Clegg Zincher

Titus "The Titan" Armstrong's page

292 posts. Alias of Ashe.


Race

(Hybrid Form) HP 52/52 | AC: 29(32) /T: 22(23) /FF: 24(26) | Perc.+19 | F:+11 / R:+10(+11) /W:+6 | CMB+10(+12) | CMD: 29(32) | Speed 40ft | Init. +10(+11)

About Titus "The Titan" Armstrong

Titus "The Titan" Armstrong
Titus Hybrid Form
Male Liskhorsie (Lion Vampire) Human Dual Talented
Scaled Fist Unchained Qinggong Monk 3
LN
Trait: Finding Your Kin, Second Chance, Reactionary, Adopted Dhampir (Undead Slayer)
Drawback: Power Hungry, Vain
Init +10; Perception +19

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Defense
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AC 29(32), touch 22(23), flat-footed 24(26)
(+2armor,+4(5)dex,+7cha,+5(7)natural,+1dodge)
HP: 52
Fort +11, Ref +10, Will +6
DR 5(10) magic and silver: Channel Resistance +2, Cold and Electricity resistance 5, Fast Healing 5, Ferocity
FCB: +1HP/+2SP per level

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Offense
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Speed 40 ft.
Dragon Style Assumed
Melee:
Unarmed Strike: +11 1d6+10 x2
Flurry +11/+11 1d6+10/1d6+7 x2

Hybrid:
Unarmed Strike: +13 1d6+13 x2
Flurry +13/+13 1d6+13/1d6+9 x2

(First Attach has Dragon style)
Bite: +13 2d6+13 x2
Claw / Claw: +13 1d8+9/1d8+9 x2

Ranged:

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Statistics
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Str 25 (29 Animal/Hybrid), Dex 19 (21 Animal/Hybrid), Con -, Int 13, Wis 19, Cha 25

Stats:

Str 15, Dex 15, Con 11, Int 11, Wis 15, Cha 17
+2 to two stats for Human Dual tallent
Str 17, Dex 15, Con 11, Int 11, Wis 15, Cha 19
+2 to three starting stats for not rerolling
Str 19, Dex 17, Con 11, Int 11, Wis 15, Cha 21
Template
Str 23, Dex 19, Con 0, Int 13, Wis 19, Cha 23
Magic Items
Str 25, Dex 19, Con 0, Int 13, Wis 19, Cha 25

Base Atk +3; CMB +10; CMD 29

Feats: Alertness(Bonus), Combat Reflexes (Bonus), Dodge (Bonus), Improved Initiative (Bonus), Lightning Reflexes (Bonus), Toughness (Bonus), Unarmed Combatant (Bonus), Power Attack (Bonus), Deadly Aim (Bonus), Combat Expertise (Bonus), Point Blank Shot (Bonus), Weapon Focus Close (1st), Deflect Arrows (Bonus), Skill Focus Perception (2nd), Dragon Style (Bonus), Feral Combat Training (3rd),

Skills:
Perception +19 (3rank, 3class, 4wis, 5feat, 4racial)
Acrobatics +10 (3rank, 3class, 4dex)
Sense Motive +16 (3rank, 3class, 4wis, 2feat, 4racial)
Stealth +10 (3rank, 3class, 4dex)
Intimidation +13 (3rank, 3class, 7cha)
Bluff +14 (3rank,7cha,4racial)
Use Magic Device +10 (3rank, 7cha)

Background Skills:
Linguistics +4 (3rank, 1int)
Perform Sing +13 (3rank, 3class, 7cha)

Languages: Common, Elven, Sylvan, Draconic, Celestial

Special Abilities:
Stunning Fist DC 15 3/Day Fort DC 18
Evasion
Ki Pool: 8/8

Gear: 278gp
Artifact: Invulnerable Chalice:

Monk Robes (Free), Pathfinder Kit (12gp) Rations 7days, Sleeve of many garments (200gp), Cloak of Resistance +1 (1000gp), Bracers of Armor +2, Headband of Charisma +2, Belt of Strength +2

Template:

Liskhorsie 'Lion Vampire'
Lis - khor - sie

Cousins to the Nosferatu, known to be from the high mountains of Khorvian. Another strain of vampirism with the fierceness of a lion and its beastial attributes. The Nosferatu were assumed to be the progenitors of the vampire race but this is not true. The Liskhorsie also came from the progenitors of the vampire race. They just have not spread as far nor are as insidious as the Nosferatu. They hold the elegance and regalness of lions near and dear to their hearts.

They only feed upon the willing and create communities in the far reaches of high mountains. As they can climb freely without the threat of being seen amongst the clouds.

CR: Same as the base creature + 2.

AL: Any lawful.

Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A liskhorsie gains low light vision.

Armor Class: Natural armor improves by +5.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, liskhorsies use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A liskhorsie gains channel resistance +2, DR 5/magic and silver, and resistance to cold 5 and electricity 5, in addition to all of the defensive abilities granted by the undead type. A liskhorsie also gains fast healing 5. If reduced to half hit points in combat, a liskhorsie uses its blood rage as a free action (see below).

Ferocity (Ex)
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score, or in case of the undead to its Charisma score.

Weaknesses: Liskhorsie cannot tolerate the strong odor of embalming fluid or rancid rot. Similarly, they recoil from mirrors or strongly presented evil symbols. These things don’t harm the liskhorsie—they merely keep it at bay. A recoiling liskhorsie must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a liskhorsie at bay takes a standard action. After 1 round, a liskhorsie can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Lassoing a liskhorsie with a silk rope can immobilize it, as if it were stunned.

Liskhorsie cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Certain attacks can slay liskhorsies. Its main weakness is fire, liskhorsie take twice the amount of damage from fire attacks. If the liskhorsie's body is burnt and then anointed with cursed water, then it is fully destroyed.

Speed: Same as the base creature.

Melee: A liskhorsie gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the liskhorsie’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A liskhorsie gains several special attacks. Save DCs are equal to 10 + 1/2 liskhorsie’s HD + liskhorsie’s Cha modifier unless otherwise noted.

Blood Drain (Su)
A liskhorsie can suck blood from a grappled opponent; if the liskhorsie establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The liskhorsie heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Create Spawn (Su)
A liskhorsie can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the liskhorsie’s base creature type. The victim rises from death as a liskhorsie spawn in 1d4 days. This liskhorsie is under the command of the liskhorsie that created it, and remains enslaved until its master’s destruction. A liskhorsie may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A liskhorsie may free an enslaved spawn in order to enslave a new spawn, but once freed, a liskhorsie or liskhorsie spawn cannot be enslaved again.

Dominate (Su)
A liskhorsie can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the liskhorsie’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a liskhorsie's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a liskhorsie makes.

Special Qualities: A liskhorsie gains the following special qualities:

Blood Rage (Su):
A liskhorsie becomes angrier as they fight, the pain of their wounds fueling their strength. An affected creature gains a cumulative +2 morale bonus to Strength and a cumulative -1 penalty to AC for every 5 points of damage it takes (maximum +10 Strength, -5 AC) for 1 round per level + cha modifier. These bonuses last until the spell expires or the target falls unconscious.

Change Shape (Su):
All liskhorsies have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A liskhorsie can shift to any of its three forms as a move-equivalent action. A spawn liskhorsie can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, a liskhorsie spawn gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An liskhorsie spawn reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain liskhorsie reverts to its humanoid form, although it may not remain dead.
(See lycanthrope.)

Animal and Hybird bonuses: +4 str, +2 Dex, +2 natural armor, scent, DR increases to 10/magic and silver.

Shadowless (Ex)
A liskhorsie casts no shadows and shows no reflection in a mirror. Their dual nature is within them and can be expressed by using their hybrid or animal form.

Lion Empathy (Ex)
In any form, a liskhorsie can communicate and empathize with lions. They can use Diplomacy to alter its attitude, and when so doing gain a +4 racial bonus on the check.

Mountain Climber (Ex)
A liskhorsie can climb sheer surfaces as with ease. They gain a +8 on acrobatics, climb, and Stealth checks.

Ability Scores: Str +4, Dex +2, Int +2, Wis +4, Cha +2. As an undead creature, a liskhorsie has no Constitution score.

Skills: Liskhorsie gain a +4 racial bonus on Bluff, Perception, and Sense Motive checks.

Feats: Liskhorsie gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

Elize Armstrong
Female Elven Loremaster
Mindchemist Alchemist 1
LN
Trait: Finding Your Kin, Adopted Dhampir (Undead Slayer)
Init +3; Perception +5

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Defense
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AC 16, touch 13, flat-footed 13
(3dex, 3armor)
hp 11
Fort +3, Ref +5, Will +1

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Offense
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Speed 30 ft.
Melee:
Cestus +3 1d4 19-20 x2

Ranged:
Bomb +3(+4) 1d6+3(+4) x2

Alchemist Flask +3(+4) 1d6+3(+4) x2

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Statistics
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Str 11, Dex 16, Con 12, Int 17, Wis 12, Cha 13
Base Atk +0; CMB +3; CMD 13

Feats: Brew Potion (Bonus), Power Attack (Bonus), Deadly Aim (Bonus), Combat Expertise (Bonus), Point Blank Shot (Bonus), Agile Maneuvers (Bonus), Precise Shot (1st),

Skills:
Perception +5 (1rank, 3class, 1wis)
Knowledge Arcana +10 (1rank, 3class, 6int)
Knowledge Nature +10 (1rank, 3class, 6int)
Knowledge Religion +7 (1rank, 6int)
Knowledge Local +9 (1rank, 6int, 2race)
Knowledge History +9 (1rank, 6int, 2race)
Spell Craft +9 (1rank, 3class, 3int, 2race)
Survival +5 (1rank, 3class, 1wis)

Background Skills:
Craft Alchemy +8 (1rank, 3class, 3int, 1level)
Knowledge Engineering +7 (1rank, 6int)

Languages: Common, Elven, Sylvan, Draconic, Celestial

Special Abilities:
Cognatogan 10 minute duration
Bombs 4/Day

Gear: Traveler Outfit (Free), Sleeves of Many Garments (200gp) Studded Leather (25gp), Portable Alchemist lab (75gp), Pathfinder Kit (12gp) Rations 6days, Alchemist Fire x20 (132gp Crafted) Alchemist Acid x20 (66gp Crafted), Handy Haversack (2000gp)