Elgadazum the Hateful

Character Concept 1's page

1 post. Alias of Black Dow.


About Character Concept 1

Squama (latin for scale, scale-armour)

"For to him that is pitiless the deeds of pity are ever strange and beyond reckoning." - J.R.R. Tolkien.

“Sometimes human places, create inhuman monsters.” - Stephen King.

Description

Inspired by Beauty & The Beast, Hunchback of Notre Dame & this brute motherf**er: Throgg; King O' The Trolls

Male Tiefling Barbarian (Urban Barbarian archetype) 1 XP: 0

Chaotic Neutral Medium Humanoid (Tiefling)

Favoured Class: Barbarian

Favoured Class Options:

Selected @ X Level
+1 HP
+1 Skill Point
Add +⅙ to the barbarian's damage reduction ability. The barbarian must be 7th level before selecting this ability. This does not stack with the increased damage reduction rage power.

Speed: 30ft Unarmoured/30ft Armoured
Init: +5
Senses: Perception +7; Low Light Vision.

DEFENSE:

AC 16 (10 Base, +3 Dex, +3 MW Studded Leather Armour)
Touch AC 13 (10 Base, +3 Dex)
Flat Footed AC 13 (10 Base, +3 MW Studded Leather Armour)
HP 25 (3d10 [22]; +3 Con)
SAVES*: Fort +4 Ref +6 Will +2**
* Racial immunity to magic sleep effects & +2 racial saving throw bonus against enchantment spells and effects.
** +1 Feat bonus on all Will saves made to resist enchantment effects.
CMD: 17 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE*:

* All weapon attacks against her Favoured Enemy (Humans) gains +2 class bonus to attack & damage rolls

BAB +3
Melee: MW Rapier +7 (1d6+1/18-20) or MW Starknife +7 (1d4+1/x3)
Ranged*: Darkwood Composite Longbow (+1 STR) +7 (1d8+1/x3) Range: 110ft. or MW Starknife +7 (1d4+1/x3) Range: 20ft.
CMB: +4 (BAB+STRMod+SizeMod)

STATS

STR 16 (+3); DEX 15 (+2); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 8 (-1)

20 PT STAT BUILD:

10 Points - STR (16) = 16
3 Points - DEX (13) +2 = 15
5 Points - CON (14) = 14
0 Points - INT (10) +2 = 12
2 Points - WIS (12) = 12
0 Points - CHA (10) -2 = 8

+2 Racial Bonus to DEX & INT; -2 Racial Penalty to CHA


RACE ABILITIES

STR 17 (+3); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 8 (-1)

25 PT STAT BUILD:

13 Points - STR (17) = 17
5 Points - DEX (14) +2 = 16
5 Points - CON (14) = 14
0 Points - INT (10) +2 = 12
2 Points - WIS (12) = 12
0 Points - CHA (10) -2 = 8

+2 Racial Bonus to DEX & INT; -2 Racial Penalty to CHA

RACE ABILITIES
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Defense Racial Traits
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Feat & Skill Racial Traits
Bullying: Tieflings are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Tieflings with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces skilled.
Offense Racial Traits
Maw or Claw: (Maw chosen). Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Senses Racial Traits
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

FEATS

Monstrous Mask (General Feat) - 1st Level Selection:

Source Blood of Fiends pg. 25

Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others’ hearts.

Prerequisites: Tiefling, must be taken at 1st level.
Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.

TRAITS

Underling (Tiefling Race Trait):

Source: Blood of Fiends pg. 31
Category: Race
Requirement(s): Tiefling
People tend to assume you either are, or are willing to become, a minor cog in some evil cabal or conspiracy.
Benefit(s): You gain a +2 trait bonus on Bluff and Diplomacy checks made to either join or imply that you already belong to an evil organization.

Prideful Temper (Tiefling Race Trait):

Source Blood of Fiends pg. 31
Category: Race
Requirement(s): Tiefling
Memories of the cruel abuse and taunts you suffered as a child cause you to strike back with great fury at anyone who slanders you.
Benefit(s): You gain a +1 trait bonus on attack rolls made against creatures that have insulted you until you actually succeed in dealing damage.

Friendless (Tiefling Race Trait):

Source Blood of Fiends pg. 30
Category: Race
Requirement(s:) Tiefling
You have grown used to looking after yourself without help.
Benefit(s): You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

Blight Background Inspiration:

HBH7 Saint Lether’s Chapel

A gigantic natural arch clefts this island, which like others is carved into a towering cathedral. Ships pass below the archway, ringing their bells.

The mariner’s fortune, Saint Lether—patron saint of calm seas—has his chapel here. The vast rambling building is only manned by a skeleton staff now, led by Bishop Thresh (NG cleric of Brine 6). Ships that are able pass through the archway to receive blessings for their voyage and—so far—not a single vessel that has passed below the arch has been lost at sea.

Thresh is a curiously bookish character; fascinated by demonology and devil-worship, but purely from a confrontational viewpoint. Those invited across the rickety rope bridge that links to the mainland find a place oddly crammed with arcanum and grimoires. Thresh frequently tries to draw devils and demons into the building to question them, and has—through a number of secrets—been able to enslave a handful of demons to act as assistants in his research.