Chapter 2
Chapter 2 .Christina (sister)
(Available twice a day) Gain +4 strength, +4 constitution, +24 life when used, gain +2 morale bonus on Will checks, and suffer a -2 penalty to AC. The duration of each rage is 60 seconds (the Constitution adjustment value during the rage + 3 rounds (a total of 10 rounds and 6 seconds per round)).
The barbarian can end the rage at any time. When the rage ends, the barbarian will become very tired (Strength-2, Dexterity-2, unable to sprint or run).
When raging, a barbarian cannot use any skills based on charm, agility, or intelligence (except balance, escape, intimidation, and riding), concentration skills, and skills or abilities that require patience or concentration. Nor can it cast spells, use spell triggers that need to be activated by commands (such as magic wands), or magic items that store spells (such as scrolls). Any feat can be used, except for defense in offense, item-making feats, and super magic feats.
[Blood Fury] (Special) When the violent time limit is exceeded, Christina can continue to maintain the violent state. But -1S (crossed out), -1 life per second.
[Strive walking like flying] When a barbarian wears no armor, or only wears light or medium armor, and does not carry heavy objects, the speed can be 10 feet faster than the normal speed of the race.
[Trap Perception] Barbarians have the intuition to avoid traps. They have a +2 bonus on reflection checks to traps, and a +2 dodge bonus to AC against attacks from traps.
[Intuitive Dodge] Even if a barbarian is caught flat-footed or is attacked by an invisible enemy, he will not lose the agility bonus to AC, but if he cannot move, he will still lose this agility bonus.
[Proficient in intuitive dodge] The barbarian will not be flanked, he can easily deal with enemies in the opposite direction, as if facing a single attacker. Unless the enemy is a rogue, and the level is higher than 4 or more than the barbarian, it can carry out a flanking sneak attack.
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Expertise
[Good at simple weapons] [good at military weapons] [good at light armor] [good at medium armor] [good at shields (except tower shields)]
【Strong Attack】: When you take action, before all attack checks, you can choose to subtract a specific value from all melee attacks, and then add this value to all melee damage rolls. This value cannot exceed your basic attack bonus. Attack penalties and damage bonuses will continue until the next round of action. If you attack with a two-handed weapon, or wield a one-handed weapon with both hands, the damage should be added twice the amount subtracted from the attack roll.
[Proficient initiative]: Gain +4 bonus on initiative right checks.
[Proficient Overrun]: When you try to overrun your opponent, the opponent cannot choose to avoid it. You also gain a +4 bonus on Strength checks to knock down your opponent.
[Jump attack]: When you use a melee weapon to attack, you can move before and after the attack, but the total distance cannot exceed your speed. At this time, you will not trigger attacks of opportunity from the defender you are attacking, but you may still trigger attacks of opportunity from other creatures. This feat cannot be used when wearing heavy armor.
[Flying]: Your movement speed when running is five times that of normal (when wearing medium armor, light armor or not wearing armor and the weight does not exceed medium load) or four times (when wearing heavy armor or carrying a heavy load) When loading). When you run up and jump (see the description of jumping skills), you gain a +4 bonus on Jump checks. Your defense rating still retains the agility bonus while running.
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Racial Traits: Darkvision 60 feet
[Big breasts]: Charm +1, bows and arrows cannot be used.
[Chimera Leather Armor]: Intimidate check +6, invalid for targets without sight.
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Jump: 15
Sense of balance: 5
sneak:
Hiding: 0 (-4 large size)
Language (Muzu language)
Language (common language)
Detection: 15
Survival: 15
Listen: 15
Intimidation: 15
Domesticated animals: 7