Hit Points: 437
Damage reduction: 4
Kendel reduces any normal damage from an attack by 4. This does not include magical attacks, attacks from at least +1 or better magic weapons, or psionic damage.
Damage Reduction: 4 (Barbarian Feat)
See above under Hit Points.
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Armor Class: 18 (10 + 5 armor + 4 dexterity + -1 dex penalty (armor))
See also Kendel's Feats, including:
Dodge (Feat)
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with
each other, unlike most other types of bonuses.
Mobility (Feat)
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened
area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also,
dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with each other, unlike most types of bonuses.
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Initiative: 4 (dex bonus)
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Saving Throws:
Fortitude: 28 (19 base + 7 con + 2 great fortitude)
Reflex: 13 (9 base + 4 dex)
Willpower: 10 (9 base + 1 wisdom)
Great Fortitude (Feat)
+2 to Fortitude saves (already shown above)
Uncanny Dodge
"... At 10th level, the barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4."
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Base Attacks: 20/20/10/5
Power Attack (Feat)
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and
add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next action.
Greatsword Attack (one weapon only)
4 attacks: +27/+27/+17/+12
Damage: 2d6 +7
Critical: 17-20 (x2 damage)
Mageslayer (+2 magical long sword)
4 Attacks: +29/+29/+19/+14
Damage: 1d8+9
Critical: 19-20 (x2)
Mageslayer is a magical balde against evil mages. If Kendel attacks an evil mage, his attacks increase to +31/+31/+21/+16, and his damage is increased by +2.
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Skills (with armor restrictions): Appraise 3, Balance 4, Bluff 7, Climb 17, Disable Device 6, Escape Artist 1, Handle Animal 8, heal 5, Intimidate 26, Jump 10, Knowledge (nature) 5, Knowledge (religion) 3, Listen 20, Ride 19, Sense Motive 8, Spot 6, Swim 17, Wilderness Lore 15, Bowmaking 6, Trapmaking 5, Farmer 2, Innkeeper 3, Sailor 6, Literacy 1
Languages: Common, Draconic, Elven
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Equipment: Traveler's Outfit, Rope, Grapling, Flint/Steel, Blanket, Dried rashions, Water, Torches, Admantium Breastplate, Greatswords (x2)
Magical Items: Ring of Fire Resistance, Mageslayer, (+2 weapon, +4 vs. evil wizards). Any mage (good or evil) standing within 10' of the blade when it is unsheathed must make a Fortitude save each round or suffer 1d4 damage.
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Other Special Abilities and feats (Kendel has some big feats!):
Barbarian Proficiencies (Free with Barbarian Class)
Simple and Martial weapon proficiencies
All armor proficiencies, including shields
Rage 6 times per day (Barbarian Feat)
When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal
strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution,
and a +2 morale bonus on Will saves, but suffers a .2 penalty to AC.
The increase in Constitution increases the barbarian.s hit points by 2 points per level, but these hit points go away at the end of the
rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see
Temporary Hit Points, page 129.) While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as
moving silently or casting spells. (The only class skills he can.t use while raging are Craft, Handle Animal, and Intuit Direction.) He can
use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it.s tied to a skill that requires
patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character.s (newly improved) Constitution
modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (.2 to Strength, .2 to
Dexterity, can.t charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer
applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level).
Entering a rage takes no time itself, but the barbarian can only do it during his action (see Initiative, page 120), not in response to
somebody else.s action. A barbarian can.t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points
from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before
the arrow struck.
Starting at 15th level, the barbarian.s rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves.
(The AC penalty remains at .2.)
Fast Movement (Barbarian Feat)
The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or
medium armor (and not carrying a heavy load). For example, a human barbarian in studded leather armor has a standard speed of 40 feet.
Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running
speed is 160 feet (rather than 120).
Uncanny Dodge (Barbarian Feat)
Starting at 2nd level, the barbarian gains the extraordinary ability to react to danger before his senses would
normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed
or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 5th level, the barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a
single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the barbarian. The exception to this defense is
that a rogue at least four levels higher than the barbarian can flank him (and thus sneak attack him).
At 10th level, the barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to
avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at
19th they rise to +4.
Ambidexterity (Feat)
Kendel has the ability to fight with each hand as effectively as the other. This modifies his attacks. those modifiers have been added to the scores above.
Blindfight (Feat)
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you
actually hit (see Table 8.10: Concealment, page 133).
An invisible attacker gets no bonus to hit you in melee. That is, you don.t lose your positive Dexterity bonus to Armor Class, and the
attacker doesn.t get the usual +2 bonus (see Table 8.8: Attack Roll Modifiers, page 132). The invisible attacker.s bonuses do still apply
for ranged attacks, however.
You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to
three-quarters of normal, instead of one-half (see Table 9.4: Hampered Movement, page 143).
Cleave (Feat)
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get
an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this
extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can
use this ability once per round.
Combat Reflexes (Feat)
When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity
modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round.the one attack of
opportunity any character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four goblins move through the
character.s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity
per enemy.
You may also make attacks of opportunity while flat-footed.
Endurance (Feat)
Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding
your breath, and so on), you get a +4 bonus to the check.
Improved Unarmed Strike (Feat)
You are considered to be armed even when unarmed.that is, armed opponents do not get attacks of opportunity when you
attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you.
Stunning Fist (Feat)
Declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a
foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier), in addition to
dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned
character can.t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent.
You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round.
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