Post by streamofthesky on Jul 11, 2008 21:53:03 GMT -5
Raagnar Stonehide
Male Crusader 10
Lawful Neutral Humanoid (Dwarf)
HP: 104 (10d10 +30)
AC 27 (10 +10 armor +5 shield +1 dex +1 deflection)
FF: 26; Touch: 17
Str 18 (20), Dex 12, Con 16, Int 10, Wis 12, Cha 12
Saves: Fortitude +11, Reflex +6, Will +8
BAB +10, Grapple +15
Speed: 20 ft, Fly 40 ft (perfect) (boots)
Feats: Stone Power, Intimidating Strike, Shield Specialization, Shield Ward, Martial Stance (Press the Advantage), Die Hard
Class Features: Furious Counterstrike (max +3), Steely Resolve 15, Indomitable Soul (cha to will saves), Zealous Surge (re-roll save 1/day), Smite 1/day (+1 attack, +10 damage)
Traits: Plucky (+1 will, -1 fort), Abrasive (+1 Intimidate, -1 Bluff/Diplomacy)
Flaws: Shaky (-2 ranged)
Melee
Waraxe +16/+10 (2d8 +6, 20/x3)
Ranged
Sling +9 (1d6 +5, 20/x2)
Skills:
Bluff(cc), +9 (6 ranks +1 ability -1 trait +3 circlet)
Intimidate, +20 (13 ranks +1 ability +1 trait +2 synergy +3 circlet)
Knowledge (religion), +2 (2 ranks)
Martial Lore, +13 (13 ranks)
Perform (Weapon Drill)(cc), +15 (6 ranks +1 ability +5 BAB +3 circlet)
Maneuvers (6 readied; 3 granted):
1 Charging Minotaur (SD, Strike) (R)
1 Douse the Flames (WR, Strike)
2 Battle Leader’s Charge (WR, Strike) (R)
2 Foehammer (DS, Strike)
3 Revitalizing Strike (DS, Strike) (R)
3 Bone Crusher (SD, Strike) (R)
4 Divine Surge (DS, Strike) (R)
5 Elder Mountain Hammer (SD, Strike) (R)
5 Daunting Strike (DS, Strike)
Stances (Swift action to switch):
Crushing Weight of the Mountain (deal 2d6 +7 constrict damage w/ grapple check)
Press the Advantage (Take 10 ft step instead of 5 ft step; or 5 ft step in difficult terrain)
Martial Spirit (Heal 2 hp w/ each successful melee attack)
Leading the Charge (deal +10 damage on a charge) (R)
Gear: Strong Arm Bracers, Large Waraxe +1, Fullplate +2, Heavy Shield +2, Gauntlets of Strength +2, Circlet of Persuasion, Winged Boots, Vest of Resistance +2, Ring of Protection +1, Mask of the Tyrant, 2 Large Waraxes, Large Sling, 20 bullets.
Mask of the Tyrant: Once per encounter, if at less than half full hit points, the wearer can use the mask’s cowing ability as an immediate action after a foe attacks him. The wearer then makes an intimidate check opposed by the foe’s attack roll. If the wearer wins this opposed roll, the aggressor finds he is unable to follow through with the attack. The attack action of the victim is negated, and he is unable to make any attacks against the wearer until the start of the wearer’s next round (including attacks of opportunity). If the victim has made no other attacks thus far, he can still take a move action. He also retains the ability to attack other characters he threatens. This ability only works on foes that can see the wearer, though the wearer does not need to see them.
Intimidating Strike: Attack as a standard action. Take a penalty of X (between 1 and 10) to attack roll. If you hit, make an intimidate check with a bonus of X. If the check is successful, the foe is shaken the rest of the encounter.
Steely Resolve: “Reserve” stores up to 15 points of damage until the end of the Crusader’s next turn.
Furious Counterstrike: Gain a bonus (min. +1) to attacks and damage equal to amount of damage in reserve divided by 5, rounding down.
Stone Power: When attacking, full attacking, or using a SD strike, take a penalty of up to 5 on attack rolls. You gain double this amount as temporary hp, which lasts until the start of your next turn.
Male Crusader 10
Lawful Neutral Humanoid (Dwarf)
HP: 104 (10d10 +30)
AC 27 (10 +10 armor +5 shield +1 dex +1 deflection)
FF: 26; Touch: 17
Str 18 (20), Dex 12, Con 16, Int 10, Wis 12, Cha 12
Saves: Fortitude +11, Reflex +6, Will +8
BAB +10, Grapple +15
Speed: 20 ft, Fly 40 ft (perfect) (boots)
Feats: Stone Power, Intimidating Strike, Shield Specialization, Shield Ward, Martial Stance (Press the Advantage), Die Hard
Class Features: Furious Counterstrike (max +3), Steely Resolve 15, Indomitable Soul (cha to will saves), Zealous Surge (re-roll save 1/day), Smite 1/day (+1 attack, +10 damage)
Traits: Plucky (+1 will, -1 fort), Abrasive (+1 Intimidate, -1 Bluff/Diplomacy)
Flaws: Shaky (-2 ranged)
Melee
Waraxe +16/+10 (2d8 +6, 20/x3)
Ranged
Sling +9 (1d6 +5, 20/x2)
Skills:
Bluff(cc), +9 (6 ranks +1 ability -1 trait +3 circlet)
Intimidate, +20 (13 ranks +1 ability +1 trait +2 synergy +3 circlet)
Knowledge (religion), +2 (2 ranks)
Martial Lore, +13 (13 ranks)
Perform (Weapon Drill)(cc), +15 (6 ranks +1 ability +5 BAB +3 circlet)
Maneuvers (6 readied; 3 granted):
1 Charging Minotaur (SD, Strike) (R)
1 Douse the Flames (WR, Strike)
2 Battle Leader’s Charge (WR, Strike) (R)
2 Foehammer (DS, Strike)
3 Revitalizing Strike (DS, Strike) (R)
3 Bone Crusher (SD, Strike) (R)
4 Divine Surge (DS, Strike) (R)
5 Elder Mountain Hammer (SD, Strike) (R)
5 Daunting Strike (DS, Strike)
Stances (Swift action to switch):
Crushing Weight of the Mountain (deal 2d6 +7 constrict damage w/ grapple check)
Press the Advantage (Take 10 ft step instead of 5 ft step; or 5 ft step in difficult terrain)
Martial Spirit (Heal 2 hp w/ each successful melee attack)
Leading the Charge (deal +10 damage on a charge) (R)
Gear: Strong Arm Bracers, Large Waraxe +1, Fullplate +2, Heavy Shield +2, Gauntlets of Strength +2, Circlet of Persuasion, Winged Boots, Vest of Resistance +2, Ring of Protection +1, Mask of the Tyrant, 2 Large Waraxes, Large Sling, 20 bullets.
Mask of the Tyrant: Once per encounter, if at less than half full hit points, the wearer can use the mask’s cowing ability as an immediate action after a foe attacks him. The wearer then makes an intimidate check opposed by the foe’s attack roll. If the wearer wins this opposed roll, the aggressor finds he is unable to follow through with the attack. The attack action of the victim is negated, and he is unable to make any attacks against the wearer until the start of the wearer’s next round (including attacks of opportunity). If the victim has made no other attacks thus far, he can still take a move action. He also retains the ability to attack other characters he threatens. This ability only works on foes that can see the wearer, though the wearer does not need to see them.
Intimidating Strike: Attack as a standard action. Take a penalty of X (between 1 and 10) to attack roll. If you hit, make an intimidate check with a bonus of X. If the check is successful, the foe is shaken the rest of the encounter.
Steely Resolve: “Reserve” stores up to 15 points of damage until the end of the Crusader’s next turn.
Furious Counterstrike: Gain a bonus (min. +1) to attacks and damage equal to amount of damage in reserve divided by 5, rounding down.
Stone Power: When attacking, full attacking, or using a SD strike, take a penalty of up to 5 on attack rolls. You gain double this amount as temporary hp, which lasts until the start of your next turn.