Male human (kellid) barbarian (armored hulk) 1.0
NG Medium humanoid (human)
PFS 2456-2 Silver Crusade Fame 0 PP 0
Init +3; Senses Perception +5
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2 (+1 bonus vs. trample attacks), Will +1
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20)
:falchion +5 (2d4+6/18-20)
:morningstar +5 (1d8+4)
Special Attacks rage (6 rounds/day)
Str 18, Dex 14, Con 14, Int 8, Wis 13, Cha 9
Base Atk +1; CMB +6; CMD 17 (18 vs. overrun)
Feats Power Attack, Step Up
Traits a sure thing, veteran of battle
Skills Acrobatics -2 (-6 to jump), Climb +4, Perception +5, Survival +5, Swim +4
Languages Common, Hallit<br/> SQ indomitable stance
Other Gear scale mail, dagger, falchion, morningstar, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine, trail rations (7), waterskin, whetstone, 5 gp, 1 cp
A Sure Thing (1/day) 1/day, +2 to hit an evil creature.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
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