"Mad" Meinhard Mott


Race: Human
Gender: Male
Class (level): Gestalt Barbarian (Breaker)/Fighter (Thunderstriker) 9th
Alignment: Chaotic Good
Experience: 60,000
Next Level: 71,000
Age: 32 years

  • a


Hit Points: (9d12+36) = 100
Str: 22 [26 while raging]
Con: 18 [24 while raging]
Dex: 14
Int: 8
Wis: 10
Cha: 12
Cash: 0gp, 0sp
Languages: Gael, Perbashket
AC: 20 (2 Dex, 7 armor, 1 shield)
CMD: 27 (29 vs. Sunder)
Damage Reduction: DR 1/-

Attack: +15 melee, +11 ranged

  • BAB: +9
  • CMB: +17 (21 to Sunder)
    • Greatsword: +17/12 melee
      • Damage: 4d6+23 damage, 17-20/x2 Crit
      • deal 1d6 damage to himself per hit
      • deal 6d6+48 damage on a critical hit
    • Greatsword (raging): +19/14 melee
      • Damage: 4d6+26 damage, 17-20/x2 Crit
      • deal 1d6 damage to himself per hit
      • deal 6d6+54 damage on a critical hit
    • Javelin: +13 ranged, 30-ft. range
      • Damage: 1d6+8 damage, x2 Crit


  • Fort: +10
  • Ref: +5
  • Will: +3 (5 while raging)
    • +2 vs. Fear
    • +7 vs. Spells, Spell-like, and Supernatural abilities while raging


  • Land Speed: 20-ft.
  • Initiative: +2

Skill Points: 36

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Tower Shields


  • Acrobatics (8 ranks): +13
  • Climb (1 rank): +10
  • Handle Animal (1 rank): +5
  • Intimidate (8 ranks): +18
  • Knowledge [local] (5 ranks): +7
  • Perception (5 ranks): +8
  • Ride (1 rank): +6
  • Sense Motive (5 ranks): +8
  • Survival (1 rank): +4
  • Swim (1 rank): +10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).


Sundering Strike
Prerequisites: Str 13, Improved Sunder, Power Attack, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent’s weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may deal damage to your opponent’s weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Normal: You must perform a sunder combat maneuver to sunder an opponent’s weapon.

Raging Vitality
Prerequisites: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Destroyer’s Blessing
Prerequisites: Half-orc or orc, rage class feature, worshiper of the Destroyer.
Benefit: When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.

Greater Weapon Focus (Greatsword)
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

Intimidating Prowess
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Improved Sunder
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Greater Sunder [Bonus]
Prerequisites: Improved Sunder, Power Attack, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Power Attack [Bonus]
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –3 penalty on all melee attack rolls and combat maneuver checks to gain a +9 bonus on all melee damage rolls. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (Greatsword) [Bonus]
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Greatsword) [Bonus]
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Improved Critical (Greatsword) [Bonus]
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.


Adopted [Social Trait]
Benefit: Choose one race other than your own (Orcs). You are treated as a member of that race when qualifying for a Trait or Feat. In addition, you gain one bonus “Race” trait from your adopted parents’ race.

Brute [Orc Race Trait, Bonus]
Benefits: Deal extra damage on Crits equal to Critical multiplier.

Berserker of the Society [Combat Trait]
Prerequisites: Barbarian
Benefits: Rage 3 extra rounds per day.

Missing Sibling [Campaign Trait]
Benefits: Knowledge [local] and Sense Motive are class skills.

Race Abilities
  • humans are boring

Class Abilities:

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for 27 rounds per day. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Destructive (Ex): Whenever the breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds half her barbarian level (+4) on the damage roll.

Battle Scavenger (Ex): At 3rd level, the breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the broken condition. In addition, she gains a +2 bonus on damage rolls with improvised or broken weapons.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Superstition (Ex): While raging, the barbarian gains a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Witch Hunter (Ex): While raging, the barbarian gains a +3 bonus on damage rolls against creatures possessing spells or spell-like abilities.

Spell Sunder (Su): Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.

Smasher (Ex): Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object’s hardness. This ability must be used before the attack roll or sunder check is made.

Strapped Shield (Ex): At 3rd level, a thunderstriker takes no penalty on attack rolls when using a weapon in two hands while wearing a buckler.

Hardbuckler (Ex): At 7th level, a thunderstriker may make shield bash attacks with a buckler as if it were a light shield.

Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. In addition, the bonuses granted by previous weapon groups increase by +1 each. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

  • Blades, Heavy (+2): Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.
  • Spears (+1): amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.


Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.


  • +1 Breastplate
  • +1 Vicious Greatsword
  • Masterwork Buckler
  • 5 Javelins
  • poorly maintained traveller’s garb
  • 2385 solids in coinage and jewelry kept in a ratty sackclock bag.

Meinhard respected only one man in his life — his brother Franz. They disagreed about everything. Meinhard certainly never cared for the flighty young trophy wife his brother got saddled with. But deep down he loved his brother. And now he’s certain that not only did the trollop Kaitlyn cause his brother’s death, but somehow escaped both imprisonment and the destruction of Balentyne. Mad Meinhard is going to rip her open and carve his brother’s names in her guts. No surrender! No retreat!

Meinhard Mott is a superstitious sort and mostly does not care to have arcane magic used on him. Still, he glady excepts any aid the clerics gives him. When he goes into battle against evil he usually pauses to have a cleric or paladin bless his weapon. ‘Rage and charge’ sums up both Meinhard’s battle strategy and philosophy of life. He is a born weapon-breaker and loves to shatter the prized tools of his foe.

"Mad" Meinhard Mott

The World of Tel-Avi Brand_Darklight PaulWalker