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	<!ENTITY mdash "&#x2014;">
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<character system="srd">
	<name>Tempus Tyr Ares Rallos Zek</name>
	<stats>
		<str>17</str>
		<dex>16</dex>
		<con>18</con>
		<int>8</int>
		<wis>16</wis>
		<cha>6</cha>
	</stats>
	<alignment>NN</alignment>
	<levels>
		<level class="Barbarian" hp="12" bab="1" fort="2">
			<ability>Power attack
				<description>
					On your action, before making attack rolls for a round, you
					may choose to subtract a number from all melee attack rolls
					and add the same 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.<br/>

					Special: If you attack with a two-handed weapon, or with a
					one-handed weapon wielded in two hands, instead add twice the
					number subtracted from your attack rolls. You can’t add the
					bonus from Power Attack to the damage dealt with a light
					weapon (except with unarmed strikes or natural weapon
					attacks), even though the penalty on attack rolls still
					applies. (Normally, you treat a double weapon as a one-handed
					weapon and a light weapon. If you choose to use a double
					weapon like a two-handed weapon, attacking with only one end
					of it in a round, you treat it as a two-handed weapon.)
				</description>
			</ability>
			<!--<ability>Rage 1/day</ability>-->
			<ability>Fast movement (Ex)
				<description>
					A barbarian's land speed is faster than the norm for his race
					by +10 feet. This benefit applies only when he is wearing no
					armor, light armor, or medium armor and not carrying a heavy
					load. Apply this bonus before modifying the barbarian's speed
					because of any load carried or armor worn.
				</description>
			</ability>
			<!-- <ability>Illiteracy</ability> -->
		</level>
		<level class="Barbarian" hp="2" bab="1" fort="1">
			<!--<ability>Uncanny dodge</ability>-->
		</level>
		<level class="Barbarian" hp="7" bab="1" ref="1" will="1">
			<!--<ability>Trap sense +1</ability>-->
			<ability>Cleave
				<description>
					If you deal a creature enough damage to make it drop (
					typically by dropping it to below 0 hit points or killing
					it), you get an immediate, extra melee attack against another
					creature within reach. You cannot take a 5-foot step before
					making this extra attack. The extra attack is with the same
					weapon and at the same bonus as the attack that dropped the
					previous creature. You can use this ability once per round.
				</description>
			</ability>
		</level>
		<level class="Fighter" hp="6" bab="1" fort="2">
			<ability>Weapon and armour proficiency
				<description>
					A fighter is proficient with all simple and martial weapons
					and with all armor (heavy, medium, and light) and shields (
					including tower shields).
				</description>
			</ability>
			<ability>Great cleave
				<description>
					This feat works like Cleave, except that there is no limit to
					the number of times you can use it per round.
				</description>
			</ability>
		</level>
		<level class="Dire Rat" hp="1" fort="2" ref="2" will="2"/>
		<level class="Fighter" hp="3" bab="1" fort="1">
			<ability>Combat reflexes
				<description>
					You may make a number of additional attacks of opportunity
					equal to your Dexterity bonus.  With this feat, you may also
					make attacks of opportunity while flat-footed.
				</description>
			</ability>
			<ability>Earth sense
				<description>
					Full round action while touching the ground (was move) to
					sense # and direction of every creature within 20' touching
					the ground, cannot pinpoint location.
				</description>
			</ability>
		</level>
		<level class="Fighter" hp="5" bab="1" ref="1" will="1">
		</level>
		<level class="Rogue" hp="6" ref="2">
			<!--<ability>Sneak attack +1d6</ability>-->
			<ability>Trapfinding
				<description>
					Rogues (and only rogues) can use the Search skill to locate
					traps when the task has a Difficulty Class higher than 20.
					Finding a nonmagical trap has a DC of at least 20, or higher
					if it is well hidden. Finding a magic trap has a DC of 25 +
					the level of the spell used to create it.<br/>

					Rogues (and only rogues) can use the Disable Device skill to
					disarm magic traps. A magic trap generally has a DC of 25 +
					the level of the spell used to create it.<br/>

					A rogue who beats a trap's DC by 10 or more with a Disable
					Device check can study a trap, figure out how it works, and
					bypass it (with her party) without disarming it.<br/>
				</description>
			</ability>
		</level>
		<level class="Rogue" hp="6" bab="1" ref="1">
			<ability>Evasion (Ex)
				<description>
					At 2nd level and higher, a rogue can avoid even magical and
					unusual attacks with great agility. If she makes a successful
					Reflex saving throw against an attack that normally deals
					half damage on a successful save, she instead takes no
					damage. Evasion can be used only if the rogue is wearing
					light armor or no armor. A helpless rogue does not gain the
					benefit of evasion.
				</description>
			</ability>
			<ability>Tactile trapsmith
				<description>
					Can use touch to perform searches; use Dex modifier instead
					of Int.
				</description>
			</ability>
		</level>
		<level class="Rogue" hp="4" bab="1" fort="1" will="1">
			<ability>Sneak attack +2d6
				<description>
					If a rogue can catch an opponent when he is unable to defend
					himself effectively from her attack, she can strike a vital
					spot for extra damage. The rogue's attack deals extra damage
					any time her target would be denied a Dexterity bonus to AC (
					whether the target actually has a Dexterity bonus or not), or
					when the rogue flanks her target. This extra damage is 1d6 at
					1st level, and it increases by 1d6 every two rogue levels
					thereafter. Should the rogue score a critical hit with a
					sneak attack, this extra damage is not multiplied.<br/>

					Ranged attacks can count as sneak attacks only if the target
					is within 30 feet.<br/>

					With a sap (blackjack) or an unarmed strike, a rogue can make
					a sneak attack that deals nonlethal damage instead of lethal
					damage. She cannot use a weapon that deals lethal damage to
					deal nonlethal damage in a sneak attack, not even with the
					usual -4 penalty.<br/>

					A rogue can sneak attack only living creatures with
					discernible anatomies&mdash;undead, constructs, oozes, plants, and
					incorporeal creatures lack vital areas to attack. Any
					creature that is immune to critical hits is not vulnerable to
					sneak attacks. The rogue must be able to see the target well
					enough to pick out a vital spot and must be able to reach
					such a spot. A rogue cannot sneak attack while striking a
					creature with concealment or striking the limbs of a creature
					whose vitals are beyond reach.<br/>
				</description>
			</ability>
			<ability>Trap sense +2
				<description>
					At 3rd level, a rogue 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
					rogue 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 1
					8th level.  Trap sense bonuses gained from multiple classes
					stack.
				</description>
			</ability>
		</level>
		<level class="Rogue" hp="3" bab="1" ref="1">
			<ability>Improved uncanny dodge
				<description>
					A rogue of 8th level or higher can no longer be flanked. This
					defense denies another rogue the ability to sneak attack the
					character by flanking her, unless the attacker has at least
					four more rogue levels than the target does.<br/>
					If a character already has uncanny dodge (see above) from a
					second class, the character automatically gains improved
					uncanny dodge instead, and the levels from the classes that
					grant uncanny dodge stack to determine the minimum rogue
					level required to flank the character.
				</description>
			</ability>
		</level>
		<level class="Barbarian" hp="11" bab="1" fort="1">
			<ability>Rage 2/day
				<description>
					A barbarian can fly into a rage a certain number of times per
					day. In a rage, a barbarian temporarily gains a +4 bonus to
					Strength, a +4 bonus to Constitution, and a +2 morale bonus
					on Will saves, but he takes a -2 penalty to Armor Class. The
					increase in Constitution increases the barbarian's hit points
					by 2 points per level, but these hit points go away at the
					end of the rage when his Constitution score drops back to
					normal. (These extra hit points are not lost first the way
					temporary hit points are.)<br/>
					While raging, a barbarian 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.<br/>
					A fit of rage lasts for a number of rounds equal to 3 + the
					character's (newly improved) Constitution modifier. 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 (unless he is a 17th-level barbarian, at
					which point this limitation no longer applies; see below).<br
					/>

					A barbarian can fly into a rage only once per encounter. At 1
					st level he can use his rage ability once per day. At 4th
					level and every four levels thereafter, he can use it one
					additional time per day (to a maximum of six times per day at
					20th level). Entering a rage takes no time itself, but a
					barbarian can do it only during his action, not in response
					to someone else's action.<br/>
				</description>
			</ability>
			<ability>Ancestral knowledge
				<description>
					Can make any knowledge check untrained, even with DC &gt; 10.
					Can use Wis mod for knowledge checks in place of Int.
				</description>
			</ability>
		</level>
		<level class="Bear Warrior" hp="5" bab="1" fort="2">
			<ability>Bear form (black) (Su)
				<description>
					Can transform into a bear during Rage. Normal
					+2 Will, -2 AC from rage, replace ability score bonuses with
					+8 str, +2 dex, +4 con (for black), +2 AC natural, speed
					40ft, Full Attack [2 claws +6 melee (1d4+str) and bite +1
					melee (1d6+str/2)].<br/>
					Gains the bear form's physical qualities (including size,
					movement, natural armor bonus, natural weapons, space, and
					reach).
				</description>
			</ability>
		</level>
	</levels>
	<skills>
		<skill ranks="2" stat="str">Climb</skill>
		<skill ranks="1" stat="wis">Control Shape</skill>
		<skill ranks="7" stat="int">Craft (Weaponsmithing)</skill>
		<skill ranks="14" stat="dex">Disable Device</skill>
		<skill ranks="4" stat="cha">Handle Animal</skill>
		<skill ranks="1" stat="dex">Hide</skill>
		<skill ranks="6" stat="wis">Listen</skill>
		<skill ranks="1" stat="dex">Move Silently</skill>
		<skill ranks="2" stat="dex">Open Lock</skill>
		<skill ranks="7" stat="dex">Search</skill>
		<skill ranks="3" stat="wis">Survival</skill>
		<skill ranks="1" stat="str">Swim</skill>
		<skill ranks="7" stat="dex">Tumble</skill>
	</skills>
	<equipment>
		<weapons>
			<weapon bonus="2" type="greatsword" h="2" dmg="2d6" crit="19"><ability>Holy</ability></weapon>
			<weapon bonus="3" type="dagger" dmg="1d4" crit="19"><ability>Bane <description>vs dragons</description></ability></weapon>
			<weapon bonus="2" type="throwing axe" dmg="1d6"/>
			<weapon bonus="2" type="greatclub" dmg="1d10"/>
			<weapon bonus="2" type="greatsword" size="large" dmg="3d6" crit="18"><ability>Keen</ability><ability>Flaming</ability></weapon>
			<weapon bonus="2" type="longspear" h="2" dmg="1d8"><ability>Reach</ability><ability>Frost</ability></weapon>
			<weapon bonus="1" type="Eight Strike Fang A" h="2" dmg="1d8" crit="19">
				<ability>Cold iron</ability>
				<ability>Axiomatic</ability>
				<ability>Bane <description>vs shapeshifters</description></ability>
			</weapon>
			<weapon bonus="2" type="Eight Strike Fang B" h="2" dmg="1d8" crit="19">
				<ability>Silver</ability>
				<ability>Axiomatic</ability>
				<ability>Bane <description>vs shapeshifters</description></ability>
			</weapon>
			<weapon bonus="2" type="flail" dmg="1d8"><ability>Shock</ability></weapon>
			<weapon bonus="2" type="warhammer" dmg="1d8" crit="x3"/>
			<weapon bonus="1" type="rapier" dmg="1d6" crit="17"><ability>Keen</ability></weapon>
			<weapon bonus="1" type="battleaxe" dmg="1d8" crit="x3"/>
			<weapon bonus="1" type="battleaxe" dmg="1d8" crit="x3"/>
			<weapon bonus="0" type="greataxe" h="2" dmg="1d12" crit="x3"><ability>Emits 5' radius light</ability></weapon>
			<weapon bonus="0" type="whip" dmg="1d3"><ability>Reach</ability></weapon>
			<weapon bonus="1" type="javelin" dmg="1d6"/>
			<weapon bonus="?" type="arrow" dmg="0"><ability>Slaying <description>(demons)</description></ability></weapon>
			<weapon bonus="0" type="longbow" dmg="1d8" crit="x3"/>
			<weapon bonus="1" type="rapier" dmg="1d6" crit="17"><ability>Bane <description>vs aberrations</description></ability></weapon>
			<weapon bonus="1" type="dagger" dmg="1d4" crit="19"><ability>Venom</ability></weapon>
			<weapon bonus="1" type="battleaxe" dmg="1d8" crit="x3"><ability>Defending</ability></weapon>
		</weapons>
		<worn>
			<item type="ma" ac="6">+2 chain shirt of fire resistance
				<description>ignores first 10 points of fire damage per attack</description>
			</item>
			<item type="mi">cloak of minor displacement
				<description>20% miss chance</description>
			</item>
			<item type="ma" ac="4">+4 amulet of natural armour</item>
			<item type="mi">ring of endure elements</item>
			<item type="mi">ring of elemental command (earth)
				<description>
					Elementals of the plane of earth can't attack the wearer, or
					even approach within 5 feet. The wearer may forego
					this protection and instead attempt to charm the elemental (
					as charm monster, Will DC 17 negates). Only one attempt at
					charming can be made.<br/>

					Can converse with creatures from the plane of earth.  Creatures from the plane of earth who attack the wearer take
					a -1 penalty on their attack rolls. The wearer makes
					applicable saving throws from the extraplanar creature's
					attacks with a +2 resistance bonus. He gains a +4 morale
					bonus on all attack rolls against such creatures. Any weapon
					he uses bypasses the damage reduction of such creatures.<br/>

					-2 to saving throws against air- or electricity-based effects.<br/>
					<ul>
						<li>Meld into stone (unlimited use, wearer only)</li>
						<li>Soften earth or stone (unlimited use)</li>
						<li>Stone shape (twice per day)</li>
						<li>Stoneskin (once per week, wearer only)</li>
						<li>Passwall (twice per week)</li>
						<li>Wall of stone (once per day)</li>
					</ul>
				</description>
			</item>
			<item>+2 bracers of armour</item>
			<item type="mi">ioun stone (dark blue)
				<description>grants alertness, as per feat</description>
			</item>
			<item type="mi">ioun stone (clear)
				<description>sustains without food or water</description>
			</item>
		</worn>
		<carried>
			<item type="ma">+1 light steel shield of light fortification
				<description>25% chance of negating a critical</description>
			</item>
			<item type="p" q="1">potion of cure light wounds</item>
			<item type="p" q="3">potion of cure moderate wounds</item>
			<item type="p" q="1">potion of cure moderate wounds (non-magical)</item>
			<item type="p" q="1">potion of cure serious wounds (non-magical)</item>
			<item type="p" q="1">potion of cure critical wounds</item>
			<item type="p" q="4">potion of true strike</item>
			<item type="p" q="1">potion of haste</item>
			<item type="p" q="3">vial of universal solvent</item>
			<item type="p" q="3">elixir of sneaking</item>
			<item type="p" q="4">vial of acid</item>
			<item type="p" q="3">vial of holy water</item>
			<item type="mi">diamond of continual flame
				<description>Casts continual flame, range touch, 5/day</description>
			</item>
			<item>silver cup</item>
			<item>silver dagger</item>
			<item type="mi">scabbard of keen edges
				<description>doubles the threat range of a sword placed in it, 3/day</description>
			</item>
			<item>100' silk rope</item>
			<item type="mi">lens of detection
				<description>+5 to search, +5 to tracking</description>
			</item>
			<item q="1">tanglefoot bag</item>
			<item>hooded lantern</item>
			<item>oil flasks</item>
			<item>flint &amp; steel</item>
			<item>rusty mw climber's kit</item>
			<item type="mi">pearl of the syrenes
				<description>lets possessor breathe in water, swim 60', can act without hinderance</description>
			</item>
		</carried>
	</equipment>
	<log>
		<award xp="88375"/>
	</log>
</character>
