Barbarians
Init: +1. Senses: Perception +5. Ac: 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage).
Hp: 17 (1d12+5).
Fortitude: +6. Reflex: +1. Will: +3.
Speed: 30 ft.. Melee: greatsword +6 (2d6+7/19–20) orheavy flail +6 (1d10+7/19–20). Special Attacks: rage (6 rounds/day). Strength: 21. Dexterity: 13. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +1. Cmb: +6. Cmd: 15.
Feats: Cleave, Power Attack.
Skills: Climb +5, Knowledge (nature) +4, Perception +5, Survival +5, Swim +5.
Languages: Common. Special Qualities: fast movement. Combat Gear: potion of cure light wounds, potion of remove fear, alchemist's fire. Other Gear: breastplate, greatsword, heavy flail, sling with 10 bullets, 5 gp.
Tactics
During Combat The barbarian favors her greatsword and Power Attack when fighting monsters, but uses her flail against weapon-using foes to make disarm and trip combat maneuvers.
Base Statistics When not raging, the barbarian's statistics are
AC 17, touch 11, flat-footed 16
hp 15
Fort +4
Will +1
Melee greatsword +4 (2d6+4/19-20) or heavy flail +4 (1d10+4/19-20)
Ranged sling +2 (1d4+3)
Str 17
Con 14
CMB +4
Skills Climb +3, Swim +3.
This cold, merciless barbarian fights for gold and glory.
Arjana
This mercenary once roamed the wilderness, but now fights to pay for the comforts of civilization.
Init: +2. Senses: Perception +7. Ac: 18, touch 10, flat-footed 16 (+6 armor, +2 Dex, –2 rage, +2 shield).
Hp: 28 (2d12+10).
Fortitude: +7. Reflex: +2. Will: +4; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), uncanny dodge.
Speed: 30 ft.. Melee: mwk dwarven waraxe +7 (1d10+4/×3) ormwk dwarven waraxe +5 (1d10+4/×3), armor spikes +4 (1d6+2) orspiked heavy steel shield +4 (1d8+4). Ranged: throwing axe +4 (1d6+4). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day), rage powers (knockback). Strength: 18. Dexterity: 15. Constitution: 19. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +2. Cmb: +6. Cmd: 16 (20 vs. bull rush or trip).
Feats: Two-Weapon Fighting.
Skills: Climb +3, Knowledge (dungeoneering, engineering) +2, Perception +7 (+9 to notice unusual stonework), Survival +6.
Languages: Common, Dwarven. Special Qualities: fast movement. Combat Gear: acid. Other Gear: masterwork breastplate with armor spikes, spiked heavy steel shield, masterwork dwarven waraxe, throwing axe, 2 gp.
Tactics
During Combat The barbarian uses his shield primarily for defense.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 12, flat-footed 18
hp 24
Fort +5
Will +2
Melee mwk dwarven waraxe +5 (1d10+2/×3) or mwk dwarven waraxe +3 (1d10+2/×3), armor spikes +2 (1d6+1) or spiked heavy shield +2 (1d8+2)
Ranged throwing axe +4 (1d6+2)
Str 14
Con 15
CMB +4
Skills Climb +1.
The most adventurous, thrill-seeking, and foolhardy dwarves can go a little mad, roaming the land in their search for blood and battle.
Axe Warrior
Init: +1. Senses: darkvision 60 ft.; Perception +6. Ac: 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, –2 rage).
Hp: 40 (3d12+15).
Fortitude: +7. Reflex: +2. Will: +3. Defensive Abilities: orc ferocity, trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: mwk greataxe +9 (1d12+7/×3). Ranged: mwk sling +5 (1d4+5). Special Attacks: rage (10 rounds/day), rage powers (intimidating glare). Strength: 21. Dexterity: 13. Constitution: 18. Intelligence: 8. Wisdom: 10. Charisma: 12.
Base Attack: +3. Cmb: +8. Cmd: 17.
Feats: Intimidating Prowess, Power Attack.
Skills: Climb +7, Intimidate +14, Perception +6, Survival +4, Swim +5.
Languages: Common, Orc. Special Qualities: fast movement, orc blood, weapon familiarity. Combat Gear: potion of cure light wounds, potion of lesser restoration, potion of protection from good. Other Gear: mwk chainmail, mwk greataxe, mwk sling with 10 bullets, climber's kit, 250 gp.
Tactics
During Combat The barbarian uses intimidating glare each round, attacking first, then focusing her glare upon the uninjured.
Base Statistics When not raging, the barbarian's statistics are
AC 17, touch 11, flat-footed 16
hp 34
Fort +5
Will +1
Melee mwk greataxe +7 (1d12+4/×3)
Ranged mwk sling +5 (1d4+3)
Str 17
Con 14
CMB +6
Skills Climb +5, Intimidate +12, Swim +3.
Dog Rider
Init: +3. Senses: Perception +10. Ac: 18, touch 12, flat-footed 15 (+5 armor, +3 Dex, –2 rage, +1 shield, +1 size).
Hp: 43 (4d12+12).
Fortitude: +8. Reflex: +5. Will: +5; +3 vs. spells and spell-like or supernatural abilities, +2 vs. fear. Defensive Abilities: trap sense +1, uncanny dodge.
Speed: 30 ft.. Melee: lance +9 (1d6+4/×3). Ranged: +1 halfling sling staff +10 (1d6+5/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: rage (11 rounds/day), rage powers (superstition +3, surprise accuracy +2). Strength: 18. Dexterity: 16. Constitution: 17. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +4. Cmb: +7. Cmd: 18.
Feats: Deadly Aim, Weapon Focus (halfling sling staff).
Skills: Acrobatics +11, Handle Animal +6, Perception +10, Ride +9, Stealth +10, Survival +5. Special Qualities: fast movement. Combat Gear: oils of magic weapon (2), potions of cure light wounds (2). Other Gear: +1 chain shirt, masterwork buckler, lance, masterwork halfling sling staff with 20 bullets, riding dog with riding saddle and leather barding, 55 gp.
Tactics
Before Combat The barbarian applies oil of magic weapon.
During Combat The barbarian keeps his distance, pelting enemies with bullets. If ranged attacks fail, he charges with his lance.
Base Statistics When not raging and without magic weapon, the barbarian's statistics are
AC 20, touch 14, flat-footed 17
hp 35
Fort +6
Will +3; Meleelance +7 (1d6+2/×3); Ranged mwk halflingsling staff +10 (1d6+2/×3); Str 14, Con 13; CMB +5; Skills Climb +9, Swim +5.
Small and adept at skirmish maneuvers, a dog rider is a deadly and cautious warrior.
Wild Lancer
Init: +1. Senses: low-light vision; Perception +11. Ac: 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, –2 rage, +2 shield).
Hp: 63 (5d12+25).
Fortitude: +9. Reflex: +3. Will: +5; +3 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +1. Immune: sleep.
Speed: 30 ft.. Melee: mwk lance +12 (1d8+6/×3) orarmor spikes +11 (1d6+6). Ranged: javelin +6 (1d6+6). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: rage (14 rounds/day), rage powers (quick reflexes, superstition +3). Strength: 22. Dexterity: 13. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +5. Cmb: +11. Cmd: 20.
Feats: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge.
Skills: Acrobatics +2, Climb +12, Perception +11, Ride +8, Survival +5, Swim +7.
Languages: Common, Elven. Special Qualities: elf blood, fast movement. Combat Gear: acid. Other Gear: +1 breastplate with armor spikes, masterwork heavy wooden shield, javelins (5), masterwork lance, cloak of resistance +1, heavy horse (combat trained) with military saddle and masterwork studded leather barding, 310 gp.
Tactics
During Combat The barbarian makes charge attacks whenever possible. If prevented from charging, she maneuvers to maximize attacks of opportunity caused by her extended reach. Her armor spikes are a weapon of last resort.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 11, flat-footed 19
hp 53
Fort +7
Will +3; no bonus vs. spells and spell-like or supernatural abilities
Melee mwk lance +10 (1d8+4/×3) or armor spikes +9 (1d6+4)
Ranged javelin +6 (1d6+4)
Str 18
Con 14
CMB +9
Skills Climb +10, Swim +5.
Some barbarians are most at home on horseback.
Init: +4. Senses: low-light vision; Perception +12. Ac: 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage).
Hp: 68 (6d12+24).
Fortitude: +8. Reflex: +6. Will: +5; +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +2. Immune: sleep.
Speed: 50 ft.. Melee: mwk elven curve blade +10/+5 (1d10+4/18–20). Ranged: +1 composite longbow +11/+6 (1d8+4/×3). Special Attacks: rage (15 rounds/day), rage powers (rolling dodge +2, swift foot +10 feet). Strength: 17. Dexterity: 18. Constitution: 16. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +6. Cmb: +9. Cmd: 21.
Feats: Deadly Aim, Point-Blank Shot, Power Attack.
Skills: Acrobatics +12 (+20 when jumping), Climb +10, Craft (bows) +5, Handle Animal +5, Knowledge (nature) +5, Perception +12, Stealth +5, Survival +5.
Languages: Common, Elven. Special Qualities: elven magic, fast movement, weapon familiarity. Combat Gear: potions of cure light wounds (2), potions of longstrider (2), alchemist's fire (2). Other Gear: +1 chain shirt, +1 composite longbow (+3 Str) with 20 arrows, masterwork elven curve blade, climber's kit, 2 gp.
Tactics
During Combat The barbarian switches freely between bow and blade as the situation warrants.
Base Statistics When not raging, the barbarian's statistics are
AC 19, touch 14, flat-footed 15
hp 56
Fort +6
Will +3
Melee mwk elven curve blade +8/+3 (1d10+1/18-20)
Ranged +1 composite longbow +11/+6 (1d8+2/×3)
Str 13
Con 12
CMB +7
Skills Climb +8.
This barbarian guards the fringes of wooded territories, protecting creatures and people from those who would despoil the land and steal from its inhabitants. They distrust all outsiders, but must also guard against their own kin.
Init: +1. Senses: Perception +12. Ac: 18, touch 9, flat-footed 17 (+9 armor, +1 Dex, –2 rage).
Hp: 93 (7d12+42).
Fortitude: +11. Reflex: +4. Will: +7; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2. Dr: 1/&mdash.
Speed: 20 ft.. Melee: mwk adamantine greataxe +13/+8 (1d12+7/×3). Ranged: light hammer +8 (1d4+5) orthrowing axe +8 (1d6+5). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, rage (19 rounds/day), rage powers (guarded stance +2, knockback, strength surge +7). Strength: 20. Dexterity: 13. Constitution: 20. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +7. Cmb: +12 (+16 sunder). Cmd: 21 (25 vs. bull rush or trip, 23 vs. sunder).
Feats: Armor Proficiency (heavy), Greater Sunder, Improved Sunder, Power Attack.
Skills: Acrobatics +5 (+1 when jumping), Climb +10, Craft (weapons) +10, Knowledge (dungeoneering) +5, Perception +12 (+14 to notice unusual stonework).
Languages: Common, Dwarven. Special Qualities: fast movement. Combat Gear: oil of magic weapon, potion of cure light wounds, potion of shield of faith, acid (3). Other Gear: masterwork full plate, light hammer (2), masterwork adamantine greataxe, throwing axe (2), cloak of resistance +1, climber's kit, masterwork artisan's tools, 2 gp.
Tactics
During Combat The barbarian uses her guarded stance and alternates between dealing damage and sundering weapons.
Base Statistics When not raging, the barbarian's statistics are
AC 20, touch 11, flat-footed 19
hp 79
Fort +9
Will +5
Melee mwk adamantine greataxe +11/+6 (1d12+4/×3)
Ranged light hammer +8 (1d4+3) or throwing axe +8 (1d6+3)
Str 16
Con 16
CMB +10 (+14 sunder)
Skills Climb +8.
A sundering axe whittles away at her enemies' abilities to attack and defend themselves.
Init: +1. Senses: low-light vision; Perception +12. Ac: 17, touch 10, flat-footed 16 (+7 armor, +1 Dex, –2 rage, +1 size).
Hp: 105 (8d12+48).
Fortitude: +12. Reflex: +4. Will: +5; +4 vs. spells and spell-like or supernatural abilities, +2 vs. illusions. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +2. Dr: 2/&mdash.
Speed: 25 ft.. Melee: mwk cold iron glaive +15/+10 (1d8+7/×3) or kukri +14/+9 (1d3+5/18–20). Ranged: mwk composite longbow +11/+6 (1d6+5/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with glaive). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids, rage (21 rounds/day), rage powers (clear mind, knockback, quick reflexes, superstition +4). Strength: 20. Dexterity: 13. Constitution: 20. Intelligence: 13. Wisdom: 10. Charisma: 10.
Base Attack: +8. Cmb: +12 (+16 trip). Cmd: 21 (23 vs. trip).
Feats: Combat Expertise, Greater Trip, Improved Trip, Power Attack.
Skills: Acrobatics +5, Climb +8, Craft (ships) +5, Intimidate +5, Knowledge (nature) +10, Linguistics +3, Perception +12, Profession (sailor) +5, Survival +10, Swim +10.
Languages: Aquan, Auran, Common, Gnome, Sylvan. Special Qualities: fast movement. Combat Gear: oil of magic weapon,potion of cure light wounds. Other Gear: +1 breastplate, kukri, masterwork cold iron glaive, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +1, climber's kit, 50 gp.
Tactics
During Combat The barbarian leads with trip maneuvers, seeking to trigger attacks of opportunity. He uses knockback to force creatures to advance on him again through the threatened area of his glaive.
Base Statistics When not raging, the barbarian's statistics are
AC 19, touch 12, flat-footed 18
hp 89
Fort +10
Will +3; no bonus vs. spells and spell-like or supernatural abilities
Melee mwk cold iron glaive +13/+8 (1d8+4/×3) or kukri +12/+7 (1d3+3/18-20)
Ranged mwk composite longbow +11/+6 (1d6+3/×3)
Str 16
Con 16
CMB +10 (+14 trip)
Skills Climb +6, Swim +8.
Init: +2. Senses: low-light vision, scent; Perception +19. Ac: 14, touch 10, flat-footed 12 (+4 armor, +2 Dex, –2 rage).
Hp: 109 (9d12+45).
Fortitude: +11. Reflex: +6. Will: +6; +4 vs. spells and spell-like and supernatural abilities, +2 vs. enchantments. Defensive Abilities: improved uncanny dodge, trap sense +3. Dr: 1/-. Immune: sleep.
Speed: 40 ft.. Melee: +1 longspear +16/+11 (2d4+10/×3) orspiked gauntlet +15/+10 (1d4+6). Ranged: +1 composite longbow +12/+7 (1d8+7/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with longspear). Special Attacks: rage (22 rounds/day), rage powers (quick reflexes, raging swimmer +9, scent, superstition +4). Strength: 22. Dexterity: 14. Constitution: 18. Intelligence: 12. Wisdom: 10. Charisma: 8.
Base Attack: +9. Cmb: +15. Cmd: 25.
Feats: Cleave, Great Cleave, Lunge, Power Attack, Skill Focus (Acrobatics), Vital Strike.
Skills: Acrobatics +16 (+20 when jumping), Climb +10, Handle Animal +10, Knowledge (nature) +5, Linguistics +3, Perception +19, Ride +5, Stealth +10, Survival +4, Swim +20.
Languages: Aquan, Common, Elven, Sylvan. Special Qualities: elf blood, fast movement. Combat Gear: oil of align weapon (lawful), potion of cure light wounds, potion of lesser restoration, alchemical silver arrows (10), cold iron arrows (10). Other Gear: masterwork chain shirt, +1 composite longbow (+6 Str) with 20 arrows, +1 longspear, masterwork longspear, spiked gauntlet, cloak of resistance +1, eyes of the eagle, 1 gp.
Tactics
During Combat The barbarian prefers to fight in the water, outswimming foes or using the water for cover as she attacks landward opponents her bow or longspear (using Lunge). She eschews full attacks in favor of Vital Strike attacks against a lone target or Great Cleave attacks against groups. She forces enemies to approach through the guard of her longspear, provoking attacks of opportunity.
Base Statistics When not raging, the barbarian's statistics are
Senses no scent
AC 16, touch 12, flat-footed 14
hp 91
Fort +9
Will +4; no bonus vs. spells and spell-like or supernatural abilities
Melee +1 longspear +14/+9 (2d4+7/×3) or spiked gauntlet +13/+8 (1d4+4)
Ranged +1 composite longbow +12/+7 (1d8+5/×3)
Str 18
Con 14
CMB +13
Skills Climb +8, Swim +9.
Adept at combat on land or in the water, the raging swimmer attacks foes when they are most vulnerable.
Dorremera Salin
Dorremera is a child of the waves, sired by an aquatic elf who abandoned her human mother. Raised along the sea, Dorremera took to the water as if born to it, and considers the beasts of the sea and shore her kin. She has little patience for the niceties of society—whether human or elven—and lashes out at almost everyone who crosses her path.
Combat Encounters
Dorremera has no compunctions about stealing from landlubbers, or killing those who chase or surprise her.
Roleplaying Suggestions
Though it is hard to get through to her, Dorremera sometimes parleys with adventuring groups that treat her respectfully, show great battle prowess, or are particularly kind to sea creatures.
Init: +5. Senses: Perception +14. Ac: 21, touch 14, flat-footed 16 (+5 armor, +5 Dex, –2 rage, +2 shield, +1 size).
Hp: 120 (10d12+50).
Fortitude: +13. Reflex: +10. Will: +8; +4 vs. spells and spell-like or supernatural abilities, +2 vs. fear. Defensive Abilities: improved uncanny dodge, trap sense +3. Dr: 2/-. Immune: nauseated, sickened.
Speed: 30 ft.. Melee: mwk scimitar +15/+10 (1d4+3/18–20). Ranged: +1 composite longbow +15/+15/+10 (1d6+4/19–20/×3) or +1 composite longbow +17/+12 (1d6+4/19–20/×3). Special Attacks: rage (24 rounds/day), rage powers (clear mind, internal fortitude, raging climber +10, rolling dodge +2, superstition +4). Strength: 16. Dexterity: 20. Constitution: 18. Intelligence: 10. Wisdom: 12. Charisma: 10.
Base Attack: +10. Cmb: +12. Cmd: 25.
Feats: Deadly Aim, Improved Critical (composite longbow), Manyshot, Point-Blank Shot, Rapid Shot.
Skills: Acrobatics +20, Climb +30, Perception +14, Stealth +19, Survival +5, Swim +7.
Languages: Common, Halfling. Special Qualities: fast movement. Combat Gear: potions of cure light wounds (2), potion of protection from arrows, potion of shield of faith, alchemical silver arrows (10), alchemist's fire (2), cold iron arrows (10), drow poison (3), tanglefoot bag. Other Gear: +1 mithral chain shirt, +1 buckler, +1 composite longbow (+3 Str) with 60 arrows, masterwork scimitar, belt of incredible dexterity +2, cloak of resistance +1, climber's kit, 300 gp.
Tactics
During Combat The barbarian uses Climb and Acrobatics to rain death upon enemies from above. She snipes from cover or concealment to begin her attack, but after that is concerned solely with maximizing the intensity of her deadly barrage. She activates her rolling dodge to evade enemy counterfire.
Base Statistics When not raging, the barbarian's statistics are
AC 23, touch 16, flat-footed 18
hp 100
Fort +11
Will +6; no bonus vs. spells and spell-like or supernatural abilities
Immune —
Melee mwk scimitar +13/+8 (1d4+1/18-20)
Ranged +1 composite longbow +15/+15/+10 (1d6+2/19-20/×3) or +1 composite longbow +17/+12 (1d6+2/19-20/×3)
Str 12
Con 14
CMB +10
Skills Climb +18, Swim +5.
Rare tribes of halfling cannibals stalk deep jungles in search of sentient prey.
Lanani Shabu
When newcomers objecting to his matriarchal tribe's cannibalistic ways wiped out his kin, Lanani had no choice but to ritualistically take on new leadership—and a new gender. Now "Mother Lanani" hunts the jungle, punishing humans and recruiting halflings to her new tribe.
Combat Encounters
Lanani can stalk quarry for days, slowly weakening those she is not able to knock out with her poison. Other times, she heads a hunting band.
Roleplaying Suggestions
Lanani rarely interacts with the outside world, but in desperate times she ventures into civilization to lure prey closer to her tribe.
Init: +4. Senses: darkvision 60 ft.; Perception +15. Ac: 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage).
Hp: 142 (11d12+65).
Fortitude: +14. Reflex: +9. Will: +9; +4 vs. spells and spell-like orsupernatural abilities. Defensive Abilities: improved uncanny dodge, orc ferocity, trap sense +3. Dr: 3/&mdash.
Speed: 40 ft.. Melee: +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3). Ranged: mwk composite longbow +16/+11/+6 (1d8+6/×3). Special Attacks: greater rage (26 rounds/day), rage powers (animal fury, increased damage reduction +1, no escape, raging leaper +11, superstition +4). Strength: 22. Dexterity: 18. Constitution: 20. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +11. Cmb: +17. Cmd: 29.
Feats: Double Slice, Improved Critical (orc double axe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (orc double axe).
Skills: Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10, Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11. Special Qualities: fast movement, orc blood, weapon familiarity. Combat Gear: potions of blur (2), potion of fly. Other Gear: +1 chain shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, climber's kit, 50 gp.
Tactics
During Combat The barbarian charges into the heart of battle, using one end of his double axe two-handed when charging or moving, and switching back to a double weapon grip when making full attacks. He uses his leaping and Acrobatics to enter melee quickly, using his no escape ability to chase down cowards.
Base Statistics When not raging, the barbarian's statistics are
AC 19, touch 14, flat-footed 15
hp 109
Fort +11
Will +6; no bonus vs. spells and spell-like or supernatural abilities
DR 2/—
Melee +1 orc double axe +16/+11/+6 (1d8+5/19-20/×3) or +1 orc double axe +14/+9/+4 (1d8+4/19-20/×3), +1 orc double axe +14/+9 (1d8+4/19-20/×3), bite +9 (1d4+1)
Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3)
Str 16
Con 14
CMB +14
CMD 28
Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8.
This half-orc barbarian savagely rips though weaker opponents with unquenchable bloodlust.
Graun Quor
Graun the pit fighter was raised in lawless borderlands where control changed hands frequently and unpredictably. The one constant was the thirst for blood sports, and any youth with a hard edge and more greed and ambition than fear could make a name and a fortune so long as he survived. Graun mastered many weapons throughout his career, but loves best the orc double axe he took as a prize in an early championship bout. Having long since bought his freedom, Graun wanders the borderlands selling his skills to the highest bidder. A few orc tribes have offered Graun leadership roles, but he has little patience for such things and cares nothing for the welfare of his allies.
Combat Encounters
Graun can be found at the head of an orc band on rare occasions, either a tribe he has adopted for a short time or who serve as fodder for his hunts. Other times he stalks the wild lands looking for opponents worthy of his fighting skills.
Roleplaying Suggestions
Init: +1. Senses: Perception +17. Ac: 23, touch 11, flat-footed 21 (+10 armor, +1 deflection, +1 Dex, +1 dodge, –2 rage, +2 shield).
Hp: 191 (12d12+108).
Fortitude: +17. Reflex: +6. Will: +10; +2 vs. poison, spells, and spell-like abilities. Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +4. Dr: 2/&mdash.
Speed: 20 ft.. Melee: +1 giant-bane dwarven waraxe +19/+14/+9 (1d10+7/×3). Ranged: mwk composite longbow +14/+9/+4 (1d8+6/×3). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, greater rage (31 rounds/day), rage powers (guarded stance +3, mighty swing, no escape, roused anger, strength surge +12, unexpected strike). Strength: 22. Dexterity: 13. Constitution: 26. Intelligence: 8. Wisdom: 14. Charisma: 8.
Base Attack: +12. Cmb: +18. Cmd: 29 (33 vs. bull rush or trip).
Feats: , Dodge, Heavy Armor Proficiency, Mobility, Power Attack, Spring Attack, Vital Strike.
Skills: Climb +10, Heal +5, Knowledge (nature) +5, Linguistics +0, Perception +17 (+19 to notice unusual stonework), Survival +10, Swim +10.
Languages: Common, Dwarven, Giant. Special Qualities: fast movement. Combat Gear: potions of blur (2), potions of cure light wounds (2), tanglefoot bags (3). Other Gear: +1 full plate, +1 buckler, +1 giant-bane dwarven waraxe, mwk composite longbow (+6 Str) with 20 arrows, belt of mighty constitution +2, cloak of resistance +1, ring of protection +1, 5 gp.