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This Character is an NPC
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Category: Character
Race: Goliath Size: Medium Age: 15 Gender: Male Height: 7' Weight: 300Lb Alignment: Good Deity: Kord Level: 2 XP: 1200 Next level: 2250 Class: Rageblood Barbarian Background: Akanul Theme: Iron Wolf Warrior
Background: Born in Akanul Dug was abandoned by his tribe due to a lack of any awspicious markings upon his body(By tribal law this indicates a goliath without a destiny a ghost that will oneday cause the destruction of the tribe), and just his plain old ugliness. For years he scavenged a survival in the wilderness, only to be found one day by a group of wandering gypsy halflings who raised him as one of there own. Their travels took them accross the relm to Loudwater where desarster befell the whole gypsy band. The lady of shadows took it upon herslf to use the halfling band as an example of those who would dare tresspass on her domain. Killing all the halfling gypsies and selling Dug to slavers who have transported him half way across the realms to cauldera. They Kept him drugged and when he woke he found imself in a room thirsty with the door closed....
Ability Scores
Strength: 20 (+5) Constitution: 19 (+4) Dexterity: 10 (+0) Intelegence: 6 (-2) Wisdom: 10 (0) Charisma: 6 (-2)
Defences & Atributes
AC: 17 Fortitude: 18 Reflex: 12 willpower: 12
Movement: 6 Passive insight: 11 Passive Perception: 11 Initiative: +1
Languages: Common (Speak Only, no reading or writing) Hit Points: 40 Bloodied: 20 Surge value: 10 Surges per day: 9
Race Features
Ability Bonus: +2 Strength, +2 Constitution
Skill Bonus: +2 Athletics, +2 Nature
Mountain's Tenacity: +1 racial bonus to will
Powerful Athlete: Roll twice and use either result when makiing athletics check to jump or climb
Stones Endurance: Gain stones endurance power
Akanul Benifit: +2 Resitance to cold,fire,and thunder. Resistance increases to +3 at 11th, and +5 at 21st. This Resistance stacks with other resitances you may have
Feats
Level 1: Hide Armor Expertise - While wearing hide armor, you can gain a +2 bonus to AC instead of using your Dexterity or Intelligence modifier to determine your AC.
Level 2: Hurl Weapon - You can use any one-handed off-hand weapon as a heavy thrown weapon. Normal range for weapons you wield this way is 5 squares, and long range is 10 squares.
Class/Path/Destiny Features
Barbarian Agility: Gain +1 AC and Reflex when not wearing heavey armour. (+2 at 11th, +3 at 21st)
Rageblood Vigor: Gain Swift charge Power; Tempory HP equal to Con mod (+5 at 11th, +10 at 21st) when you drop enemy to 0 hp
Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Ragestrike: Barbarian daily attack powers have the rage keyword. They allow you to unleash powerful bursts of emotion, willpower, and primal energy. Each rage power starts with a mighty attack, and then you enter a rage, which grants an ongoing benefit. At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage.
Trained Skills
Athletics: 12 Endurance: 9 Nature: 8
Untrained Skills
Acrobatics: 0 Arcana: -1 Bluff: -1 Diplomacy: -1 Dungeoneering: 1 Heal: 1 History: -1 Insight: 1 Intimidate: -1 Perception: 1 Religion: -1 Stealth: 0 Streetwise: -1 Thievery: 0
At-Will Powers
Name: Basic Melee Attack(Masterwork Rusty Battleaxe) Action: Standard Range: Melee Target: One Creature Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 1W(1d8-1 Rusty Battleaxe) + Str mod(+5)
Name: Basic Melee Attack(Unarmed) Action: Standard Range: Melee Target: One Creature Attack: +6(str +5, 1/2 level bonus +1) vs AC Hit: 1W(1d4 Hands) + Str mod(+5)
Name: Basic Ranged Attack(Masterwork Rusty Battleaxe) Action: Standard Range: 5/10 Target: One Creature Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 1W(1d8-1 Rusty Battleaxe) + Str mod(+5)
Name: Howling Strike (Keywords: Primal, Melee) Action: Standard Range: Melee Target: One creature Requirement: You must be wielding a melee weapon in 2 hands. Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 1W(1d8-1 Rusty Battleaxe) + 1d6 + Str mod(+5) Level 11: 1W(1d8-1 Rusty Battleaxe) + 2d6 + Str mod(+5) Level 21: 2W(1d8-1 Rusty Battleaxe) + 3d6 + + Str mod(+5) Special: When charging, you can use this power inplace of a melee basic attack, you can move 2 extra squares as part of the charge.
Name: Howl Of Fury (Keywords: Primal, Thunder, Weapon) Action: Standard Range: Melee Target: One creature Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 1W(1d8-1 Rusty Battleaxe) + Str mod(+5) You then howl in a blast 3 that includes the target. Each enemy in the blast other than the target, takes thunder damage equal to your constitution modifier(+4), If you are raging the damage = 3 + your constitution modifier. Level 21: 2W(1d12 greataxe) + Str mod(+5), and add 5 to the thunder damage, wether or not you are raging.
Encounter Powers
Name: Stones Endurance Action: Minor Range: Personal Effect: You gain resist 5 to all damage untill the end of your next turn Level 11: Resist 10 to all damage Level 21: Resist 15 to all damage
Name: Swift Charge (keywords: Primal) Action: Free Range: Personal Trigger: Your Attack reduces an enemy to 0 hp. Effect: You charge an enemy.
Name: Avalanche Strike (Keywords: Primal, Weapon) Action: Standard Range: Melee Target: One creature Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 3W (1d8-1 Rusty Battleaxe) + Str mod(+5) Bloodrage Vigor: The attack deals extra damage equal to your Con mod(+4) Effect: Untill the start of your next turn, any attacker gains a +4 bonus to attack rolls against you.
Iron Wolf Charge (Keywords: Fear, Martial, Primal) Action: No Action Range: Close burst 2 Trigger: You hit an enemy with a charge attack. Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack. Level 11: 2d6 extra damage. Level 21: 3d6 extra damage. Target: Each enemy in the burst Attack: +5 vs. Will Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
Name: Second Wind Action: Standard Range: Personal Effect: You spend a healing surge. You gain a +2 bonus to all defenses until the start of your next turn.
Daily Powers
Name: Swift Panther Rage(Keywords: Primal, Rage, Weapon) Action: Standard Range: Melee Weapon Target: One creature Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) Hit: 3W (1d8-1 Rusty Battleaxe) + 5(strength mod) Miss: Half damage Effect:You enter the rage of the swift panther. Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action.
Name: Feral Rejuvenation (Keywords: Healing, Primal) Action: Free Range: Personal Trigger: Your attack damages an enemy Effect: You spend a healing surge. If the triggering attack reduced an enemy to 0 hit points, you regain additional hit points equal to one-half your level + your Charisma modifier.
5th Level Name: Ragestrike (Keywords: Primal, Weapon) Action: Standard Range: Melee weapon Target: One Creature Requirement: You must be raging and have at least one unused rage power. Attack: +9 (10 if use 2-handed) vs AC (proficiency bonus +2 , str +5, 1/2 level bonus +1, Masterwork +1) To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 5th level 4[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 9th level 5[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 15th level 6[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 19th level 7[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 20th level 7[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 25th level 8[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). 29th level 9[W] + Str mod(+5)+ GGP Feat bonus (+2)damage + Enchantment Damage(+1). Miss: Half damage. Special: You can use this power twice per day.
Post Reply
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Smash
 Czar
3/10/2012 9:11:05 PM
PostID: 419265
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Starting in your own thread. Halfling Cubed (LP)
Here's the backstory I think I'm heading toward.
Captured by the Skulks and Dark Creepers recently, you are now in the room south-West of the 'mask' room (the dark area to the left of the room with the tunnels. The Creepers didn't think you'd fit in the tunnels and they thought they could use your muscles for hauling things or guarding things. If you didn't work out, they would feed you to the 'beast'.
You're a recent arrival and recent abductee, no one has reported you 'missing' yet.
Is DUG's age really 13?
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Dubonic
 Ninja
3/11/2012 4:36:35 PM
PostID: 419288
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Dug is that big friendly autistic child prone to wild outbursts of of rage but I will up his age if you want me to.
This post last edited on 3/11/2012 5:49:00 PM
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Smash
 Czar
3/11/2012 9:59:21 PM
PostID: 419291
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nah. that's good.
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Smash
 Czar
3/11/2012 10:18:22 PM
PostID: 419293
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That's you knocking on the door. I figure you heard some noise outside and tried to get attention.
Probably won't need a seperate thread. If they try to contact you, just post in:
Chapter 1.5: Jzadirune (LP)
Actually you have the strength that you may be able to break down the door. If you want to roll a couple strength checks here.
You awake in the room, not knowing how you got there. In your neck is still a dart that the creepers used to drug you to capture you. (of course it would have been a surprise so you wouldn't know who did this to you or why.)
Still trying to figure out how you got to Cauldron. If you can make that part up. Maybe you should up the age to 16 or so. Just so that you're at an age you could travel alone and make it to the city after the Halflings were killed off. Maybe you saw the 'city in the sky' and thought that's were the family went after death.
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Dubonic
 Ninja
3/12/2012 1:01:16 AM
PostID: 419303
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I would like to point out 13 is the age of maturity in many soccieties.. and he could have been sold as a slave or be tracking the only lead he could find on the murder of his halfling parents but then again he isn't that smart. I would go with the slavers which would explain why he was captured and the lady of shadow in loudwater is renouned for dabling in slavery of the young. 7foot is short for a goliath, if you want I will bump the age to 16 and 7 foot 3 inches, would that suit you better?
This post last edited on 3/12/2012 3:00:07 AM
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Dubonic
 Ninja
3/12/2012 3:01:45 AM
PostID: 419306
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Also thinking of using a maul not and axe what do you think.
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Smash
 Czar
3/12/2012 10:53:58 PM
PostID: 419338
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Ok going with the slaver route. that'll work and is easier to explain than a kidnapping.
Starting you off with hide armor but no weapon. We'll get you one of those soon enough. You were also manicled but will have you already broken the chains. You can use that as improvised melee until one of the thieves picks the lock.
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Dubonic
 Ninja
3/24/2012 6:31:12 PM
PostID: 419807
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Hide Armour AC +3 this armour is made of hides of some beast...
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Dubonic
 Ninja
3/25/2012 8:10:20 PM
PostID: 419859
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increased age to 15 :)
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Smash
 Czar
9/12/2012 8:11:54 PM
PostID: 426977
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X9412, Thanks for taking over the Char for awhile. Go ahead and read up on Dug, he arives in the middle of Chapter 1.5.
He is a brute, but he's young and inexperienced. Heavy into emotion. He thinks Catra is a long lost aunt and that he is a halfling. Kind of strange, but has good RP potential. Obviously not that smart, so he looks to Catra to point him in a direction and does what he's told. He will protect Catra as he perceives her as the last of his 'family'.
You can evolve the character anyway you want. but that's how I've been playing him.
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Smash
 Czar
9/12/2012 8:19:33 PM
PostID: 426978
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also, if you want to swap out powers to make it more personnal, feel free.
For equipment, you have Hide Armor and a rusty master crafted battle axe. (+1 to hit, -1 damage)
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Smash
 Czar
12/11/2012 1:19:56 AM
PostID: 430176
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You should be able to edit it now. Sorry. looks like the permissions was messed up.
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X9412
 Distinguished Socialite
12/11/2012 2:15:54 AM
PostID: 430179
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Thanks :)
Level 2: Standard 1/2 level raisings +6 HP Feat: Hurl Weapon Utility Power: Feral Rejuvenation
Updates: Updated Hide Armor Expertise to errataed version.
Added Background: Athlete (Athletic +2) oops he already had one. Added Theme: Iron Wolf Warrior.
This post last edited on 12/11/2012 7:18:19 PM
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