Barbarian 1, Fighter (Two-Handed Fighter) 11 - CL12 - CR 11
CN Medium Humanoid
Init: +2, Senses: Darkvision (60 ft.),
Languages: : Common, Orcish,
AC 28, Touch 14, Flat-footed 26, CMD 34 (37 sunder)HP 151 (12HD)Fort: +18, Ref: +10, Will: +11
Speed: 50 ft. (10 Squares)
+1 Keen, Adamantine Falchion 2H +23/+18/+13, 2D6 +15
+1 Holy, Cold Iron Falchion 2H +23/+18/+13, 2D6 +15
Longbow, Composite (Str +7) Ranged, 2H: +14/+9/+3, 2d6+8
Gauntlet (from Armor) Mainhand: +17/+12/+7, 1d4+7
Masterwork Earth Breaker, Cold Iron 2H: +19/+14/+9, 3d6+10
Masterwork Short Sword, Mithril Mainhand: +20/+15/+10 1D6+7
Face: 5 ft. Reach: 5 ft.Base Atk: +12, CMB: +20 (23 Sunder)
Abilities: Str 24 (+2 on Strength Checks), Dex 15, Con 18, Int 8, Wis 10, Cha 8
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave,
Combat Reflexes (3 AoO/round), Critical Focus, Dazzling Display: Falchion, Furious Focus,
Great Cleave, Improved Critical: Falchion, Iron Will, Lunge, Martial Weapon Proficiency - All,
Power Attack -4/+8, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Weapon Focus: Falchion
Skills:Acrobatics 0, Appraise -1, Bluff -1, Climb +9, Diplomacy -1, Disguise -1, Escape Artist 0, Fly 0, Heal +0, Intimidate +16, Perception +0, Ride +4, Sense Motive +0, Stealth 0, Survival +0, Swim +5
Equipment: Total Weight Carried: 99.5/700lbs, Light Load
*Demoralizer, *Tempest, +3 Comfort Mithral Full Plate, Amulet of Natural Armor +2, Bedroll, Belt of Physical Might, STR & CON +2, Blanket, Boots of Striding and Springing, Climber's kit, Cloak of Resistance, +4, Cold Iron Arrows x50, Explorer's Outfit, Flint and steel, Grappling hook, Handy Haversack, Ioun Stone, Deep Red Sphere, Masterwork Earth Breaker, Longbow, Composite (Str +7), Mithral Shortsword, Oil of Bless Weapon x3, Potion of Cure Moderate Wounds x5, Potion of Haste, Rations, trail (per day) x6, Ring of Feather Falling, Ring of Protection, +2, Rope, silk (50 ft.) x3, Sack (empty), Silver Arrows x50, Silversheen, Tent, Small, Wand of Enlarge Person (CL 2), Waterskin, Wayfinder, Weapon Cord
Bank Notes for 5099.75 gp
You gain a +1 trait bonus on Will saves.
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
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/ Barbarian
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.
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
Fast Movement + 10 (Ex)
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (7 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 gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
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 barbarian cannot enter a new rage while fatigued or exhausted but can otherwise 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.
Hero Points 3