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About Daddy DoomPhysical 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:
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
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)
Mystic Tattoos (Su) Gain one of the following
Rage: While raging, become immune to paralysis, sickened, nauseated, shakened and frightened. Also gain the following benefits
Spell Point Pool (21)
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.
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.
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:
Nature’s Sight: As a standard action, spend 1 spell point. Gain one of the following for 12 minutes:
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