Post by Japic on Mar 5, 2004 16:26:20 GMT -5
=== Pre-Gen #2 === Has Played: Trapping More Than Fur
Currently Playing:
Hildigunn
female half-orc
Bbn 5/Fgh 1/Bers 5
AL CG
Size M (5 ft., 3 in. tall)
HD 10d12+1d10+66; hp 132
Str 22 (+6) (+2 is from Gauntlets of Ogre Strength)
Dex 12 (+1)
Con 23 (+6) (+4 from Amulet of Health)
Int 13 (+1)
Wis 14 (+2)
Cha 11 (+0)
Init +1 (+1 Dex)
Spd 30 ft. (40ft without armor)
AC 22 (+1 Dex, +9 Armor, +2 ring)
Attack +17 (+11 Base, +6 Str) melee, or +12 (+11 Base, +1 Dex) ranged
Maul +19/+14/+9 1d10+10
Spiked Gauntlet +17/+12/+7 1d4+6
Light Mace +17/+12/+7 1d6+6
SV
Fort +18 (+10 Base, +6 Con, +2 Cloak)
Ref +5 (+2 Base, +1 Dex, +2 Cloak)
Will +6 (+2 Base, +2 Wis, +2 Cloak)
Languages Spoken: Common, Goblin, Orc.
Skills: (Max: Cross -- 14:7)
Craft (Trapmaking) +9 (+8 Rank, +1 Int)
Handle Animal +10 (+10 Rank)
Hide -2 (+1 Dex, -3 Armor)
Intimidate +14 (+14 Rank)
Jump +9 (+6 Rank, +6 Str, -3 Armor)
Listen +2 (+2 Wis)
Move Silently -2 (+1 Dex, -3 Armor)
Perform (Wind Instruments) +2 (+2 Rank)
Ride +17 (+14 Rank, +1 Dex, +2Synergy)
Spot +4 (+2 Rank, +2 Wis)
Feats:
Power Attack
Cleave
Destructive Rage
Intimidating Rage
Diehard
Improved Sunder
Class Features:
Fast movement
Uncanny dodge
Trap sense +1
Rage 2/day
Improved uncanny dodge
**Frenzy 3/day
Supreme Cleave
Deathless Frenzy
Improved PA - (1/1.5 tradeoff instead of 1/1)
Possessions:
+2 Mighty Cleaving Adamantine Maul
Trained Rhinoceros
Large ChainShirt with spikes for the rhino
Spiked Gauntlet x2
Light Mace
+4 DragonHide (Red) BreastPlate with spikes
Cloak of Resistance +2
Amulet of Health +4
Ring of Protection +2
Gauntlets of Ogre Power
Potion of Cure Light Wounds x6
Potion of Aid
BAG
Remaining gold:
18.8 gp
Physical Description: At just over five feet, Hildigunn is bridging a fine line between femine and masculine. Her hair is short and cropped, tinging a raven color in the sun. She is extraordinarily muscled and likes to wear outfits and armor that show it off. She has several earring and even a nose ring or two to match...perhaps the only femine items she wears. She is missing the pinky finger on her left hand, an injury from being tricked by a cruel wizard (trapping more than fur).
Background: Hildigunn is a Half-Orc with many male friends. So much so that she shuns contact with females of other races...especially preferring to stay far away from the attractive, graceful elven women. Some say she resents them for they are blessed with the beauty she never had...but none would dare say that to her face. She is a raging torment of anger and strength, holding her own on the battlefield with any man alive. She came to the academy for a chance to hone her skills and, although she won't admit it, a way to control her anger.
Mount: Rhinocerous
Size/Type: Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +7 natural, +4 Armor), touch 9, flat-footed 20
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Warm plains
Organization: Solitary or herd (2-12)
Challenge Rating: 4
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
Powerful Charge (Ex)
A rhinoceros deals 4d6+24 points of damage when it makes a charge.
** - Frenzy (Ex)[/u] (From Frenzied Beserker Prestige Class, Complete Warrior p 34-35)
A frenzied beserker can enter a frenzy during combat, While frenzied, she gains a +6 bonus to STR and, if she makes a full attack action, gains a single extra attack at her highest bonus. (This effect is NOT cumulative with Haste or other effect that grant additional attacks.) However, she also takes a -4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Beserker's CON modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of a frenzy stack with those from any rage ability the character may have.
At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of the ability for every two frenzied beserker levels she acquires (but she can't use the ability more than once per any encounter). The character can enter a frenzy as a free action. Eventhough this takes no time, she can only do it during her turn, not in response to another's action. In addition, if she takes damage from an attack, a spell, a trap or any other source, she automatically enters a frenzy at the start of her next action as long as she has a least one daily use of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save DC (10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the character cannot use any CHA, DEX or INT based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she casts spells, drink potions, activate magic items or read scrolls. She can use any feats she has except for Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see entry in book) normally.
During a frenzy, the frenzied beserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest (determined randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (her own or the target's).
When a frenzy ends, the frenzied beserker is fatigued (-2 STR and DEX, unable to run or charge) for the duration of the encounter.
If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends--at which point the character is exhausted, not merely fatigued.
{Updated as reflected in posts below.}
Currently Playing:
Hildigunn
female half-orc
Bbn 5/Fgh 1/Bers 5
AL CG
Size M (5 ft., 3 in. tall)
HD 10d12+1d10+66; hp 132
Str 22 (+6) (+2 is from Gauntlets of Ogre Strength)
Dex 12 (+1)
Con 23 (+6) (+4 from Amulet of Health)
Int 13 (+1)
Wis 14 (+2)
Cha 11 (+0)
Init +1 (+1 Dex)
Spd 30 ft. (40ft without armor)
AC 22 (+1 Dex, +9 Armor, +2 ring)
Attack +17 (+11 Base, +6 Str) melee, or +12 (+11 Base, +1 Dex) ranged
Maul +19/+14/+9 1d10+10
Spiked Gauntlet +17/+12/+7 1d4+6
Light Mace +17/+12/+7 1d6+6
SV
Fort +18 (+10 Base, +6 Con, +2 Cloak)
Ref +5 (+2 Base, +1 Dex, +2 Cloak)
Will +6 (+2 Base, +2 Wis, +2 Cloak)
Languages Spoken: Common, Goblin, Orc.
Skills: (Max: Cross -- 14:7)
Craft (Trapmaking) +9 (+8 Rank, +1 Int)
Handle Animal +10 (+10 Rank)
Hide -2 (+1 Dex, -3 Armor)
Intimidate +14 (+14 Rank)
Jump +9 (+6 Rank, +6 Str, -3 Armor)
Listen +2 (+2 Wis)
Move Silently -2 (+1 Dex, -3 Armor)
Perform (Wind Instruments) +2 (+2 Rank)
Ride +17 (+14 Rank, +1 Dex, +2Synergy)
Spot +4 (+2 Rank, +2 Wis)
Feats:
Power Attack
Cleave
Destructive Rage
Intimidating Rage
Diehard
Improved Sunder
Class Features:
Fast movement
Uncanny dodge
Trap sense +1
Rage 2/day
Improved uncanny dodge
**Frenzy 3/day
Supreme Cleave
Deathless Frenzy
Improved PA - (1/1.5 tradeoff instead of 1/1)
Possessions:
+2 Mighty Cleaving Adamantine Maul
Trained Rhinoceros
Large ChainShirt with spikes for the rhino
Spiked Gauntlet x2
Light Mace
+4 DragonHide (Red) BreastPlate with spikes
Cloak of Resistance +2
Amulet of Health +4
Ring of Protection +2
Gauntlets of Ogre Power
Potion of Cure Light Wounds x6
Potion of Aid
BAG
Remaining gold:
18.8 gp
Physical Description: At just over five feet, Hildigunn is bridging a fine line between femine and masculine. Her hair is short and cropped, tinging a raven color in the sun. She is extraordinarily muscled and likes to wear outfits and armor that show it off. She has several earring and even a nose ring or two to match...perhaps the only femine items she wears. She is missing the pinky finger on her left hand, an injury from being tricked by a cruel wizard (trapping more than fur).
Background: Hildigunn is a Half-Orc with many male friends. So much so that she shuns contact with females of other races...especially preferring to stay far away from the attractive, graceful elven women. Some say she resents them for they are blessed with the beauty she never had...but none would dare say that to her face. She is a raging torment of anger and strength, holding her own on the battlefield with any man alive. She came to the academy for a chance to hone her skills and, although she won't admit it, a way to control her anger.
Mount: Rhinocerous
Size/Type: Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +7 natural, +4 Armor), touch 9, flat-footed 20
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Warm plains
Organization: Solitary or herd (2-12)
Challenge Rating: 4
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
Powerful Charge (Ex)
A rhinoceros deals 4d6+24 points of damage when it makes a charge.
** - Frenzy (Ex)[/u] (From Frenzied Beserker Prestige Class, Complete Warrior p 34-35)
A frenzied beserker can enter a frenzy during combat, While frenzied, she gains a +6 bonus to STR and, if she makes a full attack action, gains a single extra attack at her highest bonus. (This effect is NOT cumulative with Haste or other effect that grant additional attacks.) However, she also takes a -4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the Frenzied Beserker's CON modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of a frenzy stack with those from any rage ability the character may have.
At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of the ability for every two frenzied beserker levels she acquires (but she can't use the ability more than once per any encounter). The character can enter a frenzy as a free action. Eventhough this takes no time, she can only do it during her turn, not in response to another's action. In addition, if she takes damage from an attack, a spell, a trap or any other source, she automatically enters a frenzy at the start of her next action as long as she has a least one daily use of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save DC (10 + points of damage taken since her last action) at the start of her next turn.
While frenzied, the character cannot use any CHA, DEX or INT based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she casts spells, drink potions, activate magic items or read scrolls. She can use any feats she has except for Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see entry in book) normally.
During a frenzy, the frenzied beserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest (determined randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (her own or the target's).
When a frenzy ends, the frenzied beserker is fatigued (-2 STR and DEX, unable to run or charge) for the duration of the encounter.
If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends--at which point the character is exhausted, not merely fatigued.
{Updated as reflected in posts below.}