Barbarian, Half-Orc; CR: 6; XP: 2,400; Half-Orc barbarian 7 Align: CE; Medium humanoid (Human)
Init: +1; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 20 ; TAC: 11 ; FFAC: 19 ; HD: 7d12+21; HP: 105; Saves: For: +7 , Ref: +2, Will: +3; DR: 1/-
When RAGING: AC: 18 ; TAC: 9 ; FFAC: 17 ; HD: 1d12+5; HP: 119; Saves: For: +9 , Ref: +3, Will: -1; DR: 1/-
OFFENSE: Speed: 30 ft. ; Melee: +1 greatsword +12 (2d6+7/19-20) or heavy flail +11 (1d10+6/19-20); Ranged: sling +3 (1d4+4);
When RAGING: Melee: +1 greatsword +14 (2d6+9/19-20) or heavy flail +12 (1d10+8/19-20);
Special Attacks: rage (6 rounds/day), Powerful Blow, Surprise Accuracy
Statistics: Str: 18 ; Dex: 13 ; Con: 14 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +7 ; CMB: +11 ; CMD: 22
When RAGING: Str: 22 ; Dex: 13 ; Con: 18 ; Int: 10 ; Wis: 12 ; Cha: 8 ; BAB: +1 ; CMB: +13 ; CMD: 24
Feats: Cleave, Power Attack, Armor Proficiency (heavy), Improved Sunder
Skills: Climb +10, Knowledge (nature) +10, Perception +11, Survival +11, Swim +10, Intimidate +2
When RAGING: Climb +12, Swim +12; Racial Modifiers: +2 to Intimidate
Special Qualities: orc ferocity, orc blood, weapon familiarity, uncanny dodge, trap sense +2, improved uncanny dodge
Special Abilities:
Fast Movement (Ex): Speed + 10ft. in medium armor or less
Uncanny Dodge (Ex): At send level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This ability denies a rogue the ability to sneak attack the barbarian by flanking, unless the attacked has at least four more rogue levels than the target has barbarian levels.
Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
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 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Languages: Common, Orc
Organization:
Treasure: Combat Gear: +1 greatsword, potion of cure moderate wounds, potion of remove fear, alchemist’s fire; Other Gear: masterwork full plate, heavy flail, sling with 10 bullets, 500gp