SVALA ALEHORN | LEVEL 17 |
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Male reincarnated orc unchained barbarian (drunken rager) 17
CG Medium humanoid (orc)
Init +1+1 Dex; Senses darkvision 60 ft.; Perception +16 (+18 to notice unusual stonework)
DEFENSE |
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AC 27, touch 11, flat-footed 26 (+6 armor, +1 Dex, +5+1 Baba Yaga boon plus +4 amulet of natural armor natural, +5 shield); -2 drunken raging
hp 241 (17d12+10217d12 barbarian, +85 Con, +17 Favored Class, +0 Toughness feat; +12 temporary hp); +64 drunken raging; once as immediate action at 0 hpbreath of life (CL 20th)
Fort +17+10.0 base, +5 Con, +2 cloak of resistance (+19), Ref +8+5.0 base, +1 Dex, +2 cloak of resistance (+6), Will +8+5.0 base, +0 Wis, +2 cloak of resistance, +1 morale heroes' feast (+13); +9 vs. poison, +5 vs. addiction, nausea, and sickened condition, +4 vs. cold environment, fear, poison, enchantment, +2 vs. mind-affecting, +1 vs. cold effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), ferocity, improved staggering evasion, staggering evasion, tolerance +5increases by 1 at 6th level and every 3 levels thereafter; DR 4/ (6/); Immune altitude sickness; Resist cold 2frost-forged chain shirt (8); SR 2912 plus character level
Weaknesses light sensitivity
OFFENSE |
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Speed 35 ft.30 ft. base, +5 ft. Fleet feat, -0 ft. armor
Melee
+3 furious sharding cold iron dwarven waraxe +28/+23/+18/+13BAB plus +6 Str plus +3 enhancement plus +1 Weapon Focus plus +1 morale heroes' feast (1d10+9+6 Str plus +3 enhancement/19-20/x3; on crit +3Iron Axe weapon training) or
Raging Power Attack +5 furious sharding cold iron dwarven waraxe +28/+23/+18/+13BAB plus +6 Str plus +5 enhancement plus +1 Weapon Focus plus +3 greater rage plus -5 Power Attack plus +1 morale heroes' feast (1d10+24+6 Str plus +5 enhancement plus +3 greater rage plus +10 Power Attack/19-20/x3; on crit +3Iron Axe weapon training) or
dagger +24/+19/+14/+9BAB plus +6 Str plus +1 morale heroes' feast (1d4+6+6 Str/19-20)
Ranged
+3 furious sharding cold iron dwarven waraxe +23/+18/+13/+8BAB plus +1 Dex plus +3 enhancement plus +1 Weapon Focus plus +1 morale heroes' feast (1d10+9+6 Str plus +3 enhancement/19-20/x3; on crit +3Iron Axe weapon training; increments 55 = thrown | 10 = projectile; range 10 ft.10 ft.) or
Raging +5 furious sharding cold iron dwarven waraxe +25/+20/+15/+10BAB plus +1 Dex plus +5 enhancement plus +1 Weapon Focus plus +1 morale heroes' feast (1d10+14+6 Str plus +5 enhancement plus +3 greater rage/19-20/x3; on crit +3Iron Axe weapon training; increments 55 = thrown | 10 = projectile; range 10 ft.10 ft.) or
thrown dagger +19BAB plus +1 Dex plus +1 morale heroes' feast (1d4+6+6 Str/19-20; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.)
Special Attacks +4 circumstance bonus on rolls to confirm critical hits, +1 on attack rolls against goblinoid and orc humanoids, drunken swing (+2+1 at 12th, +2 at 16th, +3 at 20th), greater rage (414 base plus +5 Con plus 32 for unchained barbarian levels after level 1 rounds/day)
TACTICS |
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Before Combat Svala consumes extended heroes' feast each morning.
Base Statistics Without heroes' feast, Svala's stastics are hp 229 (17d12+10217d12 barbarian, +85 Con, +17 Favored Class, +0 Toughness feat); Will +7+5.0 base, +0 Wis, +2 cloak of resistance; +3 vs. poison, +0 vs. fear; Melee +3 furious sharding cold iron dwarven waraxe +27/+22/+17/+12BAB plus +6 Str plus +3 enhancement (1d10+9+6 Str plus +3 enhancement plus +1 Weapon Focus/19-20/x3; on crit +3Iron Axe weapon training) or dagger +23/+18/+13/+8BAB plus +6 Str (1d4+6+6 Str/19-20); Ranged +3 furious sharding cold iron dwarven waraxe +22/+17/+12/+7BAB plus +1 Dex plus +3 enhancement (1d10+9+6 Str plus +3 enhancement plus +1 Weapon Focus/19-20/x3; on crit +3Iron Axe weapon training; increments 55 = thrown | 10 = projectile; range 10 ft.10 ft.) or thrown dagger +18BAB plus +1 Dex (1d4+6+6 Str/19-20; increments 55 = thrown | 10 = projectile; range 1010 ft. ft.); CMB +23+17 BAB, +0 size, +6 Str.
STATISTICS |
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Str 2314 base, +4 race, +3 level, +2 belt of physical perfection, Dex 1210 base, +0 race, +0 level, +2 belt of physical perfection, Con 2015 base, +0 race, +1 level, +2 inherent Baba Yaga boon, +2 belt of physical perfection, Int 1313 base, +0 race, +0 level, Wis 108 base, +2 race, +0 level, Cha 1012 base, -2 race, +0 level
Base Atk +17/+12/+7/+2; CMB +24+17 BAB, +0 size, +6 Str, +1 morale heroes' feast; CMD 3410 +17 BAB, +0 size, +6 Str, +1 Dex, +0 deflection, +0 dodge
Traits Fortified Drinker, Frostborn
Feats Armor Proficiency (light, medium), Critical Focus, Diehard, Drunken Brawler, Endurance, Fleet, Improved Critical (dwarven waraxe), Martial Weapon Proficiency (all), Power Attack, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Tiring Critical, Weapon Focus (dwarven waraxe)
Skills +1816 ranks, +3 class skill, +1 Dex, -2 armor, Appraise +10 ranks, +1 Int (+2 to assess nonmagical metals or gemstones), Bluff +00 ranks, +0 Cha, Climb +136 ranks, +3 class skill, +6 Str, -2 armor, Craft (ships) +50 ranks, 1 bonus GM rank, +3 class skill, +1 Int, Diplomacy +44 ranks, +0 Cha, Disguise +00 ranks, +0 Cha, Escape Artist +01 ranks, +1 Dex, -2 armor, Fly -10 ranks, +1 Dex, -2 armor, Handle Animal +52 ranks, +0 Cha, +3 class skill, Heal +11 ranks, +0 Wis, Intimidate +1612 ranks, +0 Cha, +3 class skill, +1 from Come to Terms specialization, Knowledge (arcana) +31 ranks, 1 bonus GM rank, +1 Int, Knowledge (geography) +31 ranks, 1 bonus GM rank, +1 Int, Knowledge (local) +64 ranks, 1 bonus GM rank, +1 Int, Knowledge (nature) +117 ranks, +1 Int, +3 class skill, Perception +1613 ranks, +3 class skill, +0 Wis (+18 to notice unusual stonework), Ride +42 ranks, +3 class skill, +1 Dex, -2 armor, Sense Motive +55 ranks, +0 Wis, Stealth -10 ranks, +1 Dex, -2 armor, Survival +129 ranks, +3 class skill, +0 Wis, Swim +81 ranks, +6 Str, +3 class skill, -2 armor
AcrobaticsLanguages Common, Dwarven, Giant, Skald
SQ drunken rage (91 plus +1 every 2 levels beyond 1st max), indomitable will, mountaineer, rage powers (auspicious mark [1d6+41d6 plus 1 per 4 barbarian levels], energy absorption [cold], energy resistance [cold 81/2 barbarian levels; protection from energy 342 x barbarian levels], increased damage reduction +2rage power selected once, mighty swing, quick reflexes, renewed vigor [4d8+41d8 plus 1d8 per 4 barbarian levels beyond level 4 plus Con modifier]), reincarnated, tireless rage, weapon familiarity
Combat Gear elixir of hiding, minor witch ward admixtures (2), potion of barkskin, potion of cure light wounds (5), potion of cure moderate wounds (3), potion of cure serious wounds, potions of fly, potion of good hope (2), potion of haste, potion of lesser restoration
Other Gear +2 poison-resistant frost-forged chain shirt, +3 heavy steel lion's shield, dagger, +3 furious sharding cold iron dwarven waraxe, amulet of natural armor +4, belt of physical perfection +2, drinking horn of bottomless valor, drinking horn of plentiful boulderhead bock, hat of disguise, wings of flying, backpack, bedroll, belt pouch, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gas mask, gear maintenance kit, hand of Magnus, hip flask (empty), hip flask (whiskey), iron pot, mess kit, rope (50 ft.), snowshoes, soap (50 uses), torches (5), trail rations (7), 16,088 gp, 6 sp, 4 cp
SPECIAL ABILITIES |
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Diehard Automatically stabilize when hp total is below 0 but you are not dead. May choose to act as if disabled rather than dying. Must make decision immediately upon being reduced to negative hp. If you do not choose to act as if disabled, immediately fall unconscious. When using this feat, you are staggered. Can take move action, but if you perform standard action (or any other strenuous action, including some swift actions such as casting a quickened spell), you take 1 hp damage after completing the act. If your negative hp are equal to or greater than your Con score, you immediately die.
Drunken Brawler When you drink a tankard of ale or strong alcohol, take -2 penalty Reflex saves for 1 hour but gain temporary hp equal to character level and +2 alchemical bonus on Fort and Will saves. Bonuses remain for 1 hour or until all temporary hp are lost, whichever occurs first.
Drunken Rage (Ex) As standard action that does not provoke AoO, drink unit of ale or other strong alcohol to gain 1 drunken rage point lasting for 1 hour or until spent. Can only spend drunken rage points while raging. Unless otherwise noted, spending is free action. Can have max 1 drunk rage point at a time (+1 per every 2 levels beyond level 1). Spend 1 point to gain +20 ft. speed for 1 round if wearing no or light armor or medium armor while not carrying heavy load. Spend 1 point to gain 1 additional round of rage which lasts for 1 hour or until used.
Drunken Swing (Ex) As swift action, spend 1 drunken rage point before making a melee attack to increase critical threat range by 2 (does not stack with any other effect increasing threat range).
Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Equipment Descriptions
gas mask Grants immunity to inhaled poison and other nonmagical airborne attacks requiring you to breathe them and +2 bonus on saves vs. magical cloud or magical gas attacks. Imposes -2 penalty on hearing- and sight-based Perception checks. Filter must be replaced after 8 hours of use.
Ferocity (Ex) Remain conscious and continue fighting even if hp total falls below 0; however, still staggered at 0 hp or lower and lose 1 hp each round as normal.
Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft.
Fortified Drinker When you imbibe alcoholic beverage, gain +2 trait bonus on saves against mind-affecting effects for 1 hour.
Greater Rage (Ex) As free action, rage and gain +3 bonus on melee attack rolls, melee and thrown weapon damage rolls, and Will saves. Suffer -2 penalty to AC. Gain 3 temporary hp per HD which disappear when rage ends and are not replenished if another rage is entered within 1 minute of previous rage. Cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability requiring patience or concentration. Can end rage as free action and is no longer fatigued. Cannot enter a new rage while fatigued or exhausted. If unconscious, rage ends.
Improved Staggering Evasion (Ex) As long as you have at least 2 drunken rage points, if you make a successful Reflex save against an attack that normally deals half damage on a successful save, instead take no damage. If you fail the save, you only take half damage. Must be wearing light or no armor and cannot be helpless.
Indomitable Will (Ex) When raging, gain +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers.
Iron Axes of Jomsburg
Come to Terms Specialized in Intimidate.
Hired Hands When hiring services of individual NPC, do so at 10% discount.
Weapon Training (Dwarven Waraxe) When you confirm critical hit with specified weapon, gain bonus on damage equal to critical multiplier of the weapon.
Light Sensitivity (Ex) Dazzled in areas of bright sunlight or within the radius of a daylight spell.
Magic Item Descriptions
drinking horn of bottomless valor Contains 3 charges, replenished daily. As long as any charges remain, can command to fill with mead or similar drink. Spend charges, provoking attacks of opportunity, as follows: 1 chargesas standard action, gain 1d8 temporary hp for 1 minute; 2 chargesas full-round action, gain 1d8+5 temporary hp and enlarged for 5 minutes; 3 chargesas 2 full-round actions, gain 1d8+10 temporary hp, enlarged, and heroism for 10 minutes.
drinking horn of plentiful boulderhead bock 3/dayAs standard action, command to fill with single dose of boulderhead bock (gain +1 alchemical bonus on saves vs. dazed, staggered, stunned or pain effects and gain 1d6 temporary hp applied only against nonlethal damage; bonuses stack per dose up to 5 times).
elixir of hiding Drink as standard action and gain +10 competence bonus on Stealth checks for 1 hour.
furious special weapon ability When raging, weapon's enhancement bonus is +2 better. If you have rage power giving a skill bonus while raging, gain enhancement bonus to that skill equal to weapon's normal enhancement bonus even when not raging. When raging, add +2 more bonus to the skill.
hat of disguise On command, use disguise self for 10 minutes. As part of disguise, hat can appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
lion's shield 3/dayAs free action, command head to attack independently (in addition to your normal actions), biting with your base attack bonus (and iterative attacks, if applicable) for 2d6 damage.
minor witch ward Consume as standard action provoking attacks of opportunity to gain +4 resistance on saves against witch hexes for 1 hour and gain +2 deflection bonus on AC, +2 resistance on saves, and immunity to new attempts to possess or exercise mental control from evil creatures for 1 minute. Grants new save (with +2 morale bonus) against current possession or mental control from evil creatures to suppress effects for 1 minute. Summoned evil creatures cannot touch you for 1 minute unless overcoming effect with Spell Resistance or you attack creature or force barrier against it.
sharding special weapon ability In place of any melee attack with weapon, make ranged attack (using Dex modifier to attack instead of Str) with 10 ft. range increment (up to 5 increments) as duplicate of weapon splits off and is hurled at opponent while original remains in hand. Can be used with iterative attacks and does provoke attacks of opportunity.
wings of flying On command, sprout wings and let wearer fly with a speed of 60 ft. and average maneuverability and gain +5 competence bonus on Fly skill checks.
Mountaineer (Ex) Do not lose Dex bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Power Attack Take -5-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +10+2 base plus 2 per 4 BAB 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.
Rage Powers (Ex) Gain benefits of rage powers only while raging, and some powers require the barbarian to take an action first. Some rage powers are stances requiring a move action to activate. Cannot have more than one stance active at a time. If a new stance is activated, previous stance ends. Can intentionally end a stance as free action at beginning of turn; otherwise, it lasts until end of rage.
Auspicious Mark (Su) 1/dayAs swift action, roll and add 1d6 to any d20 roll you just made after seeing the result of the d20 roll. Bonus increases by 1 for every 4 barbarian levels.
Energy Absorption (Su) 1/dayWhen raging, absorb the energy from a single attack dealing damage of the energy type you resist with energy resistance rage power. Make no saving throw and take no damage; instead increase temporary rage hp by 1/2 amount absorbed. Once before your rage ends, can breathe either a 60-ft. line or 30-ft. cone of energy dealing amount of damage absorbed (Reflex DC 10 + 1/2 barbarian level + Con modifier for half). Breathing does not affect temporary hp.
Energy Resistance (Ex) When raging, gain cold resistance equal to 1/2 barbarian level and protection from energy 2 per barbarian level, applies resistance first.
Increased Damage Reduction (Ex) When raging, damage reduction increases by 2/.
Mighty Swing (Ex) 1/dayAs immediate action, when raging, automatically confirm a threatened critical hit.
Quick Reflexes (Ex) When raging, may make one additional attack of opportunity per round.
Renewed Vigor (Ex) 1/dayWhen raging, as standard action, heal self 4d81d8 plus 1d8 per 4 barbarian levels beyond level 4 + Con modifier hp.
Reincarnated Originally a dwarf reincarnated as an orc. Lost +2 Con, hardy, slow and steady, and surface survivalist. Gained +4 Str, darkvision, light sensitivity, ferocity, and normal speed.
Staggering Evasion (Ex) As long as you have at least 1 drunken rage point, if subjected to an attack that normally allows a Reflex save for half damage, take no damage if saving throw is successful.
Tiring Critical When you score a critical hit, your opponent becomes fatigued. Has no additional effect upon already fatigued or exhausted creature.
Tolerance (Ex) As long as you have at least 1 drunken rage point, gain bonus against effects that would nauseate, poison, or sicken you, as well as saves to avoid addiction or other ill effects associated with consuming alcohol.
Height 6'3"; Weight 246 lbs.; Hair Black; Eyes Brown; Skin Green; Age 15 in orc body (51 actual); Religion Cayden Cailean; Homeland Lands of the Linnorm Kings; Favored Class Barbarian; XP Earned 1,501,761 of 1,800,000
Mercenary Company Iron Axes of Jomsburg; Fame 3131 passed training checks; Prestige Points 3031 passed training checks plus 0 blog journal entries minus 1 PP Weapon Training (Dwarven Waraxe) expenditures
Defeated Enemies Advanced Erinyes (3), Advanced Half-White Dragon Destrachan, Advanced Nessian Warhound, Animated Tank, Beast of Gelglast (advanced fiendish dire boar), Black Dracolisk, Blue Drakelands Dragonkin, Bogeyman (2), Bone Golem, Copper Drakelands Dragonkin, Dawn Piper, Ectoplasmic Medium, Fossil Golem, Freshwater Merrow, Frost Drake (2), Frost Giant, Frostcrawler, Green Hag, Handmaiden Devil, Headless Siberian Cossack, Headless Siberian Cossack Gunslinger, Hezrou Demon (2), Human Rogue, Ice Mephit, Ice Troll (2), Little Otik (overgrown mandragora), Pale Tower Guard (3), Retriever, Slimy Demodand (2), Son of the Spirit Mother (2), Stained-Glass Golem (2), Upasunda Asura, Winter Guard Falconer (2), Yrax (very old white dragon)
Note: Text this color denotes attributes when drunken raging.