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Bolan

HALFLING HUMANOID
Class
Barbarian (Animal Instincts, Bear)
Size
Small
Alignment
NG
XP
Level
  20  
Hero Points
Deity
Halfling (Gutsy)
Detective
25ft
+6
Str
Modifier
Strength
Score
22
+4
Dex
Modifier
Dexterity
Score
18
+6
Con
Modifier
Constitution
Score
22
+1
Int
Modifier
Intelligence
Score
12
+1
Wis
Modifier
Wisdom
Score
12
+4
Cha
Modifier
Charisma
Score
18
Total
42
Base
10
Key
6
Item
0
Prof
26
U T E M L
      +6  

 
Halfling, Tulothi (Old Common)
HP
0/366
Temp. HP
0
Resistances and Immunities
Piercing or Slashing: 3 + Con Mod while raging
Total
27
Prof. Mod
26
Att. Mod (Wis)
1
Item Mod
0
U T E M L
      +6  

 
Total
43
AC Base
10
Dex Bonus (or AC Cap)
3
Item
4
Prof
26
U T E M L
      +6  

 
Unarmored
U T E M L
      +6  

 
Light
U T E M L
      +6  

 
Medium
U T E M L
      +6  

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 34 6 28 0 8
Reflex (DEX) 28 4 24 0 4
Will (WIS) 27 1 26 0 6
Simple Weapons
U T E M L
      +6  

 
Martial Weapons
U T E M L
      +6  

 
Bear Jaws+261d12 + 5 + 6 (weapon specialization) + 12 (bear instincts)Piercing, Unarmed
Bear Claws+91d8 + 5 + 6 (weapon specialization) + 12 (bear instincts)Slashing, Agile, Unarmed
Total Prof. Mod Ability Mod Item Mod Armor Mod
+26 Acrobatics (dex) 22 4 0
+1 Arcana (int)   1 0
+34 Athlethics (str) 28 6 0
+1 Crafting (int)   1 0
+4 Deception (cha)   4 0
+4 Diplomacy (cha)   4 0
+32 Intimidation (cha) 28 4 0
+1 Medicine (wis)   1 0
+27 Nature (wis) 26 1 0
+1 Occultism (int)   1 0
+26 Performance (cha) 22 4 0
+1 Religion (wis)   1 0
+23 Society (int) 22 1 0
+26 Stealth (dex) 22 4 0
+1 Survival (wis)   1 0
+4 Thievery (dex)   4 0
BEAM of the STORM
-----------------------------------
STORMHEART - You are immune to lightning damage, and winds do not affect you unless you want them to.
STORMFIST - When you damage an enemy with a melee attack, they are knocked back 20ft - 5ft per size they are larger than you (double the distance if you crit). You can follow them if you wish. If they hit an obstacle, they take 1d6 damage for every 5ft they could not move.
EMPOWERING WINDS - You count as one size larger for effects that rely on size.
STORM'S WRATH - You gain 4th level Divine Wrath as a Divine Innate spell that you can cast at will (like a cantrip). You also gain 7th level Sunburst as a Divine Innate spell that you can cast once per day, except that you replace the Fire damage with Lightning damage.

RAY of PRESERVATION
-----------------------------------
You emit a 15ft radius aura of preservation. Anything within the aura is immune to rotting, rust, unnatural aging, and the like. In addition, creatures within the aura are immune to Clumzy, Drained, Enfeebled, and Stupefied from magical sources (so a Wight's life drain would not apply Drained within the aura, but a broken leg might still cause Enfeebled.) In addition, when making Recovery Checks (i.e. Death Saving Throws). Do not add your Dying or Wounded values to the check DC. (So if you are dying 2, the DC is usually 12, but for you it would still be 10.)

Keen Eyes

GUTSY (When you roll a success on a saving throw against an emotion effect, you get a critical success instead.)

NIMBLE (When you roll a success on a Climb or Balance check to avoid falling, you Crit Success instead. Also, you aren't flat-footed while climbing or balancing)

HALFLING LUCK (1/day, as a free action, reroll a failed save or skill check. You must use the new roll)

HALFLING INGENUITY (you can use Halfling Luck for allies within 30ft.)

IRREPRESSIBLE (for saving throws against emotion effects, success is crit success, and crit fail is just regular fail)

Barbarian Abilities
---------------------------------
RAGE (1 action to gain: +1 to AC, LVL + CON HP, +2 damage to melee attacks, cannot concentrate)

DENY ADVANTAGE (you aren't Flat Footed against enemies you can't see properly or don't realize are there)

BRUTALITY (While raging, can use Critical Specialization effects for melee weapons and unarmed attacks [Unarmed: target must succeed Fort Save or be Slowed 1 until end of your next turn. Axe: pick another adjacent enemy. If its AC is less than the d20 value, it takes damage equal to the value on the weapon's damage die.) Expert in Unarmed, Simple and Martial weapons.)

JUGGERNAUT (master in Fortitude Saves, and success becomes crit success)

WEAPON SPECIALIZATION (+2 damage in weapons you are expert with, +3 for master, +4 for legendary. In addition, from Animal Instincts gain: increase animal weapon damage die size by 1 step, and bonus rage damage increases to 5 (or 12 when you get Greater Weapon Specialization))

LIGHTNING REFLEXES (expert in Reflex Saves)

RAGING RESISTANCE (while raging, gain Slashing and Piercing Resistance: 3 + Con Mod)

MIGHTY RAGE (when you enter a rage, use Come and Get Me as a free action)

QUICK RAGE (when your rage ends, you only have to wait 1 round to start it again (instead of 1 minute))

DEVASTATOR (your melee attacks ignore 10 points of Physical Resistance)

Barbarian Feats
---------------------------------
RAGING INTIMIDATION (can intimidate while raging, also gain Intimidating Glare and Scare to Death feats)

NO ESCAPE (use your reaction to move up to your speed to stay with a fleeing opponent)

QUICK JUMP (jumping only costs 1 action, not two, and you don't need a running start.)

GROUP COERCION (your intimidation checks affect up to 4 targets (10 if you are a master, 25 if you're legendary)

SWIPE (2 actions to make a single attack roll and apply it to 2 adjacent enemies. Following attacks count as the 3rd attack)

ANIMAL SKIN (expert in unarmored defense. While raging, +1 AC instead of -1. +2 with Greater Juggernaut. Dex Cap from armor becomes +3)

THRASH (1 action to make a Grabbed foe take Bludgeoning damage equal to your Strength Modifier + Weapon Specialization damage + Rage Damage. They attempt a Basic Fortitude Save against the damage)

COME AND GET ME (you are flat footed until your rage ends, and damage rolls against you get +2. If they hit you, they are flat footed to you until the end of your next turn. If you hit them before that flat footed wears off, you gain temporary HP equal to your Con Modifier, or double that if you crit. These temporary HP last until the rage ends.)

VENGEFUL STRIKE (when a melee attack hits you, use your reaction to Strike them, ignoring Multiple Attack Penalties.)

FURIOUS GRAB (If your previous action was a melee attack, use 1 action to Grab the opponent. No check necessary.)

Other Feats
-------------------
INTIMIDATING GLARE (you do not need words to scare people)

TERRIFIED RETREAT (when you crit a Demoralize action, if the target is below your level, they flee you for 1 round)

SCARE TO DEATH (as an action, make an Intimidation check against a living creature within 30ft, which opposes it with a Will save. If you Crit: they must succeed a Fort save vs your Class DC. If they fail the save, they die. If they succeed the save, they become Frightened 2 and Fleeing for 1 round.
If you Succeed: they are Frightened 2.
If you Fail: they are Frightened 1.)

BATTLE CRY (when combat starts or you crit with a melee attack roll, Demoralize a foe as a free action)

TITAN WRESTLER (grapple, shove, disarm, and trip work on creatures up to 2 size categories larger than you (large). When you are legendary in Athletics, that increases to 3 categories larger (huge))

QUICK SQUEEZE (5ft per round, or 10 on a crit success)

COMBAT CLIMBER (not flat footed while climbing, and can climb with a hand occupied (like with a weapon))

WATER SPRINT (as long as your movement starts on land, you can run on water, but when you stop, you fall in)

CLOUD JUMP (when you Long Jump, your max distance is equal to your speed (spend an extra action jumping to double it). In addition, when rolling an Athletics check to see how far you can jump, triple the result (so if you roll a 10, you would jump 30ft).

RAPID MANTLE (use Athletics instead of Reflex Saves to grab a ledge. And when you do grab a ledge, you can pull yourself up as a free action)

You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.

You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.

You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.

JUGGLER (As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.)

SKILL FEAT, BARB FEAT, ANCESTRY FEAT, SKILL INCREASE, BARB FEAT, SKILL FEAT, GENERAL FEAT, SKILL INCREASE, ABILITY BOOSTS, BARB FEAT, SKILL FEAT

Skill Feats: 16, 18, 20
Barb Feats: 16, 18, 20
Ance Feats: 17

skill
----------
CONSULT NATURE (as Consult the Spirits)
FEARFUL VISAGE (sanctuary, but because you're scary and only for creatures who are lower level than you)
TITAN THRASHER (grapple creatures up to 3 size categories larger than you)

gen
--------
BODY SHIELD (as a Reaction, when you are targeted by a Strike or Spell Attack, attempt an opposed Athletics check against an opponent you are grappling.
Critical Success: the spell or attack critically succeeds against your grappled opponent.
Success: the spell or attack succeeds against your opponent.
Failure: you are targeted by the attack or spell.
Critical Failure: you are targeted by the attack or spell, and your opponent is no longer Grabbed (or becomes Grabbed if they were Restrained).

barb
---------
COLLATERAL THRASH (when you use Thrash, you can apply the damage to another adjacent enemy as well (basic Reflex Save)
BRUTAL CRITICAL (when you crit with a melee attack, after you have doubled the damage, add another weapon die to the damage. In addition, the target takes 2 damage dice of Persistent Bleed Damage)
UNSTOPPABLE JUGGERNAUT (You have Resistance 9 to all damage, and Resistance 14 to Piercing and Slashing. In addition, if you would drop to 0 HP, you can use your Reaction and end your rage to stay at 1 HP. If you do, you increase your Wounded value by 2)

anc
-------
UNHAMPERED PASSAGE (1/day cast Freedom of Movement on yourself)
Porcupinebearskin Frock
-----------------------------------

When you take damage, the frock gains one charge, with a maximum of 5. Expend one or more charges when you succeed at a melee unarmed attack roll to deal an additional 1d8 piercing damage per charge spent.

When an enemy crits you with a melee attack, use your reaction and expend all your charges, dealing 1d8 piercing damage per charge spent to the enemy.

The wielder knows the direction and distance to enemies damaged by the spines fired on expenditure of a charge, until the victim succeeds a DC 20 Medicine Check to remove it.

========================

Guardians War Belt
---------------------------------

When you Rage you gain an Aura 15ft radius that deals 3d6 Lightning damage to enemies who enter or start there turn inside.
Enemies who succeed a melee attack within the radius take 2d8 Lightning damage (basic Reflex Save).
As a Reaction you can block damage to an Ally equal to 3D6 if they and the attacker are inside the Aura.
Spell Attack Roll
Total Key Prof
6 6 0
Spell DC
Total Base Key Prof
16 10 6 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Keen Eyes - Ancestry Feature
TRAIT

Description Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. 
Applications You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Class Feats & Abilities

Statblocks for your spells.


Created by

TheStoryBeard.

System

Pathfinder 2e

Statblock Type

Character Sheet

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