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 Brutus Baracus lvl 11

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Posts : 61
Join date : 2011-09-28
Age : 41

Brutus Baracus lvl 11 Empty
PostSubject: Brutus Baracus lvl 11   Brutus Baracus lvl 11 EmptyTue Jan 31, 2012 1:58 am

Brutus Baracus
Male Half-Orc
Two Handed Weapon, Fighter 11
CN Medium Humanoid
Init: +1, Senses: Darkvision (60 ft.), Languages: : Common, Orcish,


AC 26, Touch 13, Flat-footed 25, CMD 35 (38 sunder)
HP 136 (11HD)
Fort: +14, Ref: +7, Will: +9


Speed: 20 ft. (4 Squares)
+1 Keen, Adamantine Falchion 2H +20/+15/+10, 2D6 +15
+1 Holy, Cold Iron Falchion 2H +20/+15/+10, 2D6 +15 Evil: +2D6
Longbow, Composite (Str +7) Ranged, 2H: +11/+6/+1, 2d6+7
Gauntlet (from Armor) Mainhand: +16/+11/+6, 1d4+7
Masterwork Earth Breaker, Cold Iron 2H: +17/+12/+7, 3d6+10
Masterwork Short Sword, Mithril Mainhand: +19/+14/+9 1D6+7

Face: 5 ft. Reach: 5 ft.Base Atk: +11, CMB: +22 (25 Sunder)


Abilities: Str 24 (+2 on Strength Checks), Dex 12, Con 18, Int 8, Wis 10, Cha 8

Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave,
Combat Reflexes (2 AoO/round), Critical Focus, Dazzling Display: Falchion, Furious Focus,
Great Cleave, Improved Critical: Falchion, Iron Will, Lunge, Martial Weapon Proficiency - All,
Power Attack -3/+6, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Weapon Focus: Falchion

Skills:Acrobatics -3, Appraise -1, Bluff -1, Climb +7, Diplomacy -1, Disguise -1, Escape Artist -3, Fly -3, Heal +0, Intimidate +13, Perception +0, Ride +1, Sense Motive +0, Stealth -3, Survival +0, Swim +3

Equipment: Total Weight Carried: 123.5/700lbs, Light Load
+1 Keen, Adamantine, Falchion, +1 Holy, Cold Iron, Falchion, Potion of Haste, Weapon Cord, Longbow, Composite, +3 Full Plate, Comfort, Amulet of Natural Armor +1, Bedroll, Belt of Physical Might, STR & CON +2, Blanket, Cloak of Resistance +2, Cold Iron Arrows, Explorer's Outfit, Flint and steel, Grappling hook, Handy Haversack, Masterwork Earth Breaker, Oil of Bless Weapon x3, Potion of Cure Moderate Wounds x2, Rations, trail (per day) x6, Ring of Protection, +2, Rope, silk (50 ft.)X3, Climbers Kit, Sack, Silver Arrows, Silversheen, Tent, Small, Wand of Enlarge Person (CL 2), Waterskin Bank Notes for 205.75 gp


Indomitable Faith: You gain a +1 trait bonus on Will saves.

Jotunbrud: You have significant giant blood in your ancestry. As a result, you are treated as a large creature for the following: useable weapon size, CMB and CMD, and carrying capacity. You also gain a +2 circumstance bonus on strength checks


Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Two Handed Fighter Specialization

Backswing (Ex)

At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.

Overhand Chop (Ex)

At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

Piledriver (Ex)

At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.

Shattering Strike +3 (Ex)

At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.

Weapon Training: Blades, Heavy +2 (Ex)
Weapon Training: Bows +1 (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups


Hero Points 2
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