Mel The Barbarian, a.k.a. Mel Odious, a.k.a. Pel Mel, male human 15 Barbarian / 1 Bard CR 16; medium humanoid (human);
XP: 123,360.
HD: 15d12 +24 + 1d6 +2; HP: 150; Init: +7 (+3/+4); Speed: 40/80 ft.;
AC: 26/32/24(when raging) (+3 dex, +7 chain mail armor +3, +3 ring of protection, +3 natural armor, +6 sometimes uses heavy metal shield), Touch 19, Flat-footed 27/29 (no Flat-footed penalty or Barbarians, -2 to AC when raging;
Base Atk Bonus: +15/+10/+5; Grapple: +22; Std Atk: Great Axe: +25/+20/+15 melee (+28/+23/+18 when raging) damage 1d12+13 (1d12+18 raging), power attack up to +25, Spiked Chain (d6/2d4, 10' reach), Spear +x ranged (d8), shortbow composite w/ 13 arrows ranged (d4/d6);
SA: Fast Movement, Rage 4x/day, Improved Uncanny Dodge, Trap Sense +5, Damage Reduction (-3/Blow), Bardic Music (drums), Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Spells (3 cantrips/day); SQ racial qualities; AL CG;
SV: Fort 15/+18, Refl +15, Will +15/+21 (when raging);
Str 20 (24), Dex 16, Con 14, Int 12, Wis 12 (14), Cha 13.
Height: 7'; Weight: 335; Age: unknown;
Skills: (116 skill points total):
Climb +19/+22 (+9 ranks, +7 str/+10 str raging, +2 gloves, +1 luck) -2 AC,
Handle Animal +6 (+4 ranks, +1 cha, +1 luck),
Hide +7 (+3 ranks, +3 dex, +1 luck),
Intimidate +16 (+14 ranks, +1 cha, +1 luck),
Jump +22/+25 (+14 ranks, +7 str/+10 str raging, +1 luck) -2 AC,
Listen +14 (+11 ranks, +2 wis, +1 luck),
Ride +11 (+7 ranks, +3 dex, +1 luck),
Spot +12 (+11 ranks, +2 wis, +1 luck),
Survival +14 (+9 ranks, +2 wis, +1 luck),
Swim +13/+18 (+4 ranks, +7 str/+10 str raging, +2 gloves, +1 luck) -2 AC,
Balance +11 (+7 ranks, +3 dex, +1 luck),
Bluff +5 (+3 ranks, +1 cha, +1 luck),
Concentration +11 (+8 ranks, +2 con, +1 luck),
Move Silently +10 (+6 ranks, +3 dex, +1 luck),
Perform (Drums) +8 (+6 ranks, +1 cha, +1 luck),
Tumble +10 (+6 ranks, +3 dex, +1 luck) -2 AC,
Use Magic Device +6 (+4 ranks, +1 cha, +1 luck),
Feats: (1st, +1 human, 3rd, 6th, 9th, 12th, 15th)
Improved Initiative
Blind Fight
Power Attack
Cleave
Improved Critical
Extended Rage (rage +5 rounds)
Leap Attack
Special Abilities: Barbarian: Fast Movement (+10'), Greater Rage 3x/day (+6 Str, +6 Con, +3 Morale / Will Save, -2 AC, + 2hp/lvl (+24) for 13 rounds), Improved Uncanny Dodge (cannot be caught Flat-footed, cannot be flanked), Trap Sense (+3), Damage Reduction (-3/blow); Bard: Bardic Music (drums), Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Spells (4 cantrips/day).
Special Qualities: Human racial qualities (+4 skill points at 1st level, +1 skill point per level, +1 feat at 1st level).
Proficiencies: Simple and martial weapons, light and medium armor, shields.
Languages: Common, Orge
Spells: 0th level 3/day, 4 known. Dancing Light, Daze, Detect Magic, Resistance.
Magic Items:
Great axe +3 (made of cold-iron) (*);
Shortspear +3;
Dagger +2;
Armor of Tarik +2 (chain mail, extra light);
Breast plate armor +3, cold resistance (not worn);
Large steel shield +4
Cloak of Resistance +4 (polar bear skin);
Belt o' Giant Strength (+4 str);
Boots of Speed (+1 to hit, +1 AC, 10 rounds);
Amulet of Naural Armor +3 (*);
Amulet of Health +4 (to Constitution);
Stone of Good Luck (+1 save, ability, skill checks);
Ring o' Protection +3 (*);
Ring of Force Shield +2;
Ring of Evasion (take no damage if you make reflex save) (*);
Ring of Water Walking;
Ioun Stone, Blue (+2 wis);
Wand of Cat's Grace (12 charges);
Wand of Cat's Grace (25 charges);
Potion of Cure Serious Wounds (x2, 3d8+5 HP)
Potion of Cure Serious Wounds (x2, 3d8 + 10)
Potion of Protection from Evil (x7)
Potion of Hide from Undead (x4)
Holy Water (x3)
Potion shield of faith + 5
Potion neutralize poison
Potion heriosm (x2)
Red Candle of the Rose Crypt - Red Candle Represents Chaos. It can summon a Hezrou once per week. The bearer of the red candle has their weapons treated as chaotic. Cast chaos hammer once per day, Cloak of Chaos one per week, protection from chaios at will.
Items Carried:
Great axe, spear, short bow composite, arrows (13), throwing axe (2), long sword,
drum, drum sticks,
breast plate armor, bracers, shield heavy metal (also a good gong)
a big fur cloak, boots, belt, clothes (explorer's outfit variant)
leather sack with provisions, jerky, silk rope, fire kit, etc.
3 days trail rations
GPS unit from the future which doesn't work cuz there are no satellites overhead
various jewelry made of bone and teeth
square metal thing (relic of Alanar)
120 lbs gold coins (Sanctuary treasure)
Possessions:
A heavy warhorse, Bob, and riding gear.
Some jewels, gems, and money (~75,000 GP).
Background: We come from the land of the ice and snow, from the midnight sun where the hot springs blow. How soft your fields so green, can whisper tales of gore, of how we calmed the tides of war. We are your overlords.
Mel and Aliana: So, it turns out Mel and Aliana know each other. The first met many years ago in a small village somewhere up north.
Mel was wandering, a young adventurer, traveling alone, on the way to rendezvous and coming into town to pick up some supplies for the journey ahead. When he came into a village there was some ruckus going on. It was an angry mob on a witch hunt; they had captured her and were getting ready to burn the poor maiden at the stake. Now Mel, being a rather large and sometimes misunderstood Barbarian, had suffered persecution himself in the so-called civilized world,. So, feeling sympathetic to the girl's plight, and seeing an opportunity to make some chaos, he decided to get involved, and broke up the mob, clobbered a few bullying villagers, and watched the rest run away.
The young witch turned out be Aliana, and villagers were right to fear her, for she had been manifesting magical powers and growing stronger in them. On the run together, they joined up with Mel's pals, a band of adventures in the highlands. They adventured together for some time, trekking across the highlands in search of monsters to slay, treasure to plunder, occasionally acting as mercenaries but mostly staying in the wild, never with a clear plan beyond the next adventure.
One particular encounter culminated in the lair of an evil Ogre Mage. In the thick of combat, their foe cast a teleport spell, scattering about half the party, including Aliana and 2 other, many miles away. Mel and his sole companion finally defeated the monster, but were badly wounded. It took them a long time to work their way back out of the mountains, and their attempts to locate and rejoin their fellows were repeatedly thwarted. Eventually Mel and his companion, a rogue, split company and Mel went on to other adventures...
Achieve Your Full Potential: Mel's theoretical maximum damage is
3 attacks per round, plus one more from haste, plus one more from cleave.
Improved critical: critical on 19 0r 20 (triple damage, assume all critical).
Weapon Great Axe +4: d12 +4, (assume he rolls a 12 every time).
Bonuses:
str: +7 (str is 24)
rage: +3 (barbarian class ability, +6 to raw strength score)
bull strength +2 (from wand)
axe: +4 (magic item)
power attack: +22 (base attack bonus x2 applied to damage)
Std. attack: 12 (damage) + 38 = 50, x 3 (critical) = 150 total per attack.
So, 150 * 4 = 600 HP theoretical maximum total damage in one round on a single opponent. One more for cleave on a second opponent brings us up to 750 in a round.
FYI, an average round with 4 hits will be something like 142 HP damage. This assumes the same bonuses as above but rolling all 7's for damage, no criticals, and no cleave.
