Ogre Barbarian Male lvl 26



Size: Large

Age: 28

Gender: Male

Height: 9.2’

Weight: 620

Eyes: Brown

Hair: Brown

Skin: Dark Grey

Space/Reach: 10ft/10ft

Kord 13.5


Str: 30 (10)
- Carry weight: light= 1064lb/medium= 2128lb/heavy= 3200lb
Dex: 15 (

Con: 23 (+6)

Int: 10 = 0

Wis: 15 = +2

Cha: 10 = 0

Melee Base Attack bonus:
1st: 19 -1 + 10 + 3
2nd: 14 -1 + 10 + 3
3rd: 9 -1 + 10 + 3
4th: 4 -1 + 10 + 3

Grapple: +4
Trip: +4
Overrun: +4
Bull-rush: +4


lvl: 19

hp: 443

Death is -54 hp

ac: 18

movement speed: 50


Endurance – You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Die Hard – When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

Trophy collector – When you defeat a foe in combat, you can preserve a part of its body and create a trophy that you can wear or brandish. In order to be worthy of your efforts, the opponent must have a CR greater than your current level. A trophy has a value equal to the defeated creature’s CR × 100 gp. You must spend time using the Craft (taxidermy) skill to create the trophy as normal. Once you create a trophy, you can sell it for its market price or wear it. When you create a trophy, you must design it to occupy space on your body as one of these kinds of magic items: amulet, belt, boots, or cloak. You cannot gain the benefit of both a magic item and a trophy if both occupy the same space on your body; in such a case, the object you donned last becomes functional and the other object does not work. While wearing a trophy, you gain a +2 bonus on Intimidate checks per trophy against creatures of the same type as the trophy, except for outsiders and humanoids. In these two cases, the target must share the same subtype as the creature from which you crafted the trophy. You take a —4 penalty on Diplomacy checks against creatures of the same type or subtype as one or more of your worn trophies. For each trophy you wear, you gain a +1 bonus on saves against fear effects. Once per day, you gain a morale bonus on a single Will save equal to the number of trophies you wear. In this case, you draw upon the memories of past victories to strengthen your resolve. If you choose to take this morale bonus on a save against a fear effect, it stacks with the usual +1 bonus on saves per trophy worn.

Many Feats – You gain five non-epic feats. These feats must be general, metamagic, or item creation feats. You must fulfill all prerequisites. One of the new feats can be a prerequisite for the other.

Many More Feats – You gain five non-epic feats. These feats must be general, metamagic, or item creation feats. You must fulfill all prerequisites. One of the new feats can be a prerequisite for the other.

Power Attack – On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add double that number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Instantaneous Rage – Your rage begins at any time you wish, even when it’s not your turn or when you’re surprised. You can activate your rage as a free action in response to another’s action. Thus, you can gain the benefits of rage in time to prevent or ameliorate an undesirable event. For example, you can choose to enter a rage when an enemy attacks you, or casts a spell at you (to gain the benefits of a higher Constitution or your bonus on Will saves) before you know the results of the attack. You must be aware of the attack, but you may be flat-footed.

Iron Will – You get a +2 bonus on all Will saving throws.

Darshul’s Surge – Whenever you make a successful saving throw against a spell, spell=like ability, or supernatural effect, for 1 round you gain a +2 bonus on damage rolls against the creature that targeted you.

Weapon Focus (Warmaul) – You gain a +1 bonus on all attack rolls you make using Warmauls.

Power Health – Use your Strength modifier in place of your Constitution modifier to calculate Hit Points.

Jump Attack – You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.

(x2) Toughness – You gain +3 hit points.

Improved Toughness – You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by gaining a level), you gain 1 additional hit point. If you lose a Hit Die (such as by losing a level), you lose 1 hit point permanently.

Strength of Blood – Instead of rolling a die for health every level treat it as if you rolled the highest number on the die. You also maximize on all hit dice you’ve ever rolled

Greater Diehard – Add the negative value of your total HD to the HP value at which you die. For example, a 9th level character would not die at -10 hp, but they’d die at -19 hp. Also, add the negative value of all hit points granted by Toughness and Improved Toughness to this amount (if you have those feats).

Epic Elite Training (Wisdom) – Choose an ability when you take this feat. For the purposes of meeting the prerequisites of other feats, that ability score is considered to be 10 points higher or 21, whichever value is larger.

Anoxia – You gain insights into the universe each time you experience a near death situation. Each time you die and are raised or resurrected you bring back some new knowledge or insight from the other side. Each time you die and come back, you gain a bonus feat.

Dodge – During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Trap sense +6

Grapple: +4

Hide Checks: -4

Golfnach’s Skills


Dark-vision: 60ft

Mighty Rage -Strength and Constitution 8, Will4 AC –2.

7 Rages a day

Damage Reduction 7

Improved Uncanny Dodge- Can’t be flanked

Trap Sense- +8 Bonus on Reflex saves +8 bonus to AC, both against traps exclusively


Golfnach is an ogre barbarian, who owns nothing but a big ’ol hammer and a sheepskin loincloth. He has a wart on his nose that has been there sense he was five years old, and short, black hair. His sweaty body is a towering wall of brownish-green flesh, grown hard by years and years of engaging in fights, which more recently should be described more as Golfnach sneezing, which happened to lead to the local bar loosing a patron. He has a tattoo of a spider, whose legs reach up to the underside of his fingertips, which he covers up with his gloves.

When somebody does harm to somebody Golfnach is close to, Golfnach sees no problem in killing. He was raised by a human family, hence his relatively high intellect. This allows him to have some sense of morality, which is impressive for an ogre. Even so, he has been subject to ridicule by his human piers, which lead him to have a problem with trusting or becoming close to others, especially humans and human-like creatures. Golfnach is chaotic good.

In order to prove his worth to his piers, Golfnach feels he must make himself known as the most fearsome presence on the battlefield. After reading some books on the toughest known creatures, he has brought it upon himself to kill each monster in the world and bring trophies back to his local tavern. The greatest of these is the Tarasque, which he has sworn to kill at the mere smell of it. You may argue that the oath is void as he made it in a drunken stupor, but to that he’d say, “you’re void”, (he’s not very clever) and if you’re lucky you could leave the encounter with just mild brain damage.

Golfnach grew up in the slums of An-Deruim, where is adopted human parents struggled with the challenges with raising an ogre. In these slums he learned to use his great size and strength to solve problems, such as the many thieves which inhabit the area. At 14 he became a regular at the local tavern. There he met travelers who could not afford to stay in the more lavish areas of the city. They taught him of the many ogres residing the outside, as well as other monsters that terrorize the good people of the small villages outside the walls of An-Deruim.

Golfnach likes anything that he can apply the verb “smash” to. This mostly is monsters, women, and ale. To gain his trust is to expand your own lifetime, as he kills only monsters and those who threaten himself or his friends.

Hearing stories of the fearless barbarian tribes on the coast, Golfnach spent his time learning to harness his rage into an instrument of sheer power.

Golfnach went out to find trophies of all kinds of monsters. On his latest venture, he went through the Azuren Mountains to look for gnolls. For some strange coincidence, he stopped to rest at Raven’s pass tavern, where he would find his true calling…


The War masterhelvar kraziekid