Barbarian, Orc; CR: 6; XP: 2,400; Orc barbarian 7 Align: CE; Medium humanoid (orc)
Init: +2, Senses: darkvision 60 ft.; Perception +8
DEFENSE: AC: 17; TAC: 13; FFAC: 15; HD: 7d12+21; HP: 72; Saves: For: +7, Ref: +4, Will: +2; Defensive Abilities: ferocity, improved uncanny dodge, trap sense +2; Weaknesses: light sensitivity, DR: 1/-
When RAGING: AC: 15; TAC: 11; FFAC: 13; HD: 7d12+35; HP: 86; Saves: For: +9, Ref: +4, Will: +2; Defensive Abilities: ferocity, improved uncanny dodge, trap sense +2; Weaknesses: light sensitivity, DR: 1/-
OFFENSE: Speed: 30 ft. ; Melee: +1 falchion +12/+7 (2d6+8/18-20), bite +6 (1d4+3) or masterwork shortspear +12/+7 (1d6+7); Ranged: javelin +9/+4 (1d6+6);
When RAGING: Melee: +1 greatsword +14/+9 (2d4+10/18-20), bite +8 (1d4+3) or masterwork shortspear +14/+9 (1d6+9)
Special Attacks: rage (18 rounds/day), rage powers (animal fury, intimidating glare, strength surge +7)
Statistics: Str: 19; Dex: 13 ; Con: 14; Int: 8; Wis: 6; Cha: 10; BAB: +7 ; CMB: +11 ; CMD: 22
When RAGING: Str: 23; Dex: 14; Con: 18; Int: 8; Wis: 6; Cha: 10; BAB: +7; CMB: +13 ; CMD: 24
Feats: Ferocious Action, Intimidating Prowess, Quick Draw, Resolute Rager
Skills: Perception +8, Sense Motive +5, Survival +11, Swim +10, Intimidate +16
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.
Animal Fury (Ex): Benefit: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
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.
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.
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
Languages: Common, Orc
Organization:
Treasure: Combat Gear: +1 falchion, potion of cure serious wounds, potion of bull's strength; Other Gear: masterwork hide armor, masterwork shortspear, javelins (10), 99gp