Rooky vers. 2

When you want to ask out of character questions, discuss plots, talk about roleplaying or simply present your character’s bio, this is the place to do so. Small OOC bits may be accepted in the roleplaying forums, but this is the place for the larger posts. Do keep the topics related to the roleplaying however, otherwise go to the General Discussion forum.

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Rooky
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Posts: 1607
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Location: A spooky wood, with man-eating little giant space hampsters
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Rooky vers. 2

Post by Rooky »

Since I lost the original Rooky character sheet, I had so start from scratch.

I made improvements, and hopefully it'll work this time around. This was done mostly for 'A Friendly Contest'.

Rooky
True Name: Alhandra Blackwood

Female Werewolf Lord
Human Thug Fighter 23/ Totemist 20/ Legendary Dreadnought 10
Chaotic Good

STR: 32 +11
DEX: 28 +9
CON: 32 +11
INT: 20 +5
WIS: 18 +4
CHA: 16 +3

Size: Large
Height: 7' 1"
Weight 240 lb.
Skin: Light, tattoos, scars
Hair: Red, straight
Eyes: Icy blue

HP:800 [epic toughness +1] [23 for lycanthropy] [class ability 10th level]
Speed: 20 feet (armor)
AC: 20 = 10 + 10 [breast plate +1] +1 [Dexterity] -1 [aggressive] + [damage reduction 3/-]
Touch AC: 10
Flatfooted: 14

Initiative modifier: +3 = +1 [dexterity] +2 [aggressive]
Fortitude save: +36 = 15 [base] +10 [epic] +5 [constitution] +2 [great fortitude] +4 [epic fortitude]

Reflex save: +26 = 9 [base] +10 [epic] +1 [dexterity] +2 [lightning reflexes] +4 [epic reflexes]

Will save +25 = 9 [base] +10 [epic] +4 [wisdom] +2 [iron will]

Attack (handheld): +39/+34/+29/+24 = 21 [base] +11 [epic] +8 [strength] -1 [brawler]

Attack (unarmed): +41/+36/+31/+26 = 21 [base] +11 [epic] +8 [strength] +1 [brawler]

Attack (missile): +32/+27/+22/+17 = 21 [base] +11 [epic] +1 [dexterity] -1 [brawler]

Grapple check: +41/+36/+31/+26 = 21 [base] +11 [epic] +8 [strength] +1 [brawler]

Light load: 613 lb. or less
Medium load: 613-920 lb.
Heavy load: 920-1000 lb.
Lift over head: 1000 lb.
Lift off ground: 1940 lb.
Push or drag: 5000 lb.

Languages: Common, Elven, Dark Elf Silent, Giant, Gnoll, Orc, Sylvan, Drow, Demonic

- Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]
- Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
- Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
- War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]
- Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]
- Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]
- Shuriken +1 [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]
- Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

Feats:

Alertness
Animal Affinity
Athletic
Combat Expertise
Improved Trip
Combat Reflexes
Deceitful
Endurance
Die Hard
Exotic Weapon Proficiency: Greatsword
Great Fortitude
Iron Will
Lightning Reflexes
Persuasive
Power Attack
Improved Power Attack
Cleave
Great Cleave
Improved Bull Rush
Improved Overrun
Run
Self-Sufficient
Skill Focus (Intimidate)
Skill Focus (Know Nature)
Skill Focus (Know Planes)
Natural Heavyweight
Subduing Strike
Epic Fortitude [epic]
Epic Reflexes [epic]
Epic Toughness [epic] x1
Great Strength [epic] x3
Open Least Chakra
Open Lesser Chakra
Open Greater Chakra
Snatch Arrows
Skill Focus (Listen)
Skill Focus (Sense Motive)
Skill Focus (Survival)
Stealthy
Split Chakra
Track
Two-Weapon Fighting
Enduring Life
Weapon Focus (Greatsword)
Epic Weapon Focus (Greatsword)

Traits:

Aggressive
Brawler

Appraise (Int) 2 = +2

Balance (Dex*) 8 = +1 +5 -2 [natural heavyweight] +2 [tumble] +2 [natural heavyweight]

Bluff (Cha) 23 = +1+20 +2 [persuasive]

Climb Str* 15 = +8+5 +2 [athletic]

Concentration Con 15 = +5+10

Diplomacy Cha 15 = +1+10 +2 [bluff] +2 [sense motive]

Disguise Cha 3 = +1+2 [deceitful]

Escape Artist Dex* 1 = +1

Forgery Int 4 = +2+2 [deceitful]

Gather Information Cha 11 = +1+10

Handle Animal Cha 23 = +1+20 +2 [animal affinity], (+1 for
wolves)

Heal Wis 6 = +4+2 [self-sufficient]

Hide Dex* 3 = +1+2 [stealthy]

Intimidate Cha 28 = +1+20 +2 [bluff] +2 [persuasive] +3 [skill
focus]

Jump Str* 6 = +8+2 [tumble] +2 [natural heavyweight] -6
[speed 20]

Knowledge (geography) Int 4.5 = +2+2.5

Knowledge (nature) Int 12 = +2+5 +2 [survival] +3 [skill focus]

Knowledge (planes) Int 12 = +2+10

Knowladge (nobility) Int 12 = +2+10

Listen Wis 39 = +4+30 +2 [alertness] +3 [skill focus]

Move Silently Dex* 13 = +1+10 +2 [stealthy]Ride Dex 8 = +1
+5 +2 [handle animal] +2 [animal affinity] -2 [natural heavyweight]

Search Int 22 = +2+20

Sense Motive Wis 17 = +4+10 +3 [skill focus]

Spot Wis 26 = +4+20 +2 [alertness]

Survival Wis 29 = +4+20 +2 [self-sufficient] +3 [skill focus]

Swim Str** 28 = +8+20 +2 [athletic] -2 [natural heavyweight]

Tumble Dex* 7 = +1+8 -2 [natural heavyweight]

Use Rope Dex 6 = +1+5

Control Shape Wis 4 = 4+0

Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Werewolf Lord:

* Lycanthropes gain the shapechanger subtype

* Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.

* Lycanthropy imparts +4 wisdom (already included)

* Changing form is a standard action.

* Communicates with normal and dire forms of the base animal.

* Low-light vision and scent.

* Free "Iron Will" feat.

* There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.

* Keeps racial bonuses to skills for both creature and base animal.

* Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.

* Feats are awarded combining the animal and base creature's levels.

* Natural armor class bonus increases by +2 in humanoid form.

* Natural armor class in hybrid form is human or animal, whichever is better.

* Size in hybrid form is the larger of the base creature and base animal.

* Has the base creature's speed in hybrid form.

* Hybrid form has a bite and two claw attacks.

* Hybrid form can cast spells so long as they do not have a verbal component.

* Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)

* Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.

* Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.

* The wolf's move is 40 feet.

* Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution.

* Increased strength gives +1 to hit and damage and on grapples, as well as strength checks.

* Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.

* Increased constitution gives +2 on fortitude saves, as well as constitution checks.

* In wolf form, can try to trip on a successful bite.

* Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus

* Hide, listen, move silently, search, spot, survival are class skills.

* Free "Track" feat according to system reference documents. +4 when able to use scent.

*Wolf Empathy (Ex)
Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

*A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Thug Fighter:

* Bonus Feats (already included)

* Thugs get limited armor, no shield, more skills / skill points.

Totemist:

* New class per Incarnum magic system.
* Level 1: Wild empathy (+4 on checks to influence the magical beast(s) you are imitating), illiteracy
* Level 2: Totem chakra bind (+1 capacity)
* Level 3: Totem's protection (+4 on saves vs. magical beasts)
* Level 4: --
* Level 5: Chakra binds (crown, feet, hands)
* Level 6: Totem chakra bind (+1 meldshaper level)
* Level 7: --
* Level 8: Rebind totem soulmeld 1/day
* Level 9: Chakra binds (arms, brow, shoulders)
* Level 10: --
* Level 11: Totem chakra bind (double bind)
* Level 12: Rebind totem soulmeld 2/day
* Level 13: --
* Level 14: Chakra binds (throat, waist)
* Level 15: Totem chakra bind (+2 capacity)
* Level 16: Rebind totem soulmeld 3/day
* Level 17: Chakra bind (heart)
* Level 18: --
* Level 19: --
* Level 20: Totem embodiment, rebind totem soulmeld 4/day
* Save difficulty vs. totemist soulmelds is constitution-based.

Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 8
Level 3: Fighter 5
Level 4: Fighter 8 +1 to strength
Level 5: Fighter 9
Level 6: Fighter 3
Level 7: Fighter 2
Level 8: Fighter 8 +1 to strength
Level 9: Fighter 10
Level 10: Fighter 3
Level 11: Fighter 5
Level 12: Fighter 2 +1 to constitution
Level 13: Fighter 7
Level 14: Fighter 7
Level 15: Fighter 3
Level 16: Fighter 9 +1 to constitution
Level 17: Fighter 8
Level 18: Fighter 1
Level 19: Fighter 2
Level 20: Fighter 10 +1 to strength
Level 21: Fighter 8
Level 22: Fighter 7
Level 23: Fighter 10
Level 24: Fighter 9 +1 to strength
Level 25: Fighter 10
Level 26: Fighter 3
Level 27: Fighter 5
Level 28: Fighter 6 +1 to strength
Level 29: Fighter 7
Level 30: Fighter 1
Level 31: Totemist 7
Level 32: Totemist 5 +1 to constitution
Level 33: Totemist 5
Level 34: Totemist 1
Level 35: Totemist 1
Level 36: Totemist 7 +1 to constitution
Level 37: Totemist 7
Level 38: Totemist 1
Level 39: Totemist 6
Level 40: Totemist 1 +1 to constitution
Level 41: Totemist 1

-3 Total Essentia:



Totemist: 6 soulmelds and 3 chakra binds.

The maximum number of soulmelds is your constitution score minus 10.

Arms Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6

Brow Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6


Crown Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6

Feet Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6

Hands Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6


Heart Chakra: Open
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6

Shoulder Chakra: Open
Soulmeld:
Base Effect:
___ Bind Effect:
Essentia Effect:
1 2 3 4 5 6

Soul Chakra: Open
Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6

Throat Chakra: Open

Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6

Waist Chakra: Open

Soulmeld:
Base Effect:

Essentia Effect:
1 2 3 4 5 6

This character also has 5 ranks in Speak Languages.
Bluff > =5 ranks gives +2 on disguise checks to act in character.
Know Nature > =5 ranks gives +2 on survival checks above ground.
Know Planes > =5 ranks gives +2 on survival checks on other planes.
Search > =5 ranks gives +2 on survival checks while tracking.
Use Rope > =5 ranks gives +2 on climb checks involving ropes.
Use Rope > =5 ranks gives +2 on escape artist checks involving ropes.


Abilities as Legendary Dreadnought:

HD: d12

Weapon and armor Proficiency: All shields, and armor. Martial and simple weapon proficiency.

Unstopable ( ): Can attempt to bash down doors or obstacles lesser characters can't move (Wall of Force). In such cases gains +20 bonus.
1/per day, on every fifth level thereafter gains on more (6th 2/per day...)

Unmovable ( ): Can stand ground against almost anything. Gains +20 bonus on Fort saving throw, grapple checks, Str check to avoid Bull rush (all) or any means of moving the character either phisically or magically.
Any one saving throws.
1/per day, on every fifth level thereafter (6th 2/per day...)

Shrug of Punishment: on every fourth level, gains an extra 12 HP

Thick Skined: On 4th level gains damage reduction 3/- ad every four levels after.
Does not stack with magic (either permanent of temporary) the Damage Reduction Feat or this ability itself.




Equipment:

160 lbWeapons / Armor / Shield (from above)

Backpack
Bedroll
Blanket, winter x1
Bottle
Caltrops
Candle
Case (for map or scroll)
Chain (10 feet) x1
Chalk
Crowbar
Fishhook
Flasks x3
Flint and steel
Grappling hook
Hammer
Lamp (common)
Mirror
Mug
Pick
Pouch x3
Rations (1 day) x3
Rope (50', hempen) x1
Sacks x1
Sealing wax
Sewing needle
Signal whistle
Signet ring
Soap
Spade / shovel
Spyglass
Tent
Torches x4
Vial (for ink or potions) x2
Waterskins x1
Whetstone

Magical equipment:

- Punch Daggers +3
- Soulbound Breastplate; if essentia is investet in the Soulbound armor AC increases by 1
- Katar x2 (Soulbound)
- Shuriken +1 (10)
shuriken of Ice (5)
- Talisman of Shape Control; Control Shape +3, aligment control
Last edited by Rooky on Sun Jun 28, 2009 11:14 am, edited 6 times in total.
:3
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Morfilmar_Desh
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Post by Morfilmar_Desh »

Pretty insane...

But very nice :))

Hehe, just look at what she considers to be a "light load" :D
Plynn uns''aa tarthe...Sei''lor uns''aa duul''sso...
Malek
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Joined: Wed Sep 05, 2007 11:08 pm
Location: Rochester, NY. USA

Post by Malek »

Jesus. Remind me to never piss you off again...ever.
My patron deity is Freddie Mercury.

"If you wanna find out what's behind these cold eyes, you'll just have to claw your way through this disguise."-Pink Floyd
Rooky
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Location: A spooky wood, with man-eating little giant space hampsters
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Post by Rooky »

I've been wondering for a while, but decided to do it in any event.
Rooky is by all means a powerful character but in her possessions are several powerful magical items.
I dint' know whether to post them or not fearing it'll make her over-powered.
Thinking about it I decided I don't really care. So I'll put them in.
That's all.
:3
Rooky
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Post by Rooky »

[b:2lt9ibif]Punch Daggers of Tainted Blood[/b:2lt9ibif]

Inflicts 3 points of Poison damage every round.
Daggers have +2 enchantments for purposes of hitting Planar Creatures.

The daggers are equipped on Rooky.

[b:2lt9ibif]Soulscreamer[/b:2lt9ibif]

A Heavy Mace made to shape for Rooky. The mace can be harmlessly wielded by all Evil and Chaotic creatures. All creatures of Good alignment that touch the Soulscreamer have their Constitution, Strength and Intelligence drained 2 points every minute. All Lawful and Celestial creatures have their Con, Str, and Int points drained by 3 points every minute.
The Soulscreamer does 2d8 x4 points of damage with a plus +2 bonus for purpose of hitting Planar, Celestial, Lawful and Good.
All victims of the Soulscreamer's hit suffer 3 points of Constitution damage, and have horrific nightmare's for the next week.
Soulscreamer was intended as a last resort and suicide weapon.

Soulscreamer is in the Ravenloft mansion.

[b:2lt9ibif] Silver Jackal's Worth [/b:2lt9ibif]

A massive 7 foot 1 inch Greatsword hand crafted for Rooky. The massive weapon weighs around 25 kilograms, for the sole purpose of making it unwildable or barely vildable by anyone else other then Rooky. The Silver Jackal's Worth has unique abilities;
It's Anarhic - all lawful creatures trying to wield it fail miserably as it just won't cooperate, and all lawful creatures at the other end of it suffer massive damage.

Distruption - the Bane of all that is Undead. All Undead striken by the Silver Jackal's Worth must succeed a Will save of DC 14 or be destroyed instantly.

Icy Burst - upon impact the Silver Jackal's Worth explodes with frost. The abilityis invokable. wheather invoked or not the weapon still deals a significant amount of frost damage.

Holly - All Unholly, or Evil creatures on either end of the Silver Jackal's Worth suffer damage. All Evil creatures suffer permanent level loss while wiedling the weapon. All Evil creatures on blade tips end suffer extra 2d6 poiints of damage just for the heck of it.

Merciful - The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it.

Silver Jackal's Worth is equipped.

[b:2lt9ibif] Everlasting Bleeder [/b:2lt9ibif]

Twin Sai imbued with the Wounding abilities.
Wounding - A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Everlasting Bleeder equipped.

[b:2lt9ibif] Eye [/b:2lt9ibif]

The Eye is a single shuriken able to find it's target eaven in the blackest of nights and send back the information.

Seeking, Returning, Intelligent.

Eye equipped.
:3
DragonMind
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Post by DragonMind »

Hehe!
...I consider lvl53 to be very overpowered.

It's being being overpowered but the play
concerning overcomming obstacles and playing together
that counts...

Which is very much destroyed with such high lvl characters.

...but then again, we probably never would play together anyways
thus it don't really care, just wanted to share my opinion on ultra high lvl characters.
Rooky
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Post by Rooky »

Well of course it's no fun when the party gathers up at level 53...
I mean come on...
Any lumbering moron of a level 3 Rouge can take down 25 Colosal Ancient Red Dragons, while at the same time being pounded into oblivion by the Tarrasque.
Let's not forget to mention, that you have to go through 50 layers of the Abyss to save your level 63 Spell-slinger, who is by chance you former lover and you, by chance, have nowhere to go for New Years, so you have to save her ass.
Any low-level character can tackle that and get out alive...
:3
DragonMind
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Post by DragonMind »

I never said anything about being in such a situation,
I talk about RP in general, not specific cases.... like yours.

everyone at lvl53 would be overpowered,
and able to win everything, unless they made a bad build.
(yes, bad builds do exist... but is not restricted to a particular class)
Talwyn Aureliano
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Post by Talwyn Aureliano »

"If it bleeds, we can kill it"

Arnold Schwartzenegger in Predator.

"nuff said :p
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Ix'Chimalxochitzin
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Post by Ix'Chimalxochitzin »

*raises eyebrow*

A small comment about Silver Jackal... While lacking all the enchantments on it, people have found a historic greatsword measuring 7 ft 1.

[quote:929qh0nh]The 2.3-metre (7.5 ft) tall freedom fighter Pier Gerlofs Donia wielded a 2.15-metre (7.1 ft) long greatsword.[/quote:929qh0nh]

[url=http://en.wikipedia.org/wiki/Pier_Gerlo ... a:929qh0nh]Clicky clicky[/url:929qh0nh]

Thought it'd be fun to mention since he's actually taller than Rooky's character XD
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-----
"Watch your step... If you fall, you'll damage the floor."
Rooky
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Joined: Wed Feb 15, 2006 11:34 am
Location: A spooky wood, with man-eating little giant space hampsters
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Post by Rooky »

Aaaww...dang...
Oh, well...
:3
Talwyn Aureliano
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Post by Talwyn Aureliano »

[quote="Ix'Chimalxochitzin":1kjt6dz6]*raises eyebrow*

A small comment about Silver Jackal... While lacking all the enchantments on it, people have found a historic greatsword measuring 7 ft 1.

[quote:1kjt6dz6]The 2.3-metre (7.5 ft) tall freedom fighter Pier Gerlofs Donia wielded a 2.15-metre (7.1 ft) long greatsword.[/quote:1kjt6dz6]

[url=http://en.wikipedia.org/wiki/Pier_Gerlo ... a:1kjt6dz6]Clicky clicky[/url:1kjt6dz6]

Thought it'd be fun to mention since he's actually taller than Rooky's character XD[/quote:1kjt6dz6]

Wow :eek: :)

what a story! And what a man, 28 ships taken, woo hoo, now that's a REAL pirate.

Sounds like something Hollywood could mangle :devil:

Thanks Ix for that nice little history link, greatly appreciated. :angel:
In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill.

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Rooky
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Post by Rooky »

Skip along the rooooaaaad...

(made double post, just ignore for now)
Last edited by Rooky on Wed May 21, 2008 9:02 pm, edited 1 time in total.
:3
Rooky
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Post by Rooky »

BRACHYURUS


Size/Type: Large Magical Beast

Hit Dice: 38d10+684 (893 hp)

Initiative: +18 (+14 Dex, +4 Improved Initiative)
Speed: 80 ft.

Armor Class: 40 (+14 Dex, –1 size, +17 natural), touch 23, flat-footed 26

Base Attack/Grapple: +38/+52
Attack: Claw +48 (2d6+10/19-20) melee

Full Attack: 2 claws +48 (2d6+10/19-20) melee, 1 bite +46 (3d6+5/19–20) melee

Space/Reach: 10 ft./5 ft.

Special Attacks: Frightful howl, savage 15d6+25

Special Qualities: Blindsight 240 ft.,
DR 10/epic,
dark-vision 60 ft.,
fast healing 10,
lowlight vision,
SR 32,
scent,
acid, cold, electricity, fire, and sonic resistance 20

Saves: Fort +41, Ref +35, Will +25

Abilities: Str 30, Dex 38, Con 47, Int 18, Wis 32, Cha 19

Skills: Hide +55, Jump +51, Listen +54, Move Silently +55, Spot +54, Survival +52

Feats:
Alertness,
Great fortitude,
Improved Bull Rush,
Improved Critical (claw),
Improved Critical (bite),
Improved Initiative,
Improved Trip,
Iron Will,
Multiattack,
Weapon Focus (claw),
Weapon Focus (bite),
Blinding Speed (x2)

Environment: Any

Organization: Solitary, pair, or pack (5–10).

Challenge Rating: 23

Treasure: Standard

Alignment: Usually lawful neutral

Advancement: 39–48 HD (Large); 49–58 HD (Huge); 59–66 HD (Gargantuan); 67–135 HD (Colossal)

Level Adjustment: —

COMBAT

Frightful Howl (Su): As a standard action, a brachyurus can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the brachyurus has. The affected creature must make a successful Will save (DC 33) or become shaken. Success indicates that the target is immune to that brachyurus’s frightful howl for one day. The DC is Charisma-based.

Savage (Ex): If a brachyurus successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 15d6+25 points of damage. If an opponent goes prone for any reason in an area a brachyurus threatens, the brachyurus can also savage the victim as a free action (treat as the brachyurus’s attack of opportunity for the round), even though it had nothing to do with tripping the foe.

SKIPPY:

Can do nothing whatsoever of the above. He's only big. That's it.

[SPOILER][img:3vo7bx25]http://www.wolftimbers.org/pictures/97- ... Keeley.jpg[/img:3vo7bx25][/SPOILER]
:3
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