About Runt the Troll
3rd level Cave Troll Unbreakable Fighter
True-Neutral Medium Humanoid (giant)
Senses; Perception 9, Scent, Low light vision, Darkvision 60'
===== Defense =====
AC 30 (+8 dex, +5 natural armor, +4 armor (mithril chain), +1 armored kilt, +1 buckler, +1 dodge)
Flat Footed: 20
CMD 27 (10 +6 bab, +2 str +8 dex, +1 dodge)
HP: 96 (4d8 racial (6,8,1,5), 3d10 fighter (8, 10,9), +49)
+14 Fort (+7 con, +4 racial, +3 fighter)
BaB +6/+1 (+3 racial, +3 fighter)
+1 to all attacks, Haste
+1 additional attack on full attack
Full Attack Sequence: full bab (primary weapon), full bab (haste), secondary bab (primary weapon), secondary natural (claw), secondary natural (bite)
+1 Agile Chain Blade, +16, 1d6+13, 19-20x2 crit. 15' reach. Trip, Disarm
Claws x2, +15, 1d4+2 (1/2 str on off hand)
Bite, +15 1d6+2
Rend (if 2 claws hit same target) 1d4+3
Chain Blade Full Attack
Unarmed Full Attack
Adopted, Raise by Githzerai.
Raised in a Floating Temple (Captain's Blade) Years spent in the drifting monastery in Limbo has left you prepared to react to sudden shifts in gravity and footing, you gain a +1 balance check on unstable surfaces (like ships and other moving surfaces), Acrobatics is a Class skill.
Always On Guard (Defensive Strategist) Constant training has left you in a perpetual state of readiness. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Selfless Protector (Suicidal), Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Heirloom Weapon, proficiency in the Chain Blade
Combat Reflexes (racial 1), Extra Attacks of Opportunity every round equal to Dex bonus
Bodyguard: (racial 2) Use an AoO when an Adjacent ally is attacked to attempt an Aid Another action to improve their AC
Endurance (fighter 1)
Die Hard (fighter 1)
Weapon Finesse: (fighter 2) Use Dex in place of strength on Melee attacks with certain weapons.
Skill points: (16 racial, 6 fighter)
Armor Check Penalty: 0
===== Racial Abilities=====
Base speed: A cave troll's base land speed is 60 feet. Its permanent spider climb ability gives it a climb speed of 20 ft.
Darkvision: Cave trolls can see in the dark out to 90 feet.
Low-light vision: Cave trolls can see twice as far as humans in conditions of dim light.
Scent: Cave trolls can detect opponents within 30 feet by sense of smell.
Racial Hit Dice: A cave troll begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: A cave troll's humanoid levels give it skill points equal to 4+ Int modifier, minimum 1).
Racial Feats: A cave troll's humanoid levels give it two feats.
AC: +5 natural armor bonus.
Natural Weapons: Cave trolls fight with 2 claws (1d4) and a bite (1d6).
Special Attacks: Rend (see left).
Regeneration 3 (fire or acid)
Haste (Su) A cave troll is affected by a permanent haste spell (caster level 8th). This grants the cave troll a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves (both already figured into the stat block above). Any condition that makes the cave troll lose its Dexterity bonus to AC also makes it lose its dodge bonus. This is an inherent bonus and cannot be dispelled or negated.
Spider Climb (Su) A cave troll can climb sheer surfaces as though by a spider climb spell (caster level 4th). This ability is always active, but can be negated or dispelled. The cave troll can restart it again on its next turn as a free action.
Languages: Cave trolls begin play speaking Giant. Cave trolls with high Intelligence scores can choose from the following languages: Common, Orc.
Tough as Nails: An unbreakable gains Endurance and Diehard as bonus feats.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
Weapons: +1 Agile Chain Blade (8
Armor: Mithril Shirt (1,100 gp)