A Carrion Crown Adventure Path Character

ANNOC ZANTAR LEVEL 7

XP Earned 38,115 of 51,000

Male human (Kellid) barbarian 7

CG Medium humanoid (human)

Init +5+1 Dex, +4 Improved Initiative; Senses Perception +11

DEFENSE

AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex)

hp 80 (7d12+277d12 barbarian, +14 Con, +7 Favored Class, +6 Tribal Scars feat, +0 Toughness feat)

Fort +8+5 base, +2 Con, +1 Spirit Animal trait, Ref +3+2 base, +1 Dex, Will +4+2 base, +2 Wis; +1+1 trait vs. arcane spells vs. arcane spells

Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—

OFFENSE

Speed 40 ft.30 ft. base, -0 ft. armor, +10 ft. fast movement

Melee +1 greatsword +12/+7BAB plus +4 Str plus +1 enchantment (2d6+7+6 1.5x Str plus +1 enchantment/19-20) or mwk handaxe +12/+7BAB plus +4 Str plus +1 mwk (1d6+4+4 Str/x3) or mwk heavy mace +12/+7BAB plus +4 Str plus +1 mwk (1d8+4+4 Str) or unarmed strike +11/+6BAB plus +4 Str (1d3+4+4 Str)

Ranged mwk composite longbow +9/+4BAB plus +1 Dex plus +1 mwk (1d8+4+4 Str/x3)

Special Attacks rage (184 + Con modifier plus +12 barbarian levels rounds/day), rage powers (powerful blow +2+1 plus additional +1 per 4 barbarian levels, surprise accuracy +2+1 plus additional +1 per 4 barbarian levels)

STATISTICS

Str 1815 base, +2 race, +1 level, Dex 1313 base, +0 race, +0 level, Con 1414 base, +0 race, +0 level, Int 1212 base, +0 race, +0 level, Wis 1414 base, +0 race, +0 level, Cha 1111 base, +0 race, +0 level

Base Atk +7/+2; CMB +11+7 BAB, +0 size, +4 Str (+13+2 CMB on bull rush or overrun from Tribal Scars feat; +2 CMB on grapple from Improved Grapple bull rush, grapple, or overrun); CMD 2310 +7 BAB, +0 size, +4 Str, +1 Dex, +1 deflection, +0 dodge (25+2 CMD on grapple from Improved Grapple vs. grapple)

Traits Spirit Animal (mammoth), Superstitious

Feats Armor Proficiency (light, medium), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency (all except tower), Simple Weapon Proficiency (all), Tribal Scars (greattusk)

Skills Acrobatics +107 ranks, +1 Dex, +3 class skill, -1 armor (+14 when jumping), Appraise +10 ranks, +1 Int, Bluff +00 ranks, +0 Cha, Climb +115 ranks, +4 Str, +3 class skill, -1 armor, Diplomacy +00 ranks, +0 Cha, Disguise +00 ranks, +0 Cha, Escape Artist +00 ranks, +1 Dex, -1 armor, Fly +00 ranks, +1 Dex, -1 armor, Handle Animal +63 ranks, +0 Cha, +3 class skill, Heal +20 ranks, +2 Wis, Intimidate +96 ranks, +0 Cha, +3 class skill, Knowledge (nature) +73 ranks, +1 Int, +3 class skill, Linguistics +32 ranks, +1 Int, Perception +116 ranks, +2 Wis, +3 class skill, Ride +72 ranks, +1 Dex, +3 class skill, +2 Tribal Scars feat, -1 armor, Sense Motive +20 ranks, +2 Wis, Stealth +33 ranks, +1 Dex, -1 armor, Survival +94 ranks, +2 Wis, +3 class skill, Swim +71 ranks, +4 Str, +3 class skill, -1 armor

Languages Common, Giant, Hallit, Orc

SQ fast movement

Combat Gear potions of cure moderate wounds (2), alchemist's fire (2)

Other Gear +1 chain shirt, +1 greatsword, masterwork composite longbow (+4 Str) with 20 arrows, masterwork handaxe, masterwork heavy mace, ring of protection +1, ring of ram (49 charges), backpack, bedroll, belt pouch, candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, 10 pp, 18 gp, 8 sp, 9 cp

Mount riding horse with bit and bridle, riding saddle, saddlebags, and feed (5)

SPECIAL ABILITIES

Improved Grapple (Ex) You do not provoke an attack of opportunity when performing a grapple combat maneuver.

Improved Unarmed Strike (Ex) You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, even if attacker is invisible. Still loses Dex bonus to AC if immobilized or if an opponent successfully uses feint against you. 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.

Power Attack (Ex) Take -2When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. penalty on all melee attack rolls and combat maneuver checks to gain +4When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Reflexes (Ex) While raging, the barbarian can make one additional attack of opportunity per round.

Rage (Ex) As free action, gain +4 morale bonus Str and Con, +2 morale bonus Will saves, and -2 penalty AC. While raging, cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. End as free action and fatigued for twice number of rounds rage lasted. Cannot rage while fatigued or exhausted. Rage ends if rendered unconscious.

Rage Powers A barbarian gains the benefits of rage powers only while raging.

Powerful Blow (Ex) As swift action before attack roll is made, gain bonus on a single damage roll. Usable once per rage.

Surprise Accuracy (Ex) As swift action before attack roll is made, gain bonus on one attack roll. Usable once per rage.

Trap Sense (Ex) Gain bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps.

CHARACTER DEMOGRAPHICS

Height 6'3", Weight 210 lbs., Hair Black, Eyes Gray, Skin Scarred and Tanned

Age 19, Deity Gorum, Homeland Realm of the Mammoth Lords, Favored Class barbarian


Defeated Enemies Advanced Draugr, Faceless Flesh Golem, Homunculus, Shrieking Medusa Head

Catch Phrase "I've killed worse."

History Annoc is a powerful towering man hailing from the Greattusk following in the Realm of the Mammoth Lords. He is extraordinarily strong and skilled with blade, axe, and bow. Since the age of 13 he has hunted as a man and fought against the giants of the north and the orcs of the Hold of Belkzen. His body is a patchwork of scars both earned in battle and inscribed by tribal shamans. Annoc is a proud young man who believes the ways of his people and of nature are superior to civilization; however, he is curious about the ways of the southern men and desires to make a name and fortune for himself. Annoc views southern men as weak and pampered and often belittles their upbringing and combat prowess. As he is prone to strong mead and ale, he often finds himself involved in a rowdy bar brawl one minute and tussling with bawdy wenches the next.
 
Despite his drinking, gambling, and whoring, Annoc is at heart a kind man. He dreams of one day returning to his homeland a wealthy man ladden with steel weapons and tools and settling down to start a family. He has a fondness for children and becomes enraged if anyone or anything threatens a child.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Publishing | Phoenix Gaming Club — 2013 | DM — Charles W. Plemons III
2 Games Played | Last Played 10/03/2013 | Created 06/16/2013 | Mercenary