Chaotic Evil
31 -
3 - level 3 - Ungor, Prudeuk, Meng
1 - Chieftain Bray the Sunderer
1 - Shaman - Red Crow
Shaman - Fire; CR: 4; XP: 1,200; Human shaman (fire shaman) 5 Align: CE; Medium humanoid (human)
Init: +3; Senses: Perception +3
DEFENSE: AC: 16; TAC: 9; FFAC: 16; HD: 5d8+15; HP: 41; Saves: For: +4, Ref: +1, Will: +8; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: masterwork morningstar +5 (1d8 +1); Ranged: lightcrossbow +2 (1d8/19-20);
Special Attacks: hex (chant, evil eye (DC 16), fire nimbus (DC 16)), touch of flames 4/day or battle spirit 4rds/day;
Shaman Spells Prepared: (CL 5th; concentration +9)
3rd - 1+1+1 - burning entanglementS (DC 17), fly; fireballS (DC 17) or magic vestmentS
2nd - 2+1+1 - barkskin, hold person (DC 16), spiritual weapon; resist energyS or fog cloudS
1st - 3+1+1 - bless, entangle (DC 15), sleep (DC 15); burning handsS (DC 15) or enlargeS (DC 15)
0 (at will) - 4 - create water, detect magic, detect poison, guidance
S spirit magic spell; Spirit fire Wandering Spirit battle
Statistics: Str: 12; Dex: 8; Con: 14; Int: 10; Wis: 18; Cha: 13; BAB: +3; CMB: +4; CMD: 13
Feats: Improved Initiative, Extra Hex (fire nimbus, flame curse)
Skills: Shaman (4+1+Int): Appraise (I) +3, Craft ( ) (I)(c), Diplomacy (Ch)(c), Fly (D)(c) +3, Handle Animal (Ch*)(c) +9, Heal (W)(c) +12, Knowledge (Nature) (I*)(c) +9, Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c) +9, Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (I*)(c) +9, Survival (W)(c) Racial Modifiers:
Special Abilities:
Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Chant (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn’t harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Languages: Common
Special Qualities: hex (chant, evil eye, fire nimbus), orisons, spirit (fire), spirit animal (raven (crow) +3 Appraise), spirit magic (fire), wandering spirit (battle)
Treasure: NPC Gear (+1 breastplate, shield, masterwork morningstar, light crossbow, bolts (10), alchemist's fire, sunrod (2), potion of cure light wounds, cloak of resistance +1), 230gp
Spirit Animal:
Raven; CR: -; XP: -; Align: N; Tiny outsider (native)
Init: +2; Senses: low-light vision; Perception +10
DEFENSE: AC: 15; TAC: 14; FFAC: 13; HD: 4d8-4; HP: 20; Saves: For: +1, Ref: +4, Will: +6; Special: improved evasion, Immune fire, Weakness cold
OFFENSE: Speed: 10 ft., fly 40 ft. (average); Melee: bite +7 (1d3-4); Space: 2 1/2 ft.; Reach: 0 ft.;
Special Attacks: deliver touch spells
Statistics: Str: 2; Dex: 15; Con: 8; Int: 8; Wis: 15; Cha: 7; BAB: +3; CMB: +3; CMD: 9
Feats: Skill Focus (Perception), Weapon Finesse
Skills: Animal: (4 (from master)+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c) +10, Perception (W)(c) +10, Stealth (D)(c) +10, Swim (S)(c)
Special Abilities:
Familiar: The master of a raven familiar gains a +3 bonus on Appraise checks.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Languages: Common
Special Qualities: alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Treasure: none
16 - 10
Barbarian, Human (greatsword/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: greatsword +4 (2d6+4/19-20) or heavy flail +4 (1d10+4/19-20); Ranged: sling +2 (1d4+3);
RAGING: OFFENSE: Melee: greatsword +6 (2d6+7/19-20) or heavy flail +6 (1d10+7/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +4 ; CMD: 15
RAGING: Statistics: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +6 ; CMD: 17
Feats: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (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.
Languages: Common
Special Qualities:
Treasure: NPC Gear (potion of cure light wounds, potion of remove fear, alchemist's fire, lamellar, greatsword, heavy flail, sling, sling bullets (10)), 5gp
14 - 12
Barbarian, Human (greataxe/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: greataxe +4 (1d12+4/x3) or heavy flail +4 (1d10+4/19-20); Ranged: sling +2 (1d4+3);
RAGING: OFFENSE: Melee: greataxe +6 (1d12+7/x3) or heavy flail +6 (1d10+7/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +4 ; CMD: 15
RAGING: Statistics: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +6 ; CMD: 17
Feats: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (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.
Languages: Common
Special Qualities:
Treasure: NPC Gear (potion of cure light wounds, potion of remove fear, alchemist's fire, lamellar, greatsword, heavy flail, sling, sling bullets (10)), 5gp
11 - 10
Barbarian, Human (longbow/lamellar); CR: 1/2; XP: 200; Human barbarian 1 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +5
DEFENSE: AC: 15; TAC: 11; FFAC: 14; HD: 1d12+3+1; HP: 16; Saves: For: +4, Ref: +1, Will: +1;
RAGING: DEFENSE: AC: 13; TAC: 9; FFAC: 14; HD: 1d12+5; HP: 17; Saves: For: +6, Ref: +1, Will: +3;
OFFENSE: Speed: 40 ft.; Melee: battleaxe +4 (1d8+3/x3); Ranged: longbow, composite (+3) +2 (1d8+3);
RAGING: OFFENSE: Melee: battleaxe +6 (2d6+5/19-20)
Special Attacks: rage (6 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +4 ; CMD: 15
RAGING: Statistics: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +6 ; CMD: 17
Feats: Cleave, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +7, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +7.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +3, Knowledge (nature) (Int)(c), Perception (Wis)(c) +5, Ride (Dex)(c), Survival (Wis)(c) +5, and Swim (Str)(c) +9.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (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.
Languages: Common
Special Qualities:
Treasure: NPC Gear (potion of cure light wounds, alchemist's fire, lamellar, battleaxe, composite longbow (+3), arrows (20)), 5gp
Ungor
Barbarian, Human (greatsword/lamellar); CR: 2; XP: 600; Human barbarian 3 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +7
DEFENSE: AC: 15; TAC: 11 ; FFAC: 14; HD: 3d12+9; HP: 36; Saves: For: +5 , Ref: +2, Will: +2; Defensive Abilities: uncanny dodge
RAGING: AC: 13; TAC: 9 ; FFAC: 12; HD: 3d12+16; HP: 42; Saves: For: +7 , Ref: +2, Will: +4
OFFENSE: Speed: 40 ft. ; Melee: masterwork greatsword +7 (2d6+4/19-20) or heavy flail +6 (1d10+4/19-20); Ranged: sling +4 (1d4+3);
RAGING: Melee: masterwork greatsword +9 (2d6+7/19-20) or heavy flail +8 (1d10+7/19-20);
Special Attacks: rage (10 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +6; CMD: 17
RAGING: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +8; CMD: 19
Feats: Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +9.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +11, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +11.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (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.
Surprise Accuracy) (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if thpe attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy), uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds, potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: lamellar, masterwork greatsword, heavy flail, sling with 10 bullets, 250gp
Preduek, Meng
Barbarian, Human (greataxe/lamellar); CR: 2; XP: 600; Human barbarian 3 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +7
DEFENSE: AC: 15 ; TAC: 11 ; FFAC: 14; HD: 3d12+9; HP: 36; Saves: For: +5 , Ref: +2, Will: +2; Defensive Abilities: uncanny dodge
RAGING: AC: 13 ; TAC: 9 ; FFAC: 12; HD: 2d12+10; HP: 42; Saves: For: +7 , Ref: +2, Will: +4
OFFENSE: Speed: 40 ft. ; Melee: masterwork greataxe +7 (1d12+4/x3) or heavy flail +6 (1d10+4/19-20); Ranged: sling +4 (1d4+3);
RAGING: Melee: masterwork greataxe +9 (1d12+7/x3) or heavy flail +8 (1d10+7/19-20);
Special Attacks: rage (10 rounds/day)
Statistics: Str: 17 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +6; CMD: 17
RAGING: Str: 21 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +3; CMB: +8; CMD: 19
Feats: Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +9, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +9.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +11, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +8, Knowledge (nature) (Int)(c), Perception (Wis)(c) +7, Ride (Dex)(c), Survival (Wis)(c) +7, and Swim (Str)(c) +11.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (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.
Surprise Accuracy) (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy), uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds, potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: lamellar, masterwork greataxe, heavy flail, sling with 10 bullets, 250gp
Lang the Black
Barbarian, Human (greatsword/breastplate); CR: 4; XP: 1,200; Human barbarian 5 Align: CN; Medium humanoid (Human)
Init: +1; Senses: Perception +9
DEFENSE: AC: 18; TAC: 11 ; FFAC: 17; HD: 5d12+15; HP: 57; Saves: For: +7, Ref: +3, Will: +3; Defensive Abilities: improved uncanny dodge
RAGING: AC: 16; TAC: 9 ; FFAC: 15; HD: 5d12+25; HP: 67; Saves: For: +9, Ref: +3, Will: +5
OFFENSE: Speed: 30 ft. ; Melee: +1 greatsword +10 (2d6+7/19-20) or heavy flail +9 (1d10+6/19-20); Ranged: sling +6 (1d4+4);
RAGING: Melee: +1 greatsword +11 (2d6+10/19-20) or heavy flail +10 (1d10+9/19-20);
Special Attacks: rage (12 rounds/day)
Statistics: Str: 18 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +5; CMB: +9; CMD: 20
RAGING: Str: 22 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +5; CMB: +11; CMD: 22
Feats: Cleave, Great Cleave, Intimidating Prowess, Power Attack
Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +12, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +11, Knowledge (nature) (Int)(c), Perception (Wis)(c) +9, Ride (Dex)(c), Survival (Wis)(c) +9, and Swim (Str)(c) +12.
RAGING: Skills: (4 + Int): Acrobatics (Dex)(c), Climb (Str)(c) +14, Craft (Int)(c), Handle Animal (Cha)(c), Intimidate (Cha)(c) +13, Knowledge (nature) (Int)(c), Perception (Wis)(c) +9, Ride (Dex)(c), Survival (Wis)(c) +9, and Swim (Str)(c) +14.
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian 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.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Rage (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.
Surprise Accuracy (Ex): The barbarian gains a +1 per 4 levels morale bonus on one attack roll per rage. Used as a swift action before the roll to hit is made.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Special Qualities: rage power (surprise accuracy, intimidating glare), improved uncanny dodge, uncanny dodge, trap sense +1
Languages: Common
Organization:
Treasure: Combat Gear: Potion of cure moderate wounds (2), potion of lesser restoration, potion of remove fear, alchemist’s fire; Other Gear: cloak of resistance +1, +1 breastplate, +1 greatsword, heavy flail, sling with 10 bullets, 250gp
4
Wolf; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +5, Will: +1;
OFFENSE: Speed: 50 ft.; Melee: bite +2 (1d6+1 plus trip);
Statistics: Str: 13; Dex: 15; Con: 15; Int: 2; Wis: 12; Cha: 6; BAB: +1; CMB: +2; CMD: 14 (18 vs. trip)
Feats: Skill Focus (Perception)
Skills: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +6, Survival (W) +1 (+5 scent tracking), Swim (S)(c); Racial Modifiers: +4 Survival when tracking by scent
Special Abilities:
Languages:
Special Qualities:
Environment: cold or temperate forests
Organization: solitary, pair, or pack (3–12)
Treasure:
"This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth."
Coins 48 pp, 42 gp, 7 sp, 5 cp
Gems
Aquamarine (450 gp)
Bloodstone (50 gp)
Citrine (50 gp)
Obsidian (10 gp)
Pyrite (9 gp)
Saltwater Pearl (110 gp)
Sardonyx (50 gp)
Total value = 729 gp
Magic Items
Chain Shirt (+1 armor) (1250 gp)
Greataxe (+1 weapon) (sheds light) (2320 gp)
Total value = 3570 gp
Salvage
Altar (30 gp)
Anvil (5 gp, 200 lb)
Bag of Chalk (1 sp, 1/2 lb)
Bed (30 gp)
Bookcase (30 gp)
Bottle of Spiced Wine (2 gp, 4 lb)
Grindstone (10 gp)
12 x High Boots (3 gp, 4 lb)
6 x Lamp (1 sp, 1 lb)
2 x Pair of Oars (4 gp, 20 lb)
26 x Sack of Wheat (5 sp, 50 lb)
Sickle (1 gp, 2 lb)
Sledge (1 gp, 10 lb)
Tiny Lead Box (1 gp, 5 lb)
Wagon (35 gp, 400 lb)
Total value = 202 gp 7 sp
Total value 5024 gp 4 sp 5 cp