Rough draft, not anywhere near done (feats need selecting, gold needs spending, levels and skills might be tweaked), but the general idea will be tripping people, then hitting them while they are down. I noticed that this party seems to be slanted very much towards the squishy, so I'll try to cover as much space as I can with my guisarme, and block enemies from getting to the rest of you.
Barendd, Earth Dwarf Wolf Totem Barbarian 5/Fighter 1
Chaotic Good
Strength 19 (+4) (10 points, 2 racial, 1 level) (+6 when raging, +7 large & raging)
Dexterity 16 (+3) (10 points, -2 racial, +2 item) (+2 when large)
Constitution 16 (+3) (6 points, 2 racial)
Intelligence 10 (+0) (2 points)
Wisdom 12 (+1) (4 points)
Charisma 6 (-2) (0 points, -2 racial)
Size: Medium
Height: 4' 2"
Weight: 180 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Curly; Average Beard
Total Hit Points: 72
Speed: 30 feet [barbarian]
Armor Class: 21 = 10 +3 [dexterity] +6 [armor] +1 [Natural Armor] +1 [Deflection] (19 when raging, 17 when large and raging)
Touch AC: 14 (12 when raging, 10 when large and raging)
Flat-footed: 18 (16 when raging, 15 when large and raging)
Listen +10 Spot +1 Search +0 |
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +10 = 6 [base] +3 [constitution]
Reflex save: +6 = 1 [base] +3 [dexterity]
Will save: +4 = 1 [base] +1 [wisdom]
Attack (handheld): +10/+5 = 6 [base] +4 [strength] (+12/7 when raging)
Attack (unarmed): +10/+5 = 6 [base] +4 [strength] (+12/7 when raging)
Attack (missile): +9/+4 = 6 [base] +3 [dexterity]
Grapple check: +10/+5 = 6 [base] +4 [strength]
Trip check: +8 (+16 to avoid being tripped) = 4 [strength] + 4 [feat] (+10 when raging, +15 when large and raging)
Light load: 116 lb. or less
Medium load: 117-233 lb.
Heavy load: 234-350 lb.
Lift over head: 350 lb.
Lift off ground: 700 lb.
Push or drag: 1750 lb.
Languages: Common, Dwarven
Equipment:
+1 breastplate (1350gp)
+1 guisarme (2309gp)
spiked gauntlet (5gp)
4x potions of enlarge person (1000gp)
Gloves of dexterity +2 (4000gp)
Chain shirt (100gp)
Ring of Protection (2000gp)
Amulet of Natural Armor (200gp)
(236gp left)
Attacks:
Spiked Gauntlet [+10/5, 1d4+4, crit x2, 1 lb, light, piercing]
+1 Guisarme [+11/6, 2d4+7, crit x3, 12 lb., two-handed, slashing] (+13/8 when raging, 2d4+10; 2d6+10 when large)
Skills:
Climb Str* 4 = +4 (str) +3 (ranks) -3 (armor)
Intimidate Cha 4 = -2 (cha) +6 (ranks)
Jump Str* 4 = +4 (str) +3 (ranks) -3 (armor)
Listen Wis 10 = +1 (wis) +9 (ranks)
Survival Wis 8 = +1 (wis) +7 (ranks)
Swim Str** 4 = +4 (str) +6 (ranks) -6 (armor)
(3 left)
Feats:
Combat reflexes (1)
Improved Trip (2 wolf totem barb)
Power Attack (3)
Knock-Down (1 fighter) (when 10 or more damage done, trip attack as free action)
Cleave (6)
Track (5 wolf totem barb)
Racial and Class abilities:
+1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
Stability (x2, stacks): An earth creature gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If the standard race already has this ability, the bonuses stack.
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
+2 racial bonus on saving throws against poison.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Improved Stonecunning: An earth dwarf's racial bonus on Search checks to notice unusual stonework is +4 (instead of +2).
+4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.
Rage: +4 Str, +4 con, +2 will save, -2 AC, lasts for 3 rounds + con bonus