Base Attack Bonus
HP per level
Class Initial Features
Armored hulk is a Barbarian archetype in Pathfinder: Wrath of the Righteous.
Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle.
Armored hulk Information
- Base Class: Barbarian
- High saves: Fortitude
- Class skills: Athletics, Mobility, Lore (Nature), Perception, Persuasion
- Proficient with all simple and martial weapons, light armor, medium armor, Heavy Armor and shields (except tower shields).
- Alignment: Any non-lawful
- Hit Die: +7
- Skill Ranks Per Level: 3.
Armored hulk Progression
Base Attack Bonus
|Level 1||+1||+2||0||0||Armor Proficiency (Heavy Armor), Indomitable Stance, rage, Barbarian Proficiencies|
|Level 2||+2||+3||0||0||Rage power, Armored Swiftness|
|Level 3||+3||+3||+1||+1||Resilience of Steel +1|
|Level 4||+4||+4||+1||+1||Rage power|
|Level 5||+5||+4||+1||+1||Improved Armored Swiftness|
|Level 6||+6/+1||+5||+2||+2||Rage power, Resilience of Steel +2|
|Level 7||+7/+2||+5||+2||+2||Damage reduction 1/—|
|Level 8||+8/+3||+6||+2||+2||Rage power|
|Level 9||+9/+4||+6||+3||+3||Resilience of Steel +3|
|Level 10||+10/+5||+7||+3||+3||Damage reduction 2/—, rage power|
|Level 11||+11/+6/+1||+7||+3||+3||Greater rage|
|Level 12||+12/+7/+2||+8||+4||+4||Rage power, Resilience of Steel +4|
|Level 13||+13/+8/+3||+8||+4||+4||Damage reduction 3/—|
|Level 14||+14/+9/+4||+9||+4||+4||Indomitable will, rage power|
|Level 15||+15/+10/+5||+9||+5||+5||Resilience of Steel +5|
|Level 16||+16/+11/+6/+1||+10||+5||+5||Damage reduction 4/—, rage power|
|Level 17||+17/+12/+7/+2||+10||+5||+5||Tireless rage|
|Level 18||+18/+13/+8/+3||+11||+6||+6||Rage power, Resilience of Steel +6|
|Level 19||+19/+14/+9/+4||+11||+6||+6||Damage reduction 5/—|
|Level 20||+20/+15/+10/+5||+12||+6||+6||Mighty rage, rage power|
Armored hulk Abilities
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Resilience of Steel
At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level).
An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.
At 2nd level, an armored hulk moves 5 feet faster than normal in medium and heavy armor.
Improved Armored Swiftness
At 5th level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 10 feet faster than normal, to a maximum of her speed.
Armor Proficiency (Heavy Armor)
You become proficient with Heavy Armor.
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot cast spells.
A barbarian can end her rage as a free action and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
|All Barbarian Subclasses in Pathfinder: Wrath of the Righteous|