Daddy Doom's page

No posts. Organized Play character for loganic.


Full Name

Daddy Doom

About Daddy Doom

Physical Description::
A tall eight foot humanoid that seems more at home in a savage hellscape than civilization.
Background:
[spoiler=Race] Void Orc (20 RP)
Ability Score Racial Traits: Void Orc gains +2 Str, -2 Int, +2 Wis [0RP]
Type: Void Orc are humanoids with the Orc subtype. [0RP]
Size: Void Orc are Medium. [0RP]
Speed: Void Orc have a base speed of 40 feet [0RP]
Languages: This Void Orc begins play speaking Common. [0RP]
Darkvision: This Void Orc can see perfectly in the dark up to 60 feet [2RP]
Flexible bonus feat[b] [4 RP]
[b]Manipulative
: This Void Orc gains +2 Climb and Survival.

Spell-like abilities: humans have the following spell-like abilities:
1/day — Longstrider, Greater [1RP]Ablative Barrier [2 RP]

Character:
Daddy Doom
Painted Savage //Sphere Alchemist//Resizer//Lichling 10/Arcane Weaponeer 2
(Including mutagen and rage)
Init +5, Senses Low light, Darkvision 60’
--------------------
Defense
--------------------
AC 42, Touch 32, Flat Footed 33
HP 216 (12d12+72); fast healing 6
Fort 12
Reflex 19
Will 23
Defensive Abilities
DR 6/Chaotic, DR 2/-
ER 6 [All]
(+5 vs spells, and supernatural abilities)

FoolReroll all saves and take the better result
Preserve Organs Ignore 75% of critical hits and sneak attacks
Immune: Cold, non-lethal, paralysis, sleep, fatigue, poison, breathe, eat, drink, bleed.
Special: Negative Energy Affinity
--------------------
Offense
--------------------
Speed 50’ Flying 50’
Melee Unarmed +32/+27/+22 (1d6+28), Power Attack, grab +36, Constrict (1d6+28), Spiked Armor (1d6+28) Blood drain (1d2 Con)
Special Attacks
Spell-Like Abilities
1/day Longstrider, Ablative Barrier (self only)
--------------------
Statistics
--------------------
Str 50, Dex 14, Con 18, Int 12, Wis 22, Cha 12
BAB +12; CMB +31; CMD 50, FCMD 41
Traits The Flexing Arm, Strength of Body, Wrecking Wrath
FCB (special)
Languages: Blank
------------------------------
Equipment:
None
-----------

Abilities(Not complete):

Blind-Fight (Su): If an attack were to miss due to miss chance, you can roll again, and take the better roll.
Breach Resistance (Su) 1/round, When you successfully hit a creature, reduce their spell resistance by 2. This stacks with itself.
Pummeling Style Can use pounce with unarmed attacks exclusively.
Wrestling (Compound Entrapment, Hammerlock, Talented Tie-Up, Grappling Caster, Strangler):
–As long as you have Martial Focus, creatures who are grappled by you take an additional -3 penalty in addition to the normal grappled penalties.
–If you could make a grab action, you can instead increase the penalty by 2 for 1 round, stacking up a maximum of 6.
–As long as you have Martial Focus, you also do not take any penalties to attack from grappling, and creatures you’re grappling also apply the half the penalty to attack, to any saving throws against magic sphere effects you cast.
–As long as you have 1 Stamina, Whenever you successfully maintain a grapple and choose to deal damage, you can deal your sneak attack damage to the creature you are grappling.
–You do not suffer any penalties casting while grappling, nor need to make a concentration checks
–When you deal damage to a grappled creature, that creature gains the entangled for 2 rounds.
–Any time you initiate or maintain a grapple, you may make a melee attack

Sneak attack Deals 6d6 precision damage and 2 Strength damage. Can be applied through concealment.

Shape Change: As a move action, you can change your size between Tiny and Huge. Ignore the size penalties to ability scores associated. You may also do this as a swift action (+1SP)

Berserker: 1/round you may take a -2 to AC to gain 15 temporary HP.

Combat Stamina: 19, (secondary pool 4)
Can use 5 stam in place of 1 martial focus (MF) cost.
Using Life healing, replenishes stamina by 12+

Mystic Tattoos (Su) Gain one of the following
– As a swift action, gain +10 split between physical stats for 8 rounds. 2 stam, to count this as rage.
– As a swift action, gain the benefits of one of the following for 8 rounds.
—-Magic Sink: Counterspell or dispel effects must first dispel Magic Sink, before any other effect. Magic Sink is not actually dispelled/removed when successful
—-Superior Reflexes: You can make attacks of opportunity while flat footed
—-Supply Vigor: Reduce ability damage, drain, or penalty by 2 (to one score), and any damage/drain/penalty accrued is halved.

Rage: While raging, become immune to paralysis, sickened, nauseated, shakened and frightened. Also gain the following benefits
–Increase darkvision by 30’.
–Unseen attackers gain no bonus to attack.
–Gain +6 Perception to locate unseen enemies.
–Ignore concealment, and treat total concealment as regular concealment.
–+4 damage vs casters
–Can damage incorporeal creatures even without magical weapons. +5 touch AC
–Gain the benefits of the following mantles, Clear Skies, Boreal Glare, Borne Aloft
–1/rage can see through darkness, magical darkness, invisibility, and illusions (including blur and displacement). Can discern the locations of creatures within concealment. (and total concealment)
–1/rage make a sunder check vs a creature under a magic effect or other magical effect. If successful, this is suppressed for 1 round, or 2 rounds if exceeding by 5, or dispelling if exceeding by 10.
–1/rage you may make an attack of opportunity against an enemy entering a square you threaten.

Spell Point Pool (21)
Caster can maintain concentration as a move action. Casting causes Daddy’s skin to glow in a vein pattern. Any spell that can be resolved with a touch attack, can be used by making an additional attack during a full attack, by taking a -2 attack penalty. Melee spell attacks that miss, are instead discharged during the next hit.

Affliction: (1SP) As a standard action, make a melee touch attack and apply one of the following. If you apply an Iatrogen while three unique Iatrogen effects are already applied to the target, they must make a DC 21 Fort save or else drop to -1 HP and begin dying.
–4d8+60 damage (negative energy, Will save halves, DC 22)
– Exhausted 2d6 rounds, (Fort save DC 22 reduces this to fatigued)
– Entangled and movement halved for 1d6 rounds (Ref save negates)
– Nauseated 1d6 rounds (Will save reduces this to sickened)
– Confused 1d6 rounds (Will negates)
– Make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates).

Cure: (1 SP) As a standard action, make a melee touch attack. Heal the target for 4d6+60. You can use this on yourself as a swift action (1 SP),

Restore: (1 SP) As a standard action, make a melee touch attack. You can use this on yourself as a swift action (+1 SP). You can even choose to do so, if a condition wouldn’t normally allow it (+1 SP). Choose one of the following effects.
–[Restore Mind]: Removes the dazzled condition. Removes the shaken, frightened, panicked. Removes the staggered condition. Removes the confused and dazed condition. Remove any loss of senses such as blindness, deafness.
–[Restore Body]:Removes the battered condition. Removes the fatigued condition and exhaustion. Removes the sickened condition and nauseated. You may make a MSB check to remove a poison or disease effect.
–[Restore Soul]: Heals all ability damage, (to all abilities), and ability drain to one ability score of your choice. Cure up to 3 temporary negative levels or suppress 1 permanent negative level for 1 minute..
–[Restore Capacity]: Remove the stunned condition. Make an immediate Escape Artist check with a circumstance bonus equal to your caster level against any applicable condition (for example, if it is entangled or grappled). Remove any effect that reduces speed. You may make a MSB check to remove a paralysis effect.

Energizing Vitality: When using cure or restore, you may also grant the target a 30’ increase to movement for 1 minute, or until hit.

Destruction: As a standard action, make a melee touch attack. Deal 6d4 non lethal bludgeoning damage. (spell resistance applies), Target also loses 1d3 spell points (Fort save negates, DC 22) You gain those same points for 12 rounds, temporarily. Does not stack with itself.

Nature’s Movement (spirit)t: As a standard action, spend 1 spell point. Gain one of the following for 12 minutes:
[Air] A rideable sphere, with movement speed of 50’. Hovers up to 10’ in the air. The ball is treated as a mount, but requires no Ride or Fly checks to use and cannot be affected by uses of those skills such as cover or spur mount, nor can be targeted by opponents.
[Earth] Gain a burrow speed of 25’ through soft earth, or 10’ through stone
[Water]: Gain water walking

Nature’s Sight: As a standard action, spend 1 spell point. Gain one of the following for 12 minutes:
[Air] You see through clouds of fog, mist, and smoke as if they were transparent up to 240’ (medium range). You do not suffer miss chance from concealment or total concealment against creatures that are flying within range.
[Earth] Tremorsense up to medium range. You do not suffer miss chance from concealment or total concealment against creatures that are underground, within range.
[Water]: Tremorsense for bodies of water. You do not suffer miss chance from concealment or total concealment against creatures that are underwater