PANHAND TARMIKOS CR 11
Male Half-Giant Barbarian (Drunken Brute) 12
CN Medium Humanoid
Init +2; Senses Low-Light Vision; Perception +16


DEFENSE


AC 25, touch 14, flat-footed 23 (+6 armor, +4 shield, +2 Dex, +1 natural, +2 deflection)
hp 204 (12d12+48)
Fort +14, Ref +7, Will +5
Defensive Abilities Improved Uncanny Dodge (Lv >=16), Trap Sense +4; DR 2/—; Resist Liquid Courage (max +3, current +0), Staggering Drunk (max +3, current +0)


OFFENSE


Spd 30 ft.
Melee Heavy Shield Bash +18/+13/+8 (1d4+6/20/x2) and
+2 Shock Gauntlet, Spiked +20/+15/+10 (1d4+8/20/x2) and
(L) +4 Battleaxe +23/+18/+13 (2d6+10/20/x3) and
(L) Greatsword +18/+13/+8 (3d6+9/19-20/x2) and
Unarmed Strike +18/+13/+8 (1d3+6/20/x2)
Special Attacks Elemental Rage, Lesser (1/rage), Elemental Rage (Cold), Powerful Build


STATISTICS


Str 22, Dex 14, Con 18, Int 10, Wis 10, Cha 8 Base Atk +12; CMB +18; CMD 32
Feats Endurance, Extra Rage, Improved Unarmed Strike, Throw Anything, Vital Strike, Weapon Focus: Battleaxe
Traits Frostborn, Resilient
Skills Acrobatics +12, Appraise +1, Bluff +0, Climb +16, Diplomacy +0, Disguise +0, Heal +1, Intimidate +10, Knowledge (Nature) +8, Perception +16, Sense Motive +1, Survival +15
SQ Antitoxin (vial), Boasting Taunt (Ex), Internal Fortitude (Ex), Rage (36 rounds/day) (Ex), Raging Drunk (Ex), Ring of Sustenance, Snowshoes
Combat Gear +2 Chain Shirt, +2 Jarring Mithral Shield, Heavy Steel, +2 Shock Gauntlet, Spiked, +4 Battleaxe, Greatsword; Other Gear Amulet of Natural Armor +1, Antitoxin (vial) (2), Bag of Holding III (22 @ 155 lbs), Bedroll, Blue Priest (5), Firewood (per day) (7), Flint and steel, Mead, Potion of Shield of Faith +5, Rations, trail (per day) (15), Red Cardinal Wine (5), Ring of Protection, +1, Ring of Protection, +2, Ring of Sustenance, Snowshoes, Stone of Good Luck (Luckstone)


SPECIAL ABILITIES


Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object. Boasting Taunt (Ex) Intimidate check while raging also shakes target. Damage Reduction (2/-) You have Damage Reduction against all attacks. Elemental Rage, Lesser (1/rage) (Su) 1/rage, attack deals +1D6 energy damage. Elemental Rage: Cold (Su) Attacks deal +1d6 energy damage while raging. Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+. Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions. Liquid Courage (max +3, current +0) (Ex) Each alchoholic drink consumed grants +1 to save vs. mind-affecting effects. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Powerful Build Can function as one size larger where advantageous. Rage (36 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged. Raging Drunk (Ex) Move action: consume alchohol - this round does not count against rounds of rage/day. Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp. Snowshoes -50% walking penalty for heavy snow. Staggering Drunk (max +3, current +0) (Ex) Each alchoholic drink consumed grants +1 to AC vs. AoO Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps. Vital Strike Standard action: x2 weapon damage dice.

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