Post by Kiirnodel on Aug 4, 2008 4:34:16 GMT -5
Player name: Ben Trefz
Character Name: Kale
Race: Tarterian Half-Dragon Feral Minotaur
Classes: Frenzied Berserker 10
Alignment: Chaotic Evil
HP: 371 (Rage 403)
AC: 32 (10 + 8 Dexterity - 1 Size + 15 Deflection) (Rage -2, Frenzy -4)
BAB: +16/+11/+6/+1
Grapple: +38 (Rage +40, Frenzy +43, Rage&Frenzy +45) Improved Grab: +18 (Rage +20, Frenzy +23, Rage&Frenzy +25)
Speed: 40 ft., 80 ft. (average)
Appearance: Standing 9 ft. tall, black fur with patches of scales with varying colors of black, gray, and dark green. Great wings of similar coloring with a tattered look, and wicked looking horns. Most disturbing however is the faint flickering green flames that lurk behind his black eyes.
History: Well its not enough to just have a Half-Dragon, the creature they are bred with is equally important, one must find powerful creatures with their own chaotic and destructive natures. But really more important than the creatures they are breeding together is the environment they are raised in. In truth they had many of these creatures, it was of course an extensive breeding program. Many different creatures, bred with many different types of Dragons from across the planes. Separated into groups of similar creatures (6-10 of the same dragon/monster combination) they were raised in a vicious environment, raised to kill for their nourishment from before they could even walk. Then pitted against each-other, at first not to the death, however the losers were severely punished (and they made sure that all lost at some point, so they could truly understand the pain and suffering). Mildly educated, but only enough that they would be able to take commands and be civil enough to not destroy their eventual superiors (this was taught fairly loosely, though many quickly understood the hierarchy of power when they were beaten down for their insolence). Then finally these groups were pitted against one another to the death, to which the winner would move on to be further trained, to choose the strongest and most vicious amongst them. By this point they needed little training, it was now about experience. Finally they were sent loose, with little except the will to fight they were allowed to roam "freely". Into previously created wilds to further drive their hunting instincts, all creatures were their prey, from animals to fiends, all would serve as food during those years of solitary hunting. Some of the subjects survived these harsh conditions, and after 2 years they were finally down to the final 5 from the 20 that were originally set loose. In their final test, they were told to bring back the head of the toughest prey they could find. Finally, they were provided with equipment to arm themselves and allowed travel between planes to find their quarry. The winner of course was the one who thought things through the furthest, after heading out to the material plane, he sought out his own brethren, the other subjects of this program. Challenging them to battle, and after triumph using their own equipment to further strengthen his power. Monitoring all of this, the judges thought they would have to start over, seeing as this unruly one may not be right to work with others. That is until his return upon which he swiftly informed them: "Now that I have removed the weak from this test, I shall prove my own worth." Kale surprised them with this statement, but they were impressed with his swift removal of the others of this experiment. Rather than sending him back out to "prove himself", they simply told him they would be watching. Go out and prove himself over time and increase his power, they would call upon him when he was truly strong enough.
Other notes:
STR: 46 (+18) [40] (Rage 50, Frenzy 56, Rage&Frenzy 60)
DEX: 26 (+8) [20]
CON: 39 (+14) [33] (Rage 44)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 13 (+1)
Fort: +23 (9 Base + 14 Constitution) (Rage +25)
Reflex: +16 (8 Base + 8 Dexterity)
Will: +22 (8 Base + 14 Constitution) (Rage +26)
Traits:
Abrasive - You are difficult and demanding in conversation, which tends to oppress those around you.
Benefit: You gain a +1 bonus on Intimidate checks.
Drawback: You take a -1 penalty on Diplomacy checks and Bluff checks.
Roleplaying: An eight and a half foot tall minotaur with black fur, dragon
scales, and tattered looking wings... did we mention the glowing green eyes? is that scary enough for you?
Feats:
Pride: Power Attack
Short Temper: Feral Rage
Level 1: Intimidating Rage
Level 3: Destructive Rage
Level 6: Cleave
Level 9: Endurance
Level 12: Steadfast Determination
Level 15: Extra Rage
Skills: Bluff +0, Diplomacy +0, Intimidate +21, Jump +38, Listen +14, Search +0, Spot +14, Tumble +14
Skill Tricks: Extreme Leap, Never Outnumbered
Abilities:
Minotaur:
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+27 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Scent (Ex): A minotaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Feral:
Improved Grab (Ex): If a feral minotaur hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral minotaur is not considered grappled). In either case, each successful grapple check it makes during successivee rounds automatically deals claw damage.
Pounce (Ex): If a feral minotaur makes a charge, it can follow with a full attack.
Fast Healing (Ex): A feral minotaur regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the feral minotaur to regrow or reattach lost body parts.
Half-Dragon:
Breath Weapon (Su): 60-foot line, once per day, damage 6d8 force, Reflex DC 27 half.
Frenzied Berserker:
Rage (Ex): three per day, +4 to Str; +4 to Con, +2 on WIll saves, -2 to AC for up to 19 rounds.
Frenzy (Ex): five per day, +10 bonus to Str, extra attack at highest bonus with full attack action, -4 to AC, 2 points of nonlethal damage per round for 17 rounds (19 if raging). To end early, DC 20 Will save once per round as a free action. Will save DC 10 + points of damage taken to avoid frenzy. Must attack perceived foes, or nearest creature if no foe remains. As long as frenzy continues, not treated as disabled at 0 hit points, nor dying at -1 to -39 (-43 if raging). Does not die from hit point loss until frenzy ends.
Inspire Frenzy (Su): three per day, all willing allies within 10 feet gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for 17 rounds (19 if raging), regardless of whether they remain within 10 feet of him.
Supreme Cleave: Kale can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.
Supreme Power Attack: Kale deals +100% the normal damage from his use of the Power Attack feat. In other words, when using the Power Attack feat, while wielding a two-handed weapon, Kale gains a +4 bonus on damage rolls (instead of a +2 bonus) for each –1 penalty he applies to his attack rolls.
Equipment
Held: +1 Adamantine Greataxe or +1 Silvered Greataxe
Body:
Head:
Face:
Neck: Amulet of Mighty Fists(+5) and Constitution(+6)
Arms: Bracers of Dexterity(+6)
Hands:
Feet:
Back:
Torso: Vest of Scintillating Natural Armor(+5)
Waist: Belt of Strength(+6)
Rings:
Money: 7980
Character Name: Kale
Race: Tarterian Half-Dragon Feral Minotaur
Classes: Frenzied Berserker 10
Alignment: Chaotic Evil
HP: 371 (Rage 403)
AC: 32 (10 + 8 Dexterity - 1 Size + 15 Deflection) (Rage -2, Frenzy -4)
BAB: +16/+11/+6/+1
Grapple: +38 (Rage +40, Frenzy +43, Rage&Frenzy +45) Improved Grab: +18 (Rage +20, Frenzy +23, Rage&Frenzy +25)
Speed: 40 ft., 80 ft. (average)
Appearance: Standing 9 ft. tall, black fur with patches of scales with varying colors of black, gray, and dark green. Great wings of similar coloring with a tattered look, and wicked looking horns. Most disturbing however is the faint flickering green flames that lurk behind his black eyes.
History: Well its not enough to just have a Half-Dragon, the creature they are bred with is equally important, one must find powerful creatures with their own chaotic and destructive natures. But really more important than the creatures they are breeding together is the environment they are raised in. In truth they had many of these creatures, it was of course an extensive breeding program. Many different creatures, bred with many different types of Dragons from across the planes. Separated into groups of similar creatures (6-10 of the same dragon/monster combination) they were raised in a vicious environment, raised to kill for their nourishment from before they could even walk. Then pitted against each-other, at first not to the death, however the losers were severely punished (and they made sure that all lost at some point, so they could truly understand the pain and suffering). Mildly educated, but only enough that they would be able to take commands and be civil enough to not destroy their eventual superiors (this was taught fairly loosely, though many quickly understood the hierarchy of power when they were beaten down for their insolence). Then finally these groups were pitted against one another to the death, to which the winner would move on to be further trained, to choose the strongest and most vicious amongst them. By this point they needed little training, it was now about experience. Finally they were sent loose, with little except the will to fight they were allowed to roam "freely". Into previously created wilds to further drive their hunting instincts, all creatures were their prey, from animals to fiends, all would serve as food during those years of solitary hunting. Some of the subjects survived these harsh conditions, and after 2 years they were finally down to the final 5 from the 20 that were originally set loose. In their final test, they were told to bring back the head of the toughest prey they could find. Finally, they were provided with equipment to arm themselves and allowed travel between planes to find their quarry. The winner of course was the one who thought things through the furthest, after heading out to the material plane, he sought out his own brethren, the other subjects of this program. Challenging them to battle, and after triumph using their own equipment to further strengthen his power. Monitoring all of this, the judges thought they would have to start over, seeing as this unruly one may not be right to work with others. That is until his return upon which he swiftly informed them: "Now that I have removed the weak from this test, I shall prove my own worth." Kale surprised them with this statement, but they were impressed with his swift removal of the others of this experiment. Rather than sending him back out to "prove himself", they simply told him they would be watching. Go out and prove himself over time and increase his power, they would call upon him when he was truly strong enough.
Other notes:
STR: 46 (+18) [40] (Rage 50, Frenzy 56, Rage&Frenzy 60)
DEX: 26 (+8) [20]
CON: 39 (+14) [33] (Rage 44)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 13 (+1)
Fort: +23 (9 Base + 14 Constitution) (Rage +25)
Reflex: +16 (8 Base + 8 Dexterity)
Will: +22 (8 Base + 14 Constitution) (Rage +26)
Traits:
Abrasive - You are difficult and demanding in conversation, which tends to oppress those around you.
Benefit: You gain a +1 bonus on Intimidate checks.
Drawback: You take a -1 penalty on Diplomacy checks and Bluff checks.
Roleplaying: An eight and a half foot tall minotaur with black fur, dragon
scales, and tattered looking wings... did we mention the glowing green eyes? is that scary enough for you?
Feats:
Pride: Power Attack
Short Temper: Feral Rage
Level 1: Intimidating Rage
Level 3: Destructive Rage
Level 6: Cleave
Level 9: Endurance
Level 12: Steadfast Determination
Level 15: Extra Rage
Skills: Bluff +0, Diplomacy +0, Intimidate +21, Jump +38, Listen +14, Search +0, Spot +14, Tumble +14
Skill Tricks: Extreme Leap, Never Outnumbered
Abilities:
Minotaur:
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+27 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Scent (Ex): A minotaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Feral:
Improved Grab (Ex): If a feral minotaur hits a Medium-size or smaller opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the feral minotaur is not considered grappled). In either case, each successful grapple check it makes during successivee rounds automatically deals claw damage.
Pounce (Ex): If a feral minotaur makes a charge, it can follow with a full attack.
Fast Healing (Ex): A feral minotaur regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the feral minotaur to regrow or reattach lost body parts.
Half-Dragon:
Breath Weapon (Su): 60-foot line, once per day, damage 6d8 force, Reflex DC 27 half.
Frenzied Berserker:
Rage (Ex): three per day, +4 to Str; +4 to Con, +2 on WIll saves, -2 to AC for up to 19 rounds.
Frenzy (Ex): five per day, +10 bonus to Str, extra attack at highest bonus with full attack action, -4 to AC, 2 points of nonlethal damage per round for 17 rounds (19 if raging). To end early, DC 20 Will save once per round as a free action. Will save DC 10 + points of damage taken to avoid frenzy. Must attack perceived foes, or nearest creature if no foe remains. As long as frenzy continues, not treated as disabled at 0 hit points, nor dying at -1 to -39 (-43 if raging). Does not die from hit point loss until frenzy ends.
Inspire Frenzy (Su): three per day, all willing allies within 10 feet gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for 17 rounds (19 if raging), regardless of whether they remain within 10 feet of him.
Supreme Cleave: Kale can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. He is still limited to one such adjustment per round, so he cannot use this ability during a round in which he has already taken a 5-foot step.
Supreme Power Attack: Kale deals +100% the normal damage from his use of the Power Attack feat. In other words, when using the Power Attack feat, while wielding a two-handed weapon, Kale gains a +4 bonus on damage rolls (instead of a +2 bonus) for each –1 penalty he applies to his attack rolls.
Equipment
Held: +1 Adamantine Greataxe or +1 Silvered Greataxe
Body:
Head:
Face:
Neck: Amulet of Mighty Fists(+5) and Constitution(+6)
Arms: Bracers of Dexterity(+6)
Hands:
Feet:
Back:
Torso: Vest of Scintillating Natural Armor(+5)
Waist: Belt of Strength(+6)
Rings:
Money: 7980