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About WexleyAbout: Tauricle Barbarian (Armored Hulk) 1
CN Large Humanoid (Giant) Favored Class: Barbarian Speed: 30 ft. Init +0 (+0 Dex) DEFENSE: AC 9 (10 Base, +0 Dex, +0 armor, -1 size)
Touch 9 (10 Base, +4 Dex, -1 size) Flat Footed 9 (10 Base, +0 armor, -1 size) HP 19 (1d12, +3 Con, +1 FC, +3 feat) Fort +5 Ref +0 Will +0 CMD 19 (10 Base, BAB +1, Str +7, Dex +0, size +1) OFFENSE: BAB +1 (size -1)
Melee: Gore +7 (2d6 +7, x2) Ranged: (none) CMB: +8 (+1 BAB, +7 Str) STATISTICS: Str 24 (+7) [10 pts, +8 racial]
Dex 10 (+0) [2 pts, -2 racial] Con 16 (+3) [10 pts] Int 6 (-2) [+2 pts, -2 racial] Wis 8 (-1) [0 pts, -2 racial] Cha 8 (-1) [0 pts, -2 racial] Feats:
Traits:
SKILLS & ABILITIES: Skills:
Climb +11 [1 Rank, +7 Str, +3 Class] Swim +11 [1 Rank, +7 Str, +3 Class] EQUIPMENT: 0/0gp, 0lb, Light Load: 233lb Background: Wexley was a fighter from birth, always brawling with whatever local hazards might try to make a meal of his clan. He cared for his tribe and fought hard for them in disputes with neighboring tribes. However, as he advanced in years, the tribal leaders began to feel threatened and banished him into the wild. A short time later, Wexley slayed a rival leader and took over his clan, becoming the head of his own new tribe. He took two mates and bore offspring, and some years later, decided to visit revenge upon his previous tribe and take back his land of birth. However, on his journey there, much of his war party (himself included) were captured by electrified nets and taken into the air. Appearance:
Wexley is a towering 14 feet tall and weighs over half a ton. He is covered in thick, coarse, brown fur, which is of a lighter tone than most Tauricles. His horns are ridged and brutal by appearance, with many chips and marks from years of hard use.
He has large muscles heaped on his torso, dwarfing his still-powerful legs. Scars litter his chest, hidden by his thick hide armor. He carries a club and a shield, always ready to war with neighbors or monsters on the prowl. RACE: Tauricles are a beastly and tribal race, often territorial and warlike. They are slow learners and often reject new ideas as dangerous. They could befriend other races, if any other race existed on their planet that was not monstrous. Tauricle Racial Traits Humanoid, Giant(0) +8 Strength, -2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma (1+4); Tauricles are mighty foes, but slow-witted and dull. Large (7): +2 Str, -2 Dex, -1 Atk, -1 AC, +1 CMD, -4 Stealth Reach (1): Tauricles have 10ft reach. Speed: 30ft (0) Gore (1): Tauricles possess a gore attack that deals 1d8 damage (2d6 with Vicious Gore). Vicious Gore (2): Tauricles receive Improved Natural Attack (Gore) as a bonus feat. Powerful Charge (2): Whenever a Tauricle charges, it deals twice the number of damage dice with it's gore attack + 1.5 x Str Mod. Relentless (1): +2 to CMB for bull rush/overrun (while both are standing on ground). Raging Beast (-3): Tauricles are always treated as under the effects of a Rage: Tauricles cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Intimidate) or any ability that requires patience or concentration. Effects that counter, dispel, or suppress Rage can also suppress this trait for a limited duration. Primitive (-1): Tauricles are not granted weapon proficiencies by their class for any weapons other than simple weapons and greatclubs. Languages: Tauricles begin play speaking Common and Giant. Tauricles with high Intelligence scores can choose from the following: Orc, Goblin, Gnoll, Terran, Sylvan, and Infernal. Region:
Tauricles are from a dark world, full of danger and evil. Though they appear mindless and savage compared to some races, they are the pinnacle of civilization on their world. Existing in tribes or packs, they dig homes into stone and beat the world around them into submission. Though not known for compassion or mercy, they are loyal to their tribe, and take oaths, blood debts, and other primitive traditions seriously.
Tauricles have been known to rip trees from the ground to use as weapons.
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