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Waaagh

Male half-orc barbarian (titan mauler) 8 - CR 7


Chaotic Evil Humanoid (Human, Orc); Atheist; Age: 17;
Height: 5' 6"; Weight: 201lb.
Ability

Score

Modifier

STR

20/26

+5/+8

DEX

15/17

+2/+3

CON

16/22

+3/+6

INT

-1

WIS

-1

-2

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHA

CHARISMA

Saving Throw

Total

FORTITUDE

+12 =

(CONSTITUTION)

Base

Ability

+6

+6

Resist

Skill Name

Temporary

Misc

Temp

Notes

Superstition: +4 morale bonus vs. spells, supernatural


abilities, and spell-like abilities but must resist all spells, even
allies'

REFLEX

+5 =

(DEXTERITY)

+2

+3 =

(WISDOM)

+2

-1

+2

Superstition: +4 morale bonus vs. spells, supernatural


abilities, and spell-like abilities but must resist all spells, even
allies'

Damage Reduction (1/-)


Total

AC

21

Touch AC
CM Bonus
CM Defense

Size

Natur Deflec Dodge Misc

+3

+3

+2

Flat-Footed AC

+16 =
26

Ability

Ranks

+0

DEX (3)

Temp

-1
-2
+5
-2
-2
+0
+0
-1
+11
+10
+0
-1
+0
+10
+5

INT (-1)
CHA (-2)
STR (8)
CHA (-2)
CHA (-2)
DEX (3)
DEX (3)
WIS (-1)
CHA (-2)
WIS (-1)
DEX (3)
WIS (-1)
DEX (3)
WIS (-1)
STR (8)

8
8
8
-

Feats
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency (Medium)


When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Improved Critical (Falchion)


When using the weapon you selected, your threat range is doubled.

Armor Shield Dex

= +8
10
10

Total

Speed greater/less than 30 ft.: -4 to jump

Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Perception
Ride
Sense Motive
Stealth
Survival
Swim

+3

Superstition: +4 morale bonus vs. spells, supernatural


abilities, and spell-like abilities but must resist all spells, even
allies'

WILL

Acrobatics

= 10

-5

Improved Two-Weapon Fighting


In addition to the standard single extra attack you get with an off-hand weapon,
you get a second attack with it, albeit at a -5 penalty.

Martial Weapon Proficiency - All

18

BAB

Strength

Size

Misc

+8

+8

You are proficient with all Martial weapons.

Power Attack -3/+6


You can subtract from your attack roll to add to your damage.

BAB

Strength

Dexterity

Size

+8

+8

+3

Shield Proficiency
You can use a shield and take only the standard penalties.

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Base Attack

+8

HP

117

Damage / Current HP

Initiative

+3

Speed

30 / 20 ft

Your penalties on attack rolls for fighting with two weapons are reduced. The
penalty for your primary hand lessens by 2 and the one for your off hand
lessens by 6.

Special Abilities
Beast Totem +3 (Su)

+1 falchion

Main hand: +15/+10, 2d4+18


Both hands: +15/+10, 2d4+22
Main w/ offhand: +11/+6, 2d4+18
Main w/ light off.: +13/+8, 2d4+18
Offhand: +11/+6, 2d4+14

Two-Weapon Fighting

Crit: 15-20/2
1-hand, S

While raging, the barbarian gains a +1 natural armor bonus. This bonus
increases by +1 for every four levels the barbarian has attained. A barbarian
must have the lesser beast totem rage power to select this rage power. A
barbarian must be at least 6th level to select this rage power.

Beast Totem, Lesser (Su)

While raging, the barbarian gains two claw attacks. These attacks are
considered primary attacks and are made at the barbarians full base attack
bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the
barbarians Strength modifier.

Big Game Hunter (Ex)

A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in


melee with creatures larger than themselves. This ability replaces fast
movement.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Experience & Wealth

+1 falchion

Main hand: +15/+10, 2d4+18


Both hands: +15/+10, 2d4+22
Main w/ offhand: +11/+6, 2d4+18
Main w/ light off.: +13/+8, 2d4+18
Offhand: +11/+6, 2d4+14

Crit: 15-20/2
1-hand, S

Experience Points: 34000/50000


Current Cash: 200 gp

Tracked Resources
Rage (22 rounds/day) (Ex)

Claw x2 (Beast Totem, Lesser)

Main hand: +11, 1d6+7


Main w/ offhand: +7, 1d6+7
Main w/ light off.: +9, 1d6+7
Offhand: +9, 1d6+7

Crit: 2
Light, B/S

Common
Acrobatics

Max Dex: +3, Armor Check: -3


Spell Fail: 25%, Medium, Slows

Speed greater/less than 30 ft.: -4 to jump

All Saves
Superstition: +4 morale bonus vs. spells, supernatural abilities, and spell-like
abilities but must resist all spells, even allies'

Gear
Total Weight Carried: 47/920 lbs, Encumberance
Ignored
(Light: 306 lbs, Medium: 613 lbs, Heavy: 920 lbs)
+1 falchion
+1 falchion
+2 breastplate
Artisan's outfit (Free)
Belt of physical perfection +2
Ring of protection +2

Orc

Situational Modifiers

+2 breastplate

+8

Languages

8 lbs
8 lbs
30 lbs
1 lb
-

Special Abilities
Darkvision (60 feet)
You can see in the dark (black and white vision only).

Evade Reach (5 ft) (Ex)


At 5th level, as a swift action, a titan mauler may choose one creature within her line
of sight.
Until the end of her turn, that target's reach is treated as if it were 5 feet shorter with
Jotungrip
(Ex) the titan mauler, and this reduction increases by 5 feet for every
respect to reaching
At
level,
a titan5th.
mauler
choose
to wield
a two-handed
weapon in one hand
five2nd
levels
beyond
This may
ability
replaces
improved
uncanny dodge.
with a -2 penalty on attack rolls while doing so. The weapon must be appropriately
sized for her, and it is treated as one-handed when determining the effect of Power
Attack, Strength bonus to damage, and the like. This ability replaces uncanny
Orc
Blood
dodge.
Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity (1/day)


1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as
if disabled. The next round, unless brought to at least 0 HP, you immediately fall
unconscious and begin dying.

Rage (22 rounds/day) (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
Reckless
(+/-3)
(Ex)endurance, do not increase the total number
gained fromAbandon
rage and spells
like bears
While
raging,
barbariancan
canrage
takeper
a 1
penalty
to AC to
gain
a +1
bonus
of rounds
thatthe
a barbarian
day.
A barbarian
can
enter
rage
as aonfree
attack
The AC
penalty
increases
by 1
and
the
rollafter
bonus
increases
action.rolls.
The total
number
of rounds
of rage
per
day
is attack
renewed
resting
for 8 by
+1 at 4th
level and
every
fourdo
levels
thereafter.
hours,
although
these
hours
not need
to be consecutive.

Superstition +4 (Ex)

While
in rage, agains
barbarian
gains abonus
+4 morale
bonusthrows
to hermade
Strength
and spells,
The barbarian
a +2 morale
on saving
to resist
Constitution,
well asand
a +2
moraleabilities.
bonus onThis
Willbonus
saves.increases
In addition,
takes
a -2
supernatural as
abilities,
spell-like
by she
+1 for
every
4
penalty
to barbarian
Armor Class.
increase
to Constitution
grants thecannot
barbarian
hit
levels the
hasThe
attained.
While
raging, the barbarian
be a 2willing
points of
perany
Hitspell
Dice,and
butmust
thesemake
disappear
thetorage
ends
and areeven
not lost
first
target
savingwhen
throws
resist
all spells,
those
cast
likeallies.
temporary hit points. While in rage, a barbarian cannot use any Charisma-,
by
Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride)
or any ability that requires patience or concentration.

Tracked Resources

Orc Ferocity (1/day)

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
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
barbarian cannot enter a new rage while fatigued or exhausted but can otherwise
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
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.

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