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About "Baby" DoomPhysical Description:: Baby Doom seems to be an arrogant bare chested pubescent boy, that still has his baby fat, but is managed to convince someone to give him tattoos to look cool.
Background: [spoiler=Race] Human (20 RP)
Ability Score Racial Traits: Human gains +2 Dex, -2 Con, +2 Cha [0RP] Young Humans have a -2 to dex based rolls, and a -2 to all other rolls Type: Human are humanoids with the human subtype. [0RP] Size: Young Humans are Medium. [0RP] Speed: Humans have a base speed of 30 feet [0RP] Languages: This humans begins play speaking Common. [0RP] Darkvision: This human can see perfectly in the dark up to 60 feet [2RP] Focused Study: At 1st, 8th, and 16th level, a human gains Skill Focus in a skill of her choice as a bonus feat. [4 RP] Flexible bonus feat[b] [4 RP] [b]Spell-like abilities: humans have the following spell-like abilities:
Character: Baby Doom
LN small human Kung-fu Exemplar //Soul Weaver(Lichling) 8//Avowed 8 Init +7, Senses Blindsight 45’ Perception +14 Sense Motive +14 -------------------- Defense -------------------- AC 37, Touch 26, Flat Footed 33 HP 136 (8d10+56); fast healing 4 Fort 21 Reflex 15 Will 18 Defensive Abilities Spell Resistance 26, Energy Resist 18 [acid, cold, electricity, fire, sonic] +4 vs poisons DR 4/Chaotic Immune: Aging, Penalties from disease(but not the disease itself), air or breathing, including inhalants Special: Negative Energy Affinity -------------------- Offense -------------------- Speed 55’ Special Attacks channel negative energy (DC 21, 4d6), Touch of Corruption 14/day Sphere Casting (CL 8, concentration +15) Spell-Like Abilities 1/day Longstrider, Ablative Barrier (self only) -------------------- Statistics -------------------- Str 11, Dex 18, Con 8, Int 12, Wis 16, Cha 22 BAB +8; CMB +22; CMD 32, FCMD 28 Feats Noble Scion (Scion of War), Skill Focus (Intimidate, Bluff, Sense Motive), Skill Focus (Bluff), Improved Grapple, Weapon Focus (Unarmed), Blind-fight, Exorcist, Counterspell, Harmonic Counter, Enforcer, Dragon Tattoo, Zodiac Tattoo, Shatter Defenses, Absolute Poverty, Grappling Caster, Signature Skill (Intimidate) Traits Indomitable Faith (Faith), FCB (bonus hp) Languages: Blank ------------------------------ Equipment: None ----------- Abilities(Not complete):
Bluff/Feint: +27 Intimidate: Demoralize: +29 Sense Motive: +19 Perception: +14 DC to be demoralized:25 Melee (Unarmed) +21 (1d6+4) damage non-lethal)
Aura of Suppression: All duration based magic effects under CL 8 are suppressed for all creatures within 10’. 50% spell casting failure for all enemies within 10’. This functions normally against all magic sources including Alien Source. This also apply to Technological equipment, as it was magical equipment Fatal Thrust: Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +2d6 precision damage to the target. Demoralize: Requires to be seen and heard. Treat Immunity vs fear/mind affecting as a +5 instead.
Tackle: You may grapple as part of a charge. Chink In The Armor: On a successful grapple check, make an attack roll that ignores armor and shield bonuses on the target, to deal unarmed damage. Enforcer: When non-lethal damage is dealt, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Signature Skill: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round (Will DC 18 negates) and shaken thereafter. Shatter Defenses: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. (Uncanny Dodge negates) Dread: Fear effects apply a -4 penalty instead of a -2 for checks against this character. Hammerlock: Grappled applies a -6 to Dex instead of a -4. A grappled creature takes a –4 penalty instead of a -2 on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. Fast Feint: You may make a feint on a creature as a move action that doesn’t provoke AoOs. Berserker: As a free action at the start of your turn, gain -2 AC, and one of the following benefits until the start of your next turn. 1) 11 Temporary hit points or 2) Ignore difficult terrain while charge, run, or withdraw. Also do not take further AC penalty while charging, and gain additional +1 Shove: As a move action, move up to half movement speed, and make a melee touch attack. Target takes 7 damage (Cha). Target gains the battered condition until the end of your next turn. (enhancement bonus does not apply) Giant Physique stance: As a swift action, gain the Giant Physique stance until the start of their next turn. Treat yourself as Large size for the purposes of maneuvers and bonuses (+2) Touch of Corruption 11/day: As a standard action, can touch a creature to deal 4d6 damage.
Divine Touch (Su): 11/day: As a swift action, can grant himself 5d6 temporary hit points. Blind-Fight (Su): If an attack were to miss due to miss chance, you can roll again, and take the better roll.. Spell Point Pool (10)
Fey-Link: As a swift action, gain Fey-Link for 8 minutes. You may be treated as a fey for the duration. While this is active, as a free action, spend 1 spell point to gain a fey blessing.
Nature’s Movement [Fire]: As a standard action, spend 1 spell point. Gain a fly speed equal to your base speed (55’) for 8 minutes, but only applies on your turn. Nature’s Movement [Earth]: As a standard action, spend 1 spell point. Gain a burrow speed of 25’ through soft earth, or 10’ through stone, for 8 minutes. Nature’s Sight [All]: As a standard action, spend 1 spell point. Choose a natural element. See through it for 8 minutes. Exorcist: As a free action, spend 1 spell point or martial focus, to gain spectral focus for a minute. Spectral focus allows weapons you wield to treat incorporeal creatures as corporeal, perform maneuvers against incorporeal creatures as if they were corporeal, and to allow armor, and shield bonuses to treat attacks from incorporeal as corporeal. Destructive Blast: As a standard action, spend 0 spell point, make a melee or ranged touch attack, deal 5d6 bludgeoning. Subject to spell resistance. If NOT used for ranged touch attack, allows for charge to be held. |