Fortification 10%
Immune fear
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Combat Options |
- Battle Hardened When adjacent to two or more opponents who threaten you, you gain a +1 circumstance bonus to your Armor Class.
- Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
- Close-Quarters Fighting You can make an attack of opportunity when someone tries to grapple you, provided that you are not flat-footed or already grappled, even if the attacker has the improved grab ability.
- Any damage you deal with your attack of opportunity applies as a bonus to the ensuing grapple check you make to avoid becoming grappled. This feat does not grant you an additional attack of opportunity in a round, so the feat does not help you if you have no attacks of opportunity available.
- Deathless Frenzy (Ex) A frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at -1 to -9 hit points. Even if reduced to -10 hit points or less, she continues to fight normally until either her frenzy ends or she reaches a negative hit point total equal to her positive hit point maximum (-348equal to normal hit point total non-raging; -386equal to normal hit point total plus 38 for Constitution bonus from rage raging). For example, a frenzied berserker with 100 hp remains active until she reaches -100 or less hit points. At that point, the effects of her wounds apply normally if they have not been healed. If the frenzied berserker is killed by hit point damage while in a frenzy, the body is sufficiently damaged that a raise dead cannot return life. A resurrection or higher spell can return the character to life normally. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
- Greater Tireless Frenzy (Ex) ( ) 5/dayAs a free action, gain a +10 bonus on Strength, an extra attack per round, a -4 AC penalty, and suffer 2 points of nonlethal damage/round. The frenzy lasts (3 plus Con modifier) rounds; ending early requires DC 20 Will save. Cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Intimidate), the Concentration skill, any abilities requiring patience or concentration, nor can he cast spells, drink potions, activate magic items, or read scrolls. Cannot frenzy more than once per encounter.
- During frenzy, must attack foes to best of ability. Should foes be eliminated, must attack nearest creature (or randomly only in the case of two or more creatures equidistant) until frenzy ends or is ended.
- Whenever taking damage from a spell, trap, attack, or other source, automatically enter frenzy. A Will save (DC 10 + points of damage taken since last action) avoids frenzy.
- Inspire Frenzy (Su) ( ) 3/dayA frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her. This ability can only be used once per encounter.
- Intimidating Rage ( ) 1/encounterWhile you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize as a free action (see the Intimidate skill). A foe that you successfully demoralize remains shaken for as long as you continue to rage. You may only use this feat against a single foe in any particular encounter.
- Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
- If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
- +1 racial bonus on attack rolls against humanoid (goblinoid) and humanoid (orc)
- Rage (Ex) ( ) 3/dayFly into a rage, gaining +4 Strength, +4 Constitution, +2 morale bonus on Will saves, and -2 penalty to Armor Class for (new Constitution modifier plus 3) rounds. Afterwards become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the encounter. A barbarian can fly into a rage only once per encounter.
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 28equal to character level x 1.5 hit points, gain a +5+1 plus +1/four character levels bonus to a single attack roll, gain a +5+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +5+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 9character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
- Stability (Ex) A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Supreme Cleave (Ex) A frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.
- Supreme Power Attack A frenzied berserker gains a +2 bonus on her melee damage rolls for every -1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every -1. penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.
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Skills
Appraise +2 (+4 with stone or metal items) (+1 Int, 0 ranks, +1 luckstone),
Balance +1 (+2 Dex, 0 ranks, +1 luckstone, -2 armor),
Bluff -4 (-1 Cha, 0 ranks, -4 gruff, +1 luckstone),
Climb +12 (+6 Str, 7 ranks, +1 luckstone, -2 armor),
Concentration +7 (+6 Con, 0 ranks, +1 luckstone),
Diplomacy +1 (-1 Cha, 0 ranks, -4 gruff, +1 luckstone, +5 clasp of the elder),
Disguise -4 (-1 Cha, 0 ranks, -4 gruff, +1 luckstone),
Escape Artist +1 (+2 Dex, 0 ranks, +1 luckstone, -2 armor),
Forgery +2 (+1 Int, 0 ranks, +1 luckstone),
Gather Information -4 (-1 Cha, 0 ranks, -4 gruff, +1 luckstone),
Heal +4 (+3 Wis, 0 ranks, +1 luckstone),
Intimidate +39 (+7 Str, 22 ranks, +2 gruff, +1 luckstone, +2 ornate weapon, +5 clasp of the elder),
Jump +12 (+6 Str, 7 ranks, +1 luckstone, -2 armor),
Knowledge (architecture and engineering) +5 (+1 Int, 3 ranks, +1 luckstone),
Knowledge (history) +5 (+1 Int, 3 ranks, +1 luckstone),
Knowledge (nobility) +5 (+1 Int, 3 ranks, +1 luckstone),
Knowledge (religion) +4 (+1 Int, 0 ranks, 2 cross-class ranks, +1 luckstone),
Listen +10 (+3 Wis, 8 ranks, -2 helm, +1 luckstone),
Perform (oratory) -2 (-1 Cha, 0 ranks, 2 cross-class ranks, -4 gruff, +1 luckstone),
Perform (singing) -2 (-1 Cha, 2 ranks, -4 gruff, +1 luckstone),
Ride +6 (+2 Dex, 3 ranks, +1 luckstone),
Search +3 (+1 Int, 0 ranks, +1 luckstone),
Sense Motive +4 (+3 Wis, 0 ranks, +1 luckstone),
Sneak +1 (+2 Dex, 0 ranks, +1 luckstone, -2 armor),
Spot +2 (+3 Wis, 0 ranks, -2 helm, +1 luckstone),
Survival +4 (+3 Wis, 0 ranks, +1 luckstone),
Swim +11 (+6 Str, 8 ranks, +1 luckstone, -4 armor),
Tumble +3 (+2 Dex, 0 ranks, +2 synergy Jump, +1 luckstone, -2 armor),
Use Rope +3 (+2 Dex, 0 ranks, +1 luckstone)
Armor Check Penalty
-2-1 armor -1 helm -0 shield;
Swim Check Penalty -4;
Permanent Class Skills Gather Information, Perform (singing)
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Feats
Armor Proficiency (all),
Battle Hardened,
Cleave,
Close-Quarters Fighting,
Destructive Rage,
Diehard,
Dodge,
Endurance,
Improved Initiative,
Improved Unarmed Strike,
Intimidating Rage,
Iron Will,
Martial Weapon Proficiency (all),
Menacing,
Mighty GripB,
Power Attack,
Shield Proficiency (all),
Simple Weapon Proficiency (all),
Sturdy,
Weapon Focus (greataxe),
Weapon Specialization (greataxe)
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Special Qualities |
- Destructive Rage While you are in a rage or frenzy, you gain a +8 bonus on any Strength checks you make to break down doors or break inanimate, immobile objects.
- Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
- Gruff (Ex) Battleragers are known to be rude, uncouth, and violent. They suffer a -4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate checks. Battleragers receive a +2 bonus on all Intimidate checks.
- Stonecunning (Ex) This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity (Ex) Dwarves may treat dwarven battlehammers, dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
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Miscellaneous Information |
write HistoryCharacter history details.;
AdventuresAoW-010: Kings of the Rift (by Greg A. Vaughan);
Lives Remaining 63 Deaths; 01/08/2008 - death from old blue dragon breath weapon; 03/04/2008 - death from physical damage following deathless frenzy; 05/01/2008 - abandoned by allies into the claws of four avolakia priests;
Last Played May 1, 2008
Languages Chondathan, Common, Draconic, Dwarven
Patron Deity Vergadain; Homeland Skull Gorge; Heritage 100% Shield Dwarf; Background Entertainer
Height 4 ft. 7 in.; Weight 185 lb.; Age 88; Hair Dull Red; Eyes Slightly Red
Character Level Record |
Barbarian |
Warmain |
Warmain |
Warmain |
Warmain |
Warmain |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Frenzied Berserker |
Battlerager |
Battlerager |
Battlerager |
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Defeated Enemy Record
1 Adult Green Dragon, 1 Advanced Wormcaller, 1 Fire Giant Rogue/Dragonstalker, 1 Hill Giant, 1 Overworm, 1 Simian Incantatrix/Ring Sage/Warmage, 1 Tiamikal Nul-Shada Sergeant, 1 Twelve-Headed Pyrohydra
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Equipment & Possessions |
Magical Items
+2 amulet of natural armor (8,000 gp),
+1 bastard sword (2,335 gp),
+4 belt of giant stregth (16,000 gp),
+1 bracers of unerring precision (+1 enhancement Base Attack Bonus) (5,000 gp),
+3 chained axe (18,315 gp),
clasp of the elder (dwarven wearer gains +2 enhancement Wisdom and +5 competence Diplomacy and Intimidate) (6,000 gp),
+4 flying mithral lamellar armor (+9 armor; +5 max Dex; -1 armor check penalty; 20% spell failure; light armor; 1/dayfly for 5 minutes, 60 ft. [good]) (36,350 gp),
+3 invisibility seeing heavy helm (+5 helm bonus to AC; -1 armor check penalty; 15% spell failure; -2 penalty Listen and Spot checks; 10% fortification; see invisibility) (60,950 gp),
mask of the skull ( 1/dayMake ranged touch attack up to 50 ft. away; if hit make DC 20 Fort save or die, if save made take 3d6+13 damage) (22,000 gp),
ring of freedom of movement (40,000 gp),
+4 ring of protection (32,000 gp),
stone of good luck (+1 luck bonus on saving throws, ability checks, and skill checks) (20,000 gp),
+5 vest of resistance (25,000 gp)
Potions
None
Nonmagical Items
Large bolt (2 sp)
pp 0,
gp 0,
sp 0,
cp 0
Other Wealth None
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