Drinking & Dragons

ROR:PC/Haneet

From Drinking and Dragons
Revision as of 06:39, 8 October 2016 by >Mqs


Skills

Armor Check Penalty: 0

  • Acrobatics 25 Ranks 12 DEX 4 Class 3 ACP 0 Feat 6
  • Acrobatics (jump) 30 Ranks 12 DEX 4 Class 3 ACP 0 Feat 6 Competence 5
  • Appraise -1 Ranks 0 INT -1
  • Bluff 4 Ranks 0 CHA 4
  • Climb 20 Ranks 12 STR 3 Class 3 ACP 0 Racial 2
  • Craft (base) 2 Ranks 0 INT -1 Class 3
  • Diplomacy 4 Ranks 0 CHA 4
  • Disguise 4 Ranks 0 CHA 4
  • Escape Artist 4 Ranks 0 DEX 4 ACP 0
  • Fly 4 Ranks 0 DEX 4 ACP 0
  • Heal -2 Ranks 0 WIS -2
  • Intimidate 7 Ranks 0 CHA 4 Class 3
  • Knowledge (nature) 8 Ranks 4 INT -1 Class 3 Racial 2
  • Perception 10 Ranks 7 WIS -2 Class 3 Racial 2
  • Perform (Weapon Drill) 5 Ranks 1 CHA 4
  • Perform (base) 4 Ranks 0 CHA 4
  • Ride 11 Ranks 4 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 7 Ranks 6 WIS -2 Class 3
  • Swim 10 Ranks 4 STR 3 Class 3 ACP 0

Overview

Haneet, the Twelth level Chaotic Neutral Gnome Pack Raging Barbarian, Warrior of the Beast Totem

  • Str 16 (3) • Dex 18 (4) • Con 18 (4) • Int 8 (-1) • Wis 7 (-2) • Cha 18 (4)
    Str 12 Race -2 Level 2 Enhancement 4 • Dex 18 • Con 15 Race 2 Level 1 • Int 8 • Wis 7 • Cha 14 Race 2 Enhancement 2
  • Initiative: 8 DEX 4 Feat 4Speed: 30 • Size: Small (1)
    • Slippers of Spider Climbing
    • Raging: Freedom of Movement
  • Languages: Common, "Squirrel", Gnome, Sylvan • Senses: Normal, Low-Light Vision

Defense

  • Hit Points: 158 • Hit Dice: 11 11d12 + 0 + 0
  • AC: 28 Base 10 Armor 6 Shield 2 DEX 4 Size 1 Natural 2 Deflection 1 Dodge 1 Insight 1Touch: 18 Base 10 DEX 4 Size 1 Deflection 1 Dodge 1 Insight 1Flat-Footed: 23 Base 10 Armor 6 Shield 2 Size 1 Natural 2 Deflection 1 Insight 1
    • +4 dodge bonus to AC against giant subtype
    • Mobility: +4 while moving.
    • Uncanny Dodge: Cannot be caught flat-footed.
    • Improved Uncanny Dodge: Cannot be flanked.
    • Trap Sense: +4 to AC vs traps.
    • Teamwork: Circling Offense: +1 dodge while moving vs larger
  • CMD: 28 Base 10 BAB 12 STR 3 DEX 4 Size -1
  • Fortitude: 13 • Reflex: 9 • Will: 3
    Fortitude 8 CON 4 Resistance 1 • Reflex 4 DEX 4 Resistance 1 • Will 4 WIS -2 Resistance 1
    • Trap Sense: +4 to reflex saves vs traps.
Resistances
  • DR: none • SR: none

Offense

  • BAB: 12 Bbn 12
  • CMB: 14 BAB 12 STR 3 Size -1
  • Melee: 15 BAB 12 STR 3Ranged: 16 BAB 12 DEX 4
    • Buckler is -1 when using a 2-handed melee weapon.
    • Teamwork: Outflank, +4 for flank instead of +2.
    • Glaive is Reach, Wounding: Cumulative Bleed 1.



Options and Powers

Attack Options
  • Melee Unarmed 15/10/5 (1d2+3 nonlethal/×2) BAB 12 STR 3
  • Melee Morningstar 16/11/6 (1d6+4/×2) BAB 12 STR 3 Magic 1
  • Melee Glaive 16/11/6 (1d8+4/×3) BAB 12 STR 3 Magic 1
Other Options
!Basic actions
move, attack, use a consumable, aid another, use a maneuver, etc.
Everyone can do these.
Cast a spell
Gnomish magic.
Choice: dancing lights, ghost sound, prestidigitation, and speak with animals
Action: standard • Uses: 1/day each
Cleave
Attack a foe. If damaged, hit a threatened fo adjacent to him. -2 AC until next turn.
Action: standard
Dazing Assault
-5 to hit, DC 22 fortitude save or dazed for 1 round.
Action: declare before routine
Hungry Decapitant
Cf. Alarm.
Action: standard
Inspiring Rush
+1 bonus to attack and damage. Allies too.
Action: charge • Uses: 1/day
Power Attack
-4 to hit, +8 to damage; or +12 to damage (2-hand).
Action: declare before routine
Rage
+4 morale to Str, Con, +2 morale to Will, -2 AC. +22 max HP. Can't use Cha, Dex, Int skills except movement ones.
Action: free to start and end • Uses: 32 rounds/day
Rage -- Raging Tactician
Grant a single teamwork feat to all allies in 30'.
Choice: outflank, intercept charge
Action: start of rage
Rage -- Renewed Vigor
Heal self: 3d8+4
Action: standard action • Uses: 1/day during 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
Squirrelshape Acorn
Cf. Polymorph.
Action: standard

Feats

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: Pack Rager 10
Cleave (Combat)
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
Source: Chapter 3 recap
Dazing Assault (Combat)
You can daze foes with wild attacks.
Prerequisites: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Source: 11th 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
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
Power Attack (Combat)
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.
Source: 9th level
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: Barbarian 2 Pack Rager bonus feat
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: 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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Source: 7th level
Choice: Acrobatics
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
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.
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.
Renewed Vigor (Ex)
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
Source: Barbarian 12
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 25 Ranks 12 DEX 4 Class 3 ACP 0 Feat 6
  • Acrobatics (jump) 42 Ranks 12 DEX 4 Class 3 ACP 0 Feat 6 Competence 5 Barbarian 12
  • Appraise -1 Ranks 0 INT -1
  • Bluff 4 Ranks 0 CHA 4
  • Climb 23 Ranks 12 STR 6 Class 3 ACP 0 Racial 2
  • Craft (base) 2 Ranks 0 INT -1 Class 3
  • Diplomacy 4 Ranks 0 CHA 4
  • Disguise 4 Ranks 0 CHA 4
  • Escape Artist 4 Ranks 0 DEX 4 ACP 0
  • Fly 4 Ranks 0 DEX 4 ACP 0
  • Heal -2 Ranks 0 WIS -2
  • Intimidate 7 Ranks 0 CHA 4 Class 3
  • Knowledge (nature) 8 Ranks 4 INT -1 Class 3 Racial 2
  • Perception 10 Ranks 7 WIS -2 Class 3 Racial 2
  • Perform (Weapon Drill) 5 Ranks 1 CHA 4
  • Perform (base) 4 Ranks 0 CHA 4
  • Ride 11 Ranks 4 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 7 Ranks 6 WIS -2 Class 3
  • Swim 13 Ranks 4 STR 6 Class 3 ACP 0

RAGING Overview

Haneet, the Twelth level Chaotic Neutral Gnome Pack Raging Barbarian, Warrior of the Beast Totem

  • Str 22 (6) • Dex 18 (4) • Con 24 (7) • Int 8 (-1) • Wis 7 (-2) • Cha 18 (4)
    Str 12 Race -2 Level 2 Enhancement 4 Morale 6 • Dex 18 • Con 15 Race 2 Level 1 Morale 6 • Int 8 • Wis 7 • Cha 14 Race 2 Enhancement 2
  • Initiative: 8 DEX 4 Feat 4Speed: 40 • Size: Small (1)
    • Slippers of Spider Climbing
    • Raging: Freedom of Movement
  • Languages: Common, "Squirrel", Gnome, Sylvan • Senses: Normal, Low-Light Vision

RAGING Defense

  • Hit Points: 191 • Hit Dice: 11 11d12 + 0 + 0
  • AC: 24 Base 8 Armor 5 Shield 2 DEX 4 Size 1 Natural 1 Deflection 1 Dodge 1 Insight 1Touch: 16 Base 8 DEX 4 Size 1 Deflection 1 Dodge 1 Insight 1Flat-Footed: 19 Base 8 Armor 5 Shield 2 Size 1 Natural 1 Deflection 1 Insight 1
    • +4 dodge bonus to AC against giant subtype
    • Mobility: +4 while moving.
    • Uncanny Dodge: Cannot be caught flat-footed.
    • Improved Uncanny Dodge: Cannot be flanked.
    • Trap Sense: +4 to AC vs traps.
    • Teamwork: Circling Offense: +1 dodge while moving vs larger
  • CMD: 31 Base 10 BAB 12 STR 6 DEX 4 Size -1
  • Fortitude: 16 • Reflex: 9 • Will: 6
    Fortitude 8 CON 7 Resistance 1 • Reflex 4 DEX 4 Resistance 1 • Will 4 WIS -2 Resistance 1 Morale 3
    • Trap Sense: +4 to reflex saves vs traps.
Resistances
  • DR: none • SR: none

RAGING Offense

  • BAB: 12 Bbn 12
  • CMB: 17 BAB 12 STR 6 Size -1
  • Melee: 18 BAB 12 STR 6Ranged: 16 BAB 12 DEX 4
    • Buckler is -1 when using a 2-handed melee weapon.
    • Teamwork: Outflank, +4 for flank instead of +2.
    • Glaive is Reach, Wounding: Cumulative Bleed 1.



RAGING Options and Powers

Attack Options
  • Melee Unarmed 18/13/8 (1d2+6 nonlethal/×2) BAB 12 STR 6
  • Melee Morningstar 19/14/9 (1d6+7/×2) BAB 12 STR 6 Magic 1
  • Melee Glaive 19/14/9 (1d8+7/×3) BAB 12 STR 6 Magic 1
Other Options
!Basic actions
move, attack, use a consumable, aid another, use a maneuver, etc.
Everyone can do these.
Cast a spell
Gnomish magic.
Choice: dancing lights, ghost sound, prestidigitation, and speak with animals
Action: standard • Uses: 1/day each
Cleave
Attack a foe. If damaged, hit a threatened fo adjacent to him. -2 AC until next turn.
Action: standard
Dazing Assault
-5 to hit, DC 22 fortitude save or dazed for 1 round.
Action: declare before routine
Hungry Decapitant
Cf. Alarm.
Action: standard
Inspiring Rush
+1 bonus to attack and damage. Allies too.
Action: charge • Uses: 1/day
Power Attack
-4 to hit, +8 to damage; or +12 to damage (2-hand).
Action: declare before routine
Rage
+4 morale to Str, Con, +2 morale to Will, -2 AC. +22 max HP. Can't use Cha, Dex, Int skills except movement ones.
Action: free to start and end • Uses: 35 rounds/day
Rage -- Raging Tactician
Grant a single teamwork feat to all allies in 30'.
Choice: outflank, intercept charge
Action: start of rage
Rage -- Renewed Vigor
Heal self: 3d8+7
Action: standard action • Uses: 1/day during 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
Squirrelshape Acorn
Cf. Polymorph.
Action: standard

RAGING Feats

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: Pack Rager 10
Cleave (Combat)
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
Source: Chapter 3 recap
Dazing Assault (Combat)
You can daze foes with wild attacks.
Prerequisites: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Source: 11th 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
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
Power Attack (Combat)
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.
Source: 9th level
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: Barbarian 2 Pack Rager bonus feat
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: 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.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Source: 7th level
Choice: Acrobatics
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
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.
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.
Renewed Vigor (Ex)
As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
Source: Barbarian 12
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

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