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Catfolk Sea Reaver Barbarian Level 2
Proficient with simple and martial weapons, light armor, and shields (but not tower shields).
Can hold breath 48 rounds, move freely through squares of standing water or bog, and ignores the normal cover bonus to AC when foes partially immersed in water.
Backstory here?
Traits: Besmara's Blessing, Deft Dodger, as Catfolk has Low-light vision
Feats: Power Attack
Rage Powers: Lesser Beast Totem
Initiative Bonus 1 = DEX Mod 1
Fortitude Save 4 = Base 3 + CON Mod 1
Reflex Save 2 = Base 0 + DEX Mod 1 + Trait 1(Cat's Luck gives daily reroll)
Will Save 0 = Base 0 + WIS Mod 0
Movement: Speed 40 (Barbarian), Climb speed 20 (Catfolk)
Languages: Common, Catfolk, one other
Strength 18 (Modifier: 4) |
Normal | Raging | Raging with Power Attack |
---|---|---|
To Hit: +6 | To Hit: +8 | To Hit: +7 |
Armor Class: 13 | Armor Class: 11 | Armor Class: 11 |
Hit Points: 20 | Hit Points: 22 | Hit Points: 22 |
Unarmed: 1d3+4 | Unarmed: 1d3+6 | Unarmed: 1d3+8 |
Two Claws: 1d6+4 twice | Two Claws: 1d6+6 twice | Two Claws: 1d6+8 twice |
Bec de Corbin: 1d10+4 | Bec de Corbin: 1d10+6 | Bec de Corbin: 1d10+8 |
Greatsword: 2d6+4 | Greatsword: 2d6+6 | Greatsword: 2d6+8 |
CMB 6, CMD 17 | CMB 8, CMD 19 | CMB 8, CMD 19 |
Acrobatics 5 = DEX Mod 1 + 1 Rank + 3 Class |
Total Skill Ranks: 10 = 2 × (4 Barbarian + 1 INT Mod) |
Carried Equipment (64 lbs): Barbarian's kit (26 lbs), Fishing kit (3 lbs), Leather armor (15 lbs), Bec de Corbin (B or P, reach, brace, critical ×3) (12 lbs), Greatsword (S, critical 19-20 ×2) (8 lbs)
Gold:
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills, except Acrobatics, Fly, Intimidate, and Ride.
A barbarian is fatigued (see below) 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.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.
Rarr ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved.