Nahuel White

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Nahuel White

Mensaje por Nex189 el Mar Sep 20, 2016 12:35 am

Name: Nahuel White
Race: Human
Language: Common/Elven
Alignment: Chaotic Good
HP: 310
Level: Barbarian Wolf Totem 2, Fighter 2, Warblade 15, Horizon Walker 2

-Str: 28/9 (40/15) (16)
-Dex: 26/8 (38/14)
-Con: 24/7 (40/15)
-Wis: 14/2 (18/4)
-Int: 14/2 (20/5)
-Cha: 12/1 (18/4)

Saves:
Fort: 15/3/3/9/2/5/5/: 37 (39)
Ref:  14/0/0/5/0/5/5: 29 (34) (36)
Will: 15/0/0/5/0/5/5: 30 (32)

AC:  45 (49) ( 10 AC + 8 Dex + 6 Padded Armor + 5 Bracers + 5 Cloak + 5 Ring 1 + 5 Ring 2 + 1 Stones); Touch AC: 34; Flat Footed: 45
BAB: 21/16/11/6
Attack: 41 (42) (21 BAB + 15 Str + 5 Weapons)
Full Attack: 39/39/34/34/29/29/24/24 (39/39/39/39/39/39/39/39/39/39/34/34/29/29/24/24)
Damage: 2d6 + 1d6 (Elec) + 15
Movement: 40ft./ 60ft Flight (Good)
Initiative: 20 (14 + 4 + 2)
DR: 5/Magic
Immunity to Diseases
Spell Resistance 21
Electricity Resistance: 20
Darkvision: 120ft

Buffs In Effect: Mage Armor (AC: +4), Improved Invisibility, Magic Tattoos (+2 Saves, +2 Attack +2 Str)

Class Features:
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Battle Clarity (Ex): You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not flat-footed, you gain an insight bonus equal to your Intelligence bonus (maximum equals your warblade level) on your Reflex saves.

Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level –2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you’re treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can’t change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Uncanny Dodge (Ex): At 2nd level, you gain the ability to react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you are immobilized. If you already have uncanny dodge from a different class (barbarian or rogue, for example), you automatically gain improved uncanny dodge (see below) instead.

Battle Ardor (Ex): The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Bonus Feat: At 5th level, you gain a bonus feat from the list given below. You must meet the prerequisite for the feat you select. Every four levels thereafter (at 9th, 13th, and 17th level), you choose another bonus feat from the list.

Battle Cunning (Ex): Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill (Ex): You anticipate your enemies’ ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy’s bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery (Ex): You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make an attack of opportunity.

Improved Uncanny Dodge (Ex): At 6th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.

Terrain Mastery
At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.
Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.

Desert
You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Underground
You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus, on attack and damage rolls against underground creatures.

Maneuvers: (11)
-Raging Mongoose*
-Pouncing Charge*
-Sudden Leap
-Moment of Perfect Mind
-Wall of Blades
-Iron Heart Surge*
-White Raven Tactics*
-Bounding Assault
-Moment of Alacrity*
-Leading the Attack
-Time Stands Still*

Stances: (3)
-Hunter’s Sense
-Punishing Stance
-Stance of Alacrity

Special:
-Electricity Resistance 20
-Darkvision 120 Ft.

Equipment: (1280)
-2 +5 Adamantine Energy Assault Sure Striking Ghost Touch Speed Greatswords (126.100)
Damage: 2d6 + 1d6 Electricity
Crit: 19-20/x2
Ignores Hardness 20
Surpasses DR/ Good, Evil, Lawful, Chaotic
Damages Incorporeal
Extra Attack on Full Attack
Enemy struck Dazzled for 1 round

- +5 (+Cool Ghost Touch Heavy Fortified Padded Armor of (81.155)
Normal against Incorporal
Sneak Attacks/Critical Fail

Mantle of Spell Resistance/ +5 Resistance/ 6 Con (134000)
-Spell Resistance 21

-Wings of Flying/ Resistance +5 /+5 Deflection(129.000)
Flight 60 ft (Good)

-Boots of Speed / +6 Dex (+36.000)
Haste as a free action. 10 rounds p/day

-Ring of Evasion/ +5 Deflection AC (75.000)

-Ring of Freedom of Movement /+5 Deflection AC (90.000)

-Strongarm Bracers +5 Armor AC/ +6 Str/ 6 Dex (141.000)
Use weapons category larger as smaller

-Periapt of Health/ Con +6/ +2 Wis (47.400)
Immune to diseases including supernatural ones.

-Belt of Battle +6/ Con +4 (64.000)
3 charges

-Hat of Disguise/ +6 Cha/ +6 Int/ +2 Wis (77.800)

-Ioun Stone Clear (4.000)
No food or Water

-1 Ioun Stones Dusty Rose (5.000)
1 AC

Grafts (Draconic):

-Glaring Eye (10.000)
Blindsense 30 ft
+2 Search/Spot
Immunity to magic sleep

-Dragonheart Presence
Immunity to paralysis effect
Frightful Presence (DC: 24)

Skills: (142)
-Literacy: 2
-Jump: 22/9 (15): 37
-Concentration: 10/7 (16): 26
-Spot: 24/2 (4): 28
-Listen: 24/2 (4): 28
-Sense Motive: 24/2 (4): 28
-Intimidate: 2/1 (4): 6
-Tumble: 13/8 (14): 27
-Knowledge (Geography): 8/2 (5): 13
-Balance: 5/8 (14): 19

Skill Trick:
-Back on your Feet: Stand Immediately without provoking AoO
-Clarity of Vision: See invisible enemies for 1 round
-Twisted Charge: Make a turn during a charge

Flaw:
Shaky (-2 Ranged Attacks)

Feats:
-Level 1: Able Learner.
-Human Feat: Two Weapon Fighting.
-Flaw: Oversized Two Weapon Fighting.
-Barbarian Bonus Feat: Improved Trip
-Level 3: Knock Down
-Bonus Fighter Feat: Combat Reflexes
-Bonus Fighter Feat: Improved Initiative
-Level 6: Improved two weapon fighting
-Warblade Bonus Feat: Endurance
-Level 9: Steadfast Determination
-Level 12: Greater two weapon fighting
-Warblade Bonus Feat: Quick Draw
-Level 15: Double Hit
-Warblade Bonus Feat: Blind-Fight
-Level 18: Robilar’s Gambit
-Level 21: Perfect Two Weapon Fighting
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Nex189

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