Race: Goliath
Class: Barbarian3/Fighter2
HD: 3d12+2d10+8; 64 hp
Initiative: +1
Speed: 40 feet
AC: 19 (+1 Dex, +7 armor, +1 deflection), touch 12, flatfooted 18, or 17 when raging
BAB:[/b] +5
CMB: +10 (+5 BAB +5 Str)
CMD: 22 (+5 BAB +5 Str +1 Dex +1 deflection)
Melee attacks: Masterwork Greataxe +11 (3d6+7/x3) or +9 (3d6+13) when using Power Attack
Ranged attacks: Javelin +7 (1d8+5) or composite longbow +7 (1d8+2/x3)
Saves: F +8, R +3, W +3 (+4 vs. Fear)
Alignment: CN
Abilities: Str 21 (+5), Con 12 (+1), Dex 12 (+1), Int 8 (-1), Wis 12 (+1), Cha 8 (-1)
Languages: Common
Skills (11 pts):
Acrobatics +3 (1 rank +1 Dex +3 class skill -2 armor)
Climb +9 (1 rank +5 Str +3 class skill -2 armor)
Intimidate +7 (5 ranks -1 Cha +3 class skill)
Knowledge – Nature +3 (1 rank -1 Int +3 class skill)
Perception +6 (2 ranks +1 Wis +3 class skill)
Sense Motive +3 (+1 Wis +2 racial)
Survival +5 (1 ranks +1 Wis +3 class skill)
Feats (5): Cleave, Extra Rage, Great Cleave, Improved Bull Rush, Power Attack
Traits (2): Rostlander (+1 trait bonus to Fort), Deft Dodger (+1 trait bonus to Ref)
SA/Q: Mountain movement, powerful build, fast movement, rage (15 rds/day; when raging: Str 25, Con 16, 74 hp, AC 17, CMB +12, CMD 24, Greataxe +13 (3d6+10/x3) or +11 (3d6+16/x3) w. Power Attack, F +10, W +5), rage power (intimidating glare), DR 1/- or DR 2/- vs. nonlethal (replaces uncanny dodge, improved uncanny dodge, and damage reduction), extreme endurance (replaces trap sense), bravery +1
Intimidating Glare (Ex): Make an Intimidate check against one adjacent foe as a move action. If Grabthar successfully demoralizes the opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which Grabthar's check exceeds the DC (10 + enemy HD + enemy Wis modifier).
Equipment: Mithral Breastplate +1, Cloak of Resistance +1, Ring of Protection +1, Large MW greataxe, large greataxe, greataxe +1, large composite longbow [+2 Str], large dagger, 3 x large javelins, chain shirt, backpack, bedroll, blanket, flint and steel, grappling hook, 10 ft pole, belt pouch, 4 days rations, silk rope (50 ft), sack, 3 x torches, waterskin, whetstone
Potions: Cure Light Wounds, Cure Moderate Wounds
Money: 0 (all spent on mithral breastplate +1)
Invulnerable Rager
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage. An invulnerable rager has the following class features.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.