class 3 ACP 0 Competence 5 Barbarian 10
- Appraise -1 Ranks 0 INT -1
- Bluff 3 Ranks 0 CHA 3
- Climb 18 Ranks 10 STR 3 Class 3 ACP 0 Racial 2
- Craft (base) 2 Ranks 0 INT -1 Class 3
- Diplomacy 3 Ranks 0 CHA 3
- Disguise 3 Ranks 0 CHA 3
- Escape Artist 4 Ranks 0 DEX 4 ACP 0
- Fly 4 Ranks 0 DEX 4 ACP 0
- Heal -2 Ranks 0 WIS -2
- Intimidate 6 Ranks 0 CHA 3 Class 3
- Knowledge (nature) 10 Ranks 6 INT -1 Class 3 Racial 2
- Perception 8 Ranks 5 WIS -2 Class 3 Racial 2
- Perform (base) 3 Ranks 0 CHA 3
- Ride 8 Ranks 1 DEX 4 Class 3 ACP 0
- Sense Motive -2 Ranks 0 WIS -2 ACP 0
- Stealth 9 Ranks 1 DEX 4 ACP 0 Size 4
- Survival 6 Ranks 5 WIS -2 Class 3
- Swim 8 Ranks 2 STR 3 Class 3 ACP 0
RAGING Overview
Haneet, the Tenth level Chaotic Neutral Gnome Pack Raging Barbarian, Warrior of the Beast Totem
- Str 17 (3) • Dex 18 (4) • Con 22 (6) • Int 8 (-1) • Wis 7 (-2) • Cha 16 (3)
- Str 12 Race -2 Level 1 Enhancement 2 Morale 4 • Dex 18 • Con 15 Race 2 Level 1 Morale 4 • Int 8 • Wis 7 • Cha 14 Race 2
- Initiative: 8 DEX 4 Feat 4 • Speed: 35 • Size: Small (1)
- Slipers of Spider Climbing
- Languages: Common, "Squirrel", Gnome, Sylvan • Senses: Normal, Low-Light Vision
RAGING Defense
- Hit Points: 158 • Hit Dice: 10 10d12 + 0 + 0
- AC: 23 Base 8 Armor 5 Shield 2 DEX 4 Size 1 Natural 1 Deflection 1 Dodge 1 • Touch: 15 Base 8 DEX 4 Size 1 Deflection 1 Dodge 1 • Flat-Footed: 18 Base 8 Armor 5 Shield 2 Size 1 Natural 1 Deflection 1
- +4 dodge bonus to AC against giant subtype
- Mobility: +4 while moving.
- Teamwork: Circling Offense: +1 dodge while moving vs larger. (With Karaz)
- Uncanny Dodge: Cannot be caught flat-footed.
- Improved Uncanny Dodge: Cannot be flanked.
- Trap Sense: +3 to AC vs traps.
- CMD: 26 Base 10 BAB 10 STR 3 DEX 4 Size -1
- Fortitude: 14 • Reflex: 8 • Will: 4
- Fortitude 7 CON 6 Resistance 1 • Reflex 3 DEX 4 Resistance 1 • Will 3 WIS -2 Resistance 1 Morale 2
- Trap Sense: +3 to reflex saves vs traps.
- Resistances
- DR: none • SR: none
RAGING Offense
- BAB: 10 Bbn 10
- CMB: 12 BAB 10 STR 3 Size -1
- Melee: 13 BAB 10 STR 3 • Ranged: 14 BAB 10 DEX 4
- Buckler is -1 when using a 2-handed melee weapon.
- Teamwork: Outflank, +4 for flank instead of +2.
- 4 (1+DEX 4) AoOs per round, and can while flat-footed.
- Teamwork: Shielded Caster (with Hilma): She gets +5 to concentration while adjacent to you.
RAGING Options and Powers
- Attack Options
- Melee Unarmed 13/8 (1d2+3 nonlethal/×2) BAB 10 STR 3
- Melee Morningstar 14/9 (1d6+4/×2) BAB 10 STR 3 Magic 1
- Melee Great-Axe 14/9 (1d10+3/×2) BAB 10 STR 3 Masterwork 1
- Other Options
- !Basic actions
- move, attack, use a consumable, aid another, use a maneuver, etc.
- Everyone can do these.
- Battle Cry
- 30' allies. +1 morale attack, +4 morale saves vs fear. End effect to reroll a failed save.
- Action: swift • Uses: 3/day
- Cast a spell
- Gnomish magic.
- Choice: dancing lights, ghost sound, prestidigitation, and speak with animals
- Action: standard • Uses: 1/day each
- Hungry Decapitant
- Cf. Alarm.
- Action: standard
- Inspiring Rush
- +1 bonus to attack and damage. Allies too.
- Action: charge • Uses: 1/day
- Rage
- +4 morale to Str, Con, +2 morale to Will, -2 AC. +20 max HP. Can't use Cha, Dex, Int skills except movement ones.
- Action: free to start and end • Uses: 30 rounds/day
- Rage -- Ground Breaker
- DC 15 reflex and difficult terrain same and adjacent.
- Action: standard • Uses: 1/rage
- Rage -- Raging Tactician
- Grant a single teamwork feat to all allies in 30'.
- Choice: outflank, intercept charge
- Action: start of rage
- Ring of Animal Friendship
- Charm Animal, CL 3 (3 hours, DC 11)
- Action: standard
- Spring Attack
- No OoO for movement from target.
- Action: full round
RAGING Feats
- Battle Cry (Combat)
- Your shout heartens your allies and encourages them in the fight.
- Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.
- Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
- If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.
- Source: 7th level
- Circling Offense (Combat, Teamwork)
- You are skilled at approaching large foes with an ally in a way that makes it difficult for your foes to find an advantage against you or your ally.
- Prerequisite: Dodge, Mobility, base attack bonus +3.
- Benefit: You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature’s reach, provided the creature is of a larger size category than you and provided at least one other ally with Circling Offense is within the creature’s reach. If a creature that you’re receiving this dodge bonus against attacks you and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.
- Source: Misgivings Bonus Feat
- 🎲 DM Not bard-rage-able. Shared with Karaz.
- Combat Reflexes (Combat)
- You can make additional attacks of opportunity.
- Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
- Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
- Source: 9th level
- Dodge (Combat)
- Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
- Prerequisite: Dex 13.
- Benefit: 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.
- Source: 1st level
- Improved Initiative (Combat)
- Your quick reflexes allow you to react rapidly to danger.
- Benefit: You get a +4 bonus on initiative checks.
- Source: Fear of Missing Out Bonus Feat
- Intercept Charge (Combat, Teamwork)
- You can get in the way of an opponent charging your ally.
- Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.
- Source: Barbarian 2 Pack Rager bonus feat
- Mobility (Combat)
- You can easily move through a dangerous melee.
- Prerequisites: Dex 13, Dodge.
- Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
- Dodge bonuses stack with each other, unlike most types of bonuses.
- Source: 3rd level
- Outflank (Combat, Teamwork)
- You look for every edge when flanking an enemy.
- Prerequisite: Base attack bonus +4.
- Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
- Source: Barbarian 6 Pack Rager bonus feat
- Precise Strike (Combat, Teamwork)
- Prerequisites: Dex 13, base attack bonus +1.
- Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
- Source: Pack Rager 10
- Shielded Caster (Teamwork)
- Your allies cover you while you cast complicated spells.
- Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
- If your ally is wielding a buckler or a light shield, this bonus increases by +1.
- If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
- Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
- Source: Misgivings Bonus Feat
- 🎲 DM Not bard-rage-able. Shared with Hilma.
- Spring Attack (Combat)
- You can deftly move up to a foe, strike, and withdraw before he can react.
- Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
- Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
- Normal: You cannot move before and after an attack.
- Source: 5th level
RAGING Traits
- Armor Expert
- You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.
- Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
- Source: Ultimate Campaign
- Inspiring Rush
- Your charge inspires nearby companions to new heights of daring.
- Benefits: Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
- Source: Knights of the Inner Sea
RAGING Race
- +2 Constitution, +2 Charisma, –2 Strength
- Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
- Defensive Training
- Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Explorer
- Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
- Source: ARG
- Choice: Knowledge (Nature)
- Gnome Magic
- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
- Hatred
- Replaced by Explorer
- Keen Senses
- Gnomes receive a +2 racial bonus on Perception checks.
- Languages
- Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
- Low-Light Vision
- Gnomes can see twice as far as humans in conditions of dim light.
- Obsessive
- Replaced by Explorer.
- Slow Speed
- Gnomes have a base speed of 20 feet.
- Small
- Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Weapon Familiarity
- Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
RAGING Class
- Bonus Feat
- At 2nd level and every 4 levels thereafter, the pack rager can take a bonus teamwork feat. This teamwork feat must also be a combat feat. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
- Class Skills
- The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
- Fast Movement (Ex)
- A barbarian's land 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 land speed.
- Improved Uncanny Dodge (Ex)
- 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 (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.
- Rage Power
- Ground Breaker (Ex): Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone. A barbarian must be at least 6th level to select this rage power.
- Rage Powers (Ex)
- As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
- Raging Leaper (Ex)
- When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
- Raging Tactician
- At 7th level, while a pack rager is raging, she grants a single teamwork feat she knows to all allies within 30 feet who can see and hear her. She chooses the feat at the start of the rage, and cannot change it during the rage. An ally who moves more than 30 feet away from the raging pack rager loses access to the feat, but regains it again each time he moves back within 30 feet of the raging pack rager. Allies do not need to meet the prerequisites of these teamwork feats.
- At 13th level, the pack rager chooses two teamwork feats when she enters a rage, and grants her allies the use of both of those feats when they are within 30 feet of her.
- At 16th level, the pack rager grants these teamwork feats as long as her allies are within 60 feet of her.
- At 19th level, the pack rager chooses three teamwork feats when she enters a rage, and grants her allies the use of all three feats when they are within 60 feet of her.
- This ability replaces the damage reduction class feature.
- Swift Foot (Ex)
- The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
- Source: Chapter 1 recap.
- Totem Rage Powers
- The totem warrior is based entirely upon his totem rage powers.
- 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 AC 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.
- 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, even if the attacker is invisible. She still loses 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.
- If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
- Weapon and Armor Proficiency
- A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
RAGING Description
- Favored Class:
- Deity:
- Homeland:
- Gender:
- Handedness:
- Age (Category):
- Height/Weight:
- Skin/Eyes:
- Hair/Style/Facial: