Race: Human (Cold and Fire subtypes while raging)
Align: N
Size: M
Speed: 40' (50' unarmored); Fly speed = land speed with perfect maneuverability
Classes: Ranger 1/ Barbarian 1/ Monk 3/ Fist of the Forest 3/ Deepwarden 3/ Frostrager 5
ACFs: Lion Spiritual Totem Barbarian, Overwhelming Attack school Monk
XP Have: 120,000 Need: 136,000
HD: 4d8+9d12+3d10+96
HP: 266 / 266 (218 without amulet)
Raging HP: 314 / 314 (gain 48 hp when rage starts, lose 48 hp when rage ends)
Rage lasts (3 + con mod) rounds.
StatsAbility Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 20 +5 26 +8 Fort: 27 = 14 + 6 + 5 + 2 Can't fail on a Natural 1
Dex: 12 +1 12 +1 Ref: 15 = 9 + 1 + 5 + 0
Con: 16 +3 22 +6 Will: 15 = 7 + 6 + 5 - 3 Uses Con, +2 vs Enchantment
Int: 12 +1 12 +1 Initiative
Wis: 10 +0 10 +0 Total = Dex + Misc
Cha: 10 +0 10 +0 5 = 1 + 4
Special:Evasion
Uncanny dodge: Retain Dex (Con) to AC when flat-footed or struck by an invisible attacker
Scent
+1 to Reflex Saves and AC vs Traps
Immune to attacks that cause wounding effects
Auto-stabilize at negative hitpoints
Doesn't need to eat or drink
Only needs two hours of sleep
Combat
Total Armor Shield Con Size Nat Defl Con Misc
AC : 36 = 10 + 8 + 0 + 6 + 0 + 0 + 5 + 6 + 1
Touch: 28 Flat-Footed: 30
Total Base Str Misc Total Base Dex Misc
Melee : 22 = 14 + 8 + 0 Ranged : 15 = 14 + 1 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Unarmed Strike +23/18/13 2d10+8 X2 - - - B
Unarmed Strike +21/21/16/11 2d10+8 X2 - - - B Flurry (-2 to hit)
Unarmed Strike +19/19/19/14/09 2d10+8 X2 - - - B Flurry + One-Two Punch (-4 to hit)
Unarmed Strikes can do lethal or non-lethal damage.
Unarmed Strike is a +1 Ghost Touch weapon (already calculated).
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Bracers of Armor +8 - +8 - - - - -
Notes: Pounce
Flurry of Blows unavailable while wearing armor
Unarmed Strike treated as magic weapon
Raging StatsAbility Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 20 +5 32 +11 Fort: 30 = 14 + 9 + 5 + 2 Can't fail on a Natural 1
Dex: 12 +1 12 +1 Ref: 15 = 9 + 1 + 5 + 0
Con: 16 +3 28 +9 Will: 20 = 7 + 9 + 5 - 1 Uses Con, +2 vs. Enchantment
Int: 12 +1 12 +1 Initiative
Wis: 10 +0 10 +0 Total = Dex + Misc
Cha: 10 +0 10 +0 5 = 1 + 4
Special:Evasion
Uncanny dodge: Retain Dex (Con) to AC when flat-footed or struck by an invisible attacker
Scent
+1 to Reflex Saves and AC vs Traps
Immunity to Cold (Heal 1 hp for every two cold damage would normally take)
Immunity to Fire
Immune to attacks that cause wounding effects
Auto-stabilize at negative hitpoints
Doesn't need to eat or drink
Only needs two hours of sleep
Combat
Total Armor Shield Con Size Nat Defl Con Misc
AC : 44 = 10 + 8 + 0 + 9 + 0 + 6 + 5 + 9 - 3
Touch: 30 Flat-Footed: 35
Total Base Str Misc Total Base Dex Misc
Melee : 25 = 14 + 11 + 0 Ranged : 15 = 14 + 1 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
Unarmed Strike +28/23/18 6d8+11 X2 - - - B
Unarmed Strike +26/26/21/16 6d8+11 X2 - - - B Flurry (-2 to hit)
Unarmed Strike +24/24/24/19/14 6d8+11 X2 - - - B Flurry + One-Two Punch (-4 to hit)
Unarmed Strikes can do lethal or non-lethal damage.
Unarmed Strike is a +3 Ghost Touch weapon (already calculated).
All Unarmed Strike attacks do an additional +1d6 cold damage.
If hits with two or more Unarmed Strikes in a turn, deal rend damage
-Rend: 2d8+15 damage plus 1d6 cold damage
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Bracers of Armor +8 - +8 - - - - -
Notes: Pounce
Flurry of Blows unavailable while wearing armor
Unarmed Strike treated as magic weapon
LanguagesFeats 1) Endurance
1) Great Fortitude (Human bonus)
1) Steadfast Determination (Flaw)
1) Track (Ranger bonus)
3) Frozen Berserker
3) Improved Unarmed Strike (Monk bonus)
3) Power Attack (Monk bonus)
4) Improved Bull Rush (Monk bonus)
6) Blazing Berserker
7) Track (Deepwarden bonus)
9) Reckless Rage
12) Superior Unarmed Strike
15) Improved Initiative
Flaws Weak Will: -3 to Will saves
Class AbilitiesProficient with: all simple and martial weapons, kama, nunchaku, sai, shuriken, siangham, and with all armor and shields (except tower shields).
Favored Enemy: Giant (+2): Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, gain a +2 bonus on weapon damage rolls against such creatures.
Wild empathy
Lion Spiritual Totem: Pounce
Rage: +4 Str, +4 Con, +2 Will, -2 AC for 3+new con mod rounds. While raging, cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Monk AC Bonus: Wis to AC
Flurry of Blows
Evasion
Monk Speed bonus: +10'
Still Mind: +2 on saving throws vs. Enchantment spells and effects.
Fist of the Forest AC Bonus: Con to AC, same restrictions as Monk AC Bonus
Fist of the Forest Fast Movement: +10'
Feral Trance: 2/day gain +4 Dex, bite at 1d6+Str mod, and +2 Unarmed Strike damage for 3+con mod rounds. Destroys gloves and shoes.
Primal Living (Ex): You must sleep in natural environments, never inside buildings, unless forced by circumstances. Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. In any month in which you buy food or voluntarily sleep indoors more than three times, all your
fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal
once more, or until a fellow Guardian of the Green casts atonement on you.
Uncanny Dodge: Retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Untamed Strike: Unarmed Strikes treated as magical for bypassing DR
Scent
Trap Sense: +1 to Reflex Saves and AC vs. Traps
Stone Warden: Con to AC, replaces Dex
Animal Messenger (Sp): Function's as the Animal Messenger spell cast at CL = Deepwarden class level.
Improved Frostrage: While raging gain: +6 to Natural AC, unarmed damage size increases twice, and +1d6 cold damage to unarmed strikes.
Freezing Blood: Immune to attacks that cause wounding effects and auto-stabilize at negative hitpoints
One-Two Punch: Can make an extra attack while using unarmed strike, at full BAB but all attacks gain -2 to hit
Absorb Cold: While raging heal 1 hp for ever two cold damage he would take.
Rend: 2d8+(1.5 x Str mod) damage plus 1d6 cold damage
SkillsSKILLS Max Ranks(19) CC Max Ranks(9.5)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Balance Dex 6 = 1 + 5 + 0
Bluff Cha 0 = 0 + 0 + 0
Climb Str 13 = 8 + 5 + 0
Diplomacy Cha 0 = 0 + 0 + 0
Escape Artist Dex 1 = 1 + 0 + 0
Gather Information Cha 0 = 0 + 0 + 0
Handle Animal Cha 5 = 0 + 5 + 0
Heal Wis 5 = 0 + 5 + 0
Hide Dex 5 = 1 + 4 + 0
Intimidate Cha 20 = 0 + 18 + 2 Monk ACF
Jump Str 13 = 8 + 5 + 0
Knowledge (Dungeon.) Int 6 = 1 + 5 + 0
Listen Wis 18 = 0 + 18 + 0
Move Silently Dex 5 = 1 + 4 + 0
Ride Dex 1 = 1 + 0 + 0
Search Int 1 = 1 + 0 + 0
Sense Motive Wis 0 = 0 + 0 + 0
Spot Wis 18 = 0 + 18 + 0
Survival Wis 19 = 0 + 19 + 0 (+2 when underground)
Swim Str 8 = 8 + 0 + 0
Galen counts as having a minimum of 1 rank in all skills for every four levels he has.
Equipment
Mundane Gear
Magical Gear
Monk's Belt
Ring of Sustenance
Heward's Handy Haversack
+1 Berserker Necklace of Natural Weapons/ Amulet of Health +6
Belt of Giant's Strength +6
Phoenix Cloak/ Cloak of Resistance +5
Bracers of Armor +8
Ghost Shroud (+5 bonus)
Valuables
1.600 gp