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About R The Vicious"R is not vicious," the goblin grumbled. "Vicious AND ugly!" the Man in the Black Hood scoffed. R was no stranger to this type of man. This man was the vicious one. R considered himself a protector of sorts. A protector of those who could not defend themselves. A condition he was all too familiar with.
STATS:
Male Goblin Barbarian 12 / Fighter 2 Small humanoid (goblinoid) Init +4; Senses Perception +18 DEFENSE AC 22, touch 15, flat-footed 22 (+7 armor, +2 deflection, +2 Dex, +1 size) hp 183 (14 HD; 12d12+2d10+82) Fort +20, Ref +10, Will +9, +1 Will vs. fear, +0 Reflex to avoid traps Defensive Abilities trap sense +0, uncanny dodge ; DR 2/- OFFENSE Speed 30 ft. Melee bite (two handed) +23 ((two handed) 2d6+10/x3) Special Attacks Animal Fury, Body Bludgeon, Hive Totem, Hive Totem Resilience, Giant-Hide Armor Spell-Like Abilities: giant form i ( DC , 1/Day) Str 21, Dex 15, Con 20, Int 10, Wis 12, Cha 8 Base Atk +14; CMB +18 (+23 grapple); CMD 32 (34 vs. grapple) Feats: Body Shield, Greater Grapple, Improved Grapple, Improved Natural Attack (Bite), Improved Unarmed Strike, Improvised Weapon Mastery, Pinning Rend, Raging Vitality, Rapid Grappler, Roll With It, Throw Anything Skills Acrobatics +17, Acrobatics (Jump) +13, Appraise +0, Bluff -1, Climb +10, Craft (Untrained) +0, Diplomacy -1, Disguise -1, Escape Artist +6, Fly +2, Heal +1, Intimidate -1, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +4, Knowledge (Nature) +4, Linguistics(Common) +1, Perception +18, Perform (Untrained) -1, Ride +0, Sense Motive +5, Stealth +8, Survival +5, Swim +10 Languages Common, Goblin Archetypes Feral Gnasher GEAR:
amulet of mighty fists (Corrosive, Anchoring); armbands of the brawler; ring of protection +2; belt of physical might (str/con) +4; bodywrap of mighty strikes +3; cloak of resistance +4; giant hide (ogre) (small); boots of speed; bag of holding (Rations, supplies, random odds and ends ["treasures"], "Book of Heroes", etc) ABILITIES:
Animal Fury (Ex) While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d3+2 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus. Body Bludgeon (Ex) While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small. Larger or smaller creatures used as a bludgeon deal damage based on their size using this base damage. A size Tiny creature deals 1d6 points of damage, a size Medium creature deals 1d10 points of damage, and so on. The barbarian can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus. Whenever the barbarian hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also takes the same damage she dealt to the target. If the pinned opponent is unable to resist being pinned for any reason, the barbarian can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer hit points, at which point the creature becomes useless as an improvised weapon. A barbarian must be at least 10th level before selecting this rage power. Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins; when you fall, you tend to bounce a little better as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 trait bonus on all Reflex saves made to avoid unexpected falls. Bravery (Ex) You gain a +1 bonus to Will saves against fear effects. Damage Reduction (Ex) You gain damage reduction. Subtract 2 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0. Darkvision Goblins can see in the dark up to 60 feet. Fast (Ex) Goblins have a base speed of 30 ft. Greater Lockjaw (Ex) The size of a creature a feral gnasher is able to use her lockjaw's grab ability on increases by 2. Hard Head, Big Teeth (Ex) You have a 1d4 bite as a natural attack. Hive Totem (Su) While raging, the barbarian takes half damage from attacks by swarms of vermin, including spells and effects that act like a swarm of vermin (like summon swarm used to summon spiders or insect plague). She also gains a +1 bonus on Strength ability checks and to CMD against bull rush, drag, and trip attacks for every four barbarian levels she has (maximum +5). A barbarian must have the animal fury power and be at least 4th level before selecting this rage power. Hive Totem Resilience (Su) While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed. She also gains a +1 bonus on combat maneuver checks and to CMD when grappling for every four barbarian levels she has (maximum +5). A barbarian must have the hive totem rage power and be at least 6th level before selecting this rage power. Impromptu Armament (Ex) The feral gnasher gains Throw Anything as a bonus feat and can pick up an unattended object that can be wielded in one hand as a free action. Additionally, the feral gnasher can take Catch Off-Guard in place of a rage power. Improved Lockjaw (Ex) As long as a feral gnasher is controlling the grapple with her lockjaw attack, she does not gain the grappled condition, but is unable to move or use her mouth for anything other than grappling. Improvised Weapon Mastery (Ex) The feral gnasher gains Improvised Weapon Mastery as a bonus feat. Lockjaw (Ex) The feral gnasher gains the grab ability with her bite attack. A feral gnasher can use this ability on a creature up to one size category larger than she is. Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 31 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +6 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 56 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Rage Powers The following rage powers complement the feral gnasher archetype: increased damage reduction, scent, superstition (Core Rulebook); beast totem, beast totem (greater), beast totem (lesser) (Advanced Player's Guide); eater of magic, ghost rager (Ultimate Combat). Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Savage Bite (Ex) The feral gnasher gains a savage bite attack. This is a primary natural attack. If the goblin already has the hard head, big teeth racial trait, the damage increases. Strength Surge (Ex) You add +12 on one Strength check or combat maneuver check, or to your Combat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage. Superstition (Ex) You gain a +5 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. Trap Sense (Ex) You gain a +0 bonus on Reflex saves made to avoid traps, and a +0 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weapon and Armor Proficiency A feral gnasher loses all martial weapon proficiencies except for greatclub and loses proficiency with medium armor. Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Wicked Improvisation (Ex) The feral gnasher becomes more capable with improvised weapons and natural attacks. The feral gnasher gains a +1 competence bonus on damage rolls when using natural attacks or improvised weapons while raging. This increase is not precision damage and is thus multiplied on a critical hit. STATS WHILE RAGING:
AC 20, touch 13, flat-footed 20 (+7 armor, +2 deflection, +2 Dex, +1 size, -2 misc) hp 239 (14 HD; 12d12+2d10+138) Fort +24, Ref +10, Will +12, +1 Will vs. fear, +5 vs spells/spell-likes,+0 Reflex to avoid traps Defensive Abilities: uncanny dodge ; DR 2/- OFFENSE Speed 30 ft. Melee bite (two handed) +26 ((two handed) 2d6+15/x3) Special Attacks Animal Fury, Body Bludgeon, Hive Totem, Hive Totem Resilience, Giant-Hide Armor Spell-Like Abilities: giant form i ( DC , 1/Day) STATISTICS Str 27, Dex 15, Con 28, Int 10, Wis 12, Cha 8 Base Atk +14; CMB +21 (+26 grapple); CMD 33 (35 vs. grapple) Giant Stats:
Large - Regeneration 5(Fire/Acid) - Fort +23, Ref +10, Will +9, +1 Will vs. fear - AC 25, touch 14, flat-footed 26 RAGING GIANT:
Large - Regeneration 5(Fire/Acid) - Fort +27, Ref +9, Will +12, +1 Will vs. fear, +5 vs spells/spell-likes- AC 23, touch 13, flat-footed 23 - DR 2/- |