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Noreo Abilities & Gear

Extra Rage Power

Feat

You have unlocked a new ability to use while raging.


Prerequisites: Rage power class feature.
Benefit : You gain one additional rage power. You must meet all of
the prerequisites for this rage power.
Special : You can gain Extra Rage Power multiple times.

Fast Movement +10 (Ex)

Improved Uncanny Dodge (Lv >=10) (Ex)

Class Ability (Barbarian)

Feat

You gain the ability to react to danger before her senses would
normally allow you to do so. You cannot be caught flat-footed, nor
do you lose your Dex bonus to AC if the attacker is invisible. You
still lose your Dexterity bonus to AC if immobilized. You can still
lose your Dexterity bonus to AC if an opponent successfully uses
the feint action against you.

Feat

You can no longer be flanked. This defense denies a rogue the


ability to sneak attack you by flanking you, unless the attacker has
at least four more rogue levels than you have levels of uncanny
dodge.

Appears In : Advanced Player's Guide

Improved Initiative

Class Ability (Barbarian)

A barbarians base speed is faster than the norm for her race by
10 feet. This benefit applies only when she is wearing no armor,
light armor, or medium armor, and not carrying a heavy load. Apply
this bonus before modifying the barbarians speed because of any
load carried or armor worn. This bonus stacks with any other
bonuses to the barbarians base speed.

Your quick reflexes allow you to react rapidly to danger.


Benefit : You get a +4 bonus on initiative checks.

Razortusk

Your powerful jaws and steely teeth are deadly enough to give you
a bite attack.

Intimidating Glare (Ex)

Prerequisite: Half-orc.
Benefit : You can make a bite attack for 1d4 points of damage,
plus your Strength modifier. Youre considered proficient in this
attack and can apply feats or effects appropriate to natural attacks
to it. If used as part of a full attack action, the bite is considered a
secondary attack and is made at your full base attack bonus 5,
and adds half your Strength modifier to damage.
Appears In : Advanced Player's Guide

Dirty Fighter

Class Ability (Barbarian)

The barbarian can make an Intimidate check against one adjacent


foe as a move action. If the barbarian successfully demoralizes her
opponent, the foe is shaken for 1d4 rounds + 1 round for every 5
points by which the barbarian's check exceeds the DC.

Knockback (1/round) (Ex)

Class Ability (Barbarian)

Once per round, the barbarian can make a bull rush attempt against
one target in place of a melee attack. If successful, the target takes
damage equal to the barbarian's Strength modifier and is moved
back as normal. The barbarian does not need to move with the
target if successful. This does not provoke an attack of opportunity.

Trait

You wouldn't have lived to make it out of childhood without the aid
of a sibling, friend, or companion on whom you could always count
to distract your enemies long enough to do a little bit more damage
than normal. That companion may be another PC or an NPC (who
may even be recently departed from your side). When you hit a foe
you are flanking, you deal an additional 1 point of damage (this
damage is added to your base damage, and is multiplied on a
critical hit). This additional damage is a trait bonus.

Rage (14 rounds/day) (Ex)

Scent (Ex)

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits

Indomitable Faith

Trait

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits, Ultimate Campaign

Smasher (1/rage) (Ex)

Appears In : Advanced Player's Guide

Racial Ability,Senses (Half-Orc)

A creature with darkvision can see in total darkness, usually to a


range of 60 feet. Within this range the creature can see as clearly
as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight.

Racial Ability

Class Ability (Barbarian)

Once per rage, whenever the barbarian makes an attack against an


unattended object or a sunder combat maneuver, she can ignore
the objects hardness. This ability must be used before the attack
roll or sunder check is made.

Trap Sense +2 (Ex)

Orc Blood

Class Ability (Barbarian)

The barbarian gains the scent ability while raging and can use this
ability to locate unseen foes.

You were born in a region where your faith was not popular, yet
you never abandoned it. Your constant struggle to maintain your
own faith has bolstered your drive; you gain a +1 trait bonus on Will
saves as a result.

Darkvision (60 feet)

Class Ability (Barbarian)

Fly into a rage, giving you +4 Str, +4 Con, +2 to Will saves and -2
to Armor Class. Many skills and abilities cannot be used while the
character is enraged. At the end of the rage, the barbarian
becomes fatigued (-2 Str, -2 Dex, can't charge or run) for a
number of rounds equal to twice the number of rounds spent
raging.

(Half-Orc)

Class Ability (Barbarian)

A character gains an intuitive sense that alerts her to danger from


traps, giving her a +1 bonus on Reflex saves made to avoid traps
and a +1 dodge bonus to AC against attacks made by traps.
These bonuses rise to +2 when the character reaches 6th level, to
+3 when she reaches 9th level, to +4 when she reaches 12th level,
to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.

Half-orcs count as both humans and orcs for any effect related to
race.

Orc Ferocity (1/day)

Racial Ability

(Half-Orc)

Once per day, when a half-orc is brought below 0 hit points but
not killed, he can fight on for 1 more round as if disabled. At the
end of his next turn, unless brought to 1 or more hit points, he
immediately falls unconscious and begins dying.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Noreo Abilities & Gear


Amulet of natural armor +1

Wondrous Item

(Neck)

This amulet, usually containing some type of magically preserved


monster hide or other natural armor - such as bone, horn,
carapace, or beast scales - toughens the wearer's body and flesh,
giving him an enhancement bonus to his natural armor of +1.
Construction
Requirements: Craft Wondrous Item, barkskin, creators caster level
must be at least three times the amulets bonus;
Cost 1,000 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

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