Charau-ka barbarian 5
CE Small humanoid (charau-ka)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
AC 18, touch 12, flat-footed 15 (+4 armour, +3 Dex, +2 natural, –2 rage, +1 size)
hp 90 (8 HD; 3d8+5d12+45)
Fort +10, Ref +7, Will +2
Defensive Abilities improved uncanny dodge, trap sense +1
Speed 40 ft., climb 30 ft.
Melee masterwork greatclub +17/+12 (1d8+10), bite +10 (1d3+3)
Ranged javelin +12/+7 (1d4+7/19–20)
Special Attacks rage (15 rounds/day), rage powers (strength surge +5, surprise accuracy +2), shrieking frenzy, thrown weapon mastery
Str 24, Dex 16, Con 21, Int 8, Wis 14, Cha 8
Base Atk +7; CMB +13; CMD 24
Feats Point-Blank Shot, Power Attack, Quick Draw, Throw AnythingB, Weapon Focus (greatclub)
Skills Climb +21,Craft (pottery) -1, Perception +10, Stealth +15, Survival +7
Languages Abyssal, Polyglot
SQ fast movement
Gear masterwork hide armor, masterwork greatclub, javelins (6), copper armband (worth 30 gp), sack of pottery
Base Statistics When not raging, the charau-ka’s statistics are: AC 20, touch 14, flat-footed 17; hp 74; Fort +8, Will +0; Melee mwk greatclub +15/+10 (1d8+7), bite +8 (1d3+2); Ranged javelin +12/+7 (1d4+5/19–20) or spiked log +11 (2d10+5); Str 20, Con 17; CMB +11, Skills Climb +19.
Shrieking Frenzy (Su) Once per day, a charau-ka can enter a state of shrieking frenzy as a free action. While in this state, the charau-ka automatically fails Stealth checks and cannot speak or cast spells that use verbal components (or use items that require command words to activate), but functions as if under the effects of a _haste spell. The charau-ka can continue shrieking for up to 3 rounds, after which it is staggered for 1 round.
Thrown-Weapon Mastery (Ex) Charau-ka are masters of thrown weapons. All charau-ka gain Throw Anything as a bonus feat. In addition, a charau-ka gains a +1 racial bonus on all thrown weapons, and the threat range for thrown weapons is doubled, as if the charau-ka possessed the Improved Critical feat for all thrown weapons. This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Combat Quick Reference
First Choice: Karna carries a sack full of damaged clay vases, figurines, and toys which he likes to throw at his enemies. He has +11 to hit with them, and deals 1d4+7 points of damage.
Some Charau-ka like hitting things and some like throwing things, and some hate those other two for breaking his damn vases all the time. Karna tried to keep up with the breakage for months but one day, while working with a particularly delicate figurine, a miss-thrown rock smashed through a few weeks worth of work. He still can’t remember the minutes that followed, but when he did regain his control, he had smashed most of his pottery on the four Charau-ka who lay unconscious around him. After that incident, Karna always makes sure that his pieces have a nice heft to them in case he needs to discourage any further damage to his work.
He recently heard one of the raiders talking about a place in the serpentfolk territory where thick mud constantly drips from the walls and ceiling. And, the best part is, the serpentfolk never go to the island where it lies. Karna couldn’t pass up the oppotunity for a place away from the others that had a constant supply of mud so he headed over to the island but then the details get a little fuzzy. There was a plant maybe… and the mud was walking around… his next solid thought was of being incredibly thirsty and drinking the only nearby water. Then yes, there was a huge pile of angry looking mud that didn’t seem to see him is he stayed still.