Xvart

Donk's page

5 posts. Alias of Justin Sluder.


About Donk

Donk
Male advanced double giant ogrekin mite barbarian (invulnerable rager)/ranger (shapeshifter/skirmisher) 3
CN Large humanoid (giant)
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +9
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)
hp 63 (3d12+27)
Fort +12, Ref +5, Will +4
Defensive Abilities extreme endurance, invulnerability; DR 2/cold iron, 1/— ; Weaknesses light sensitivity
OFFENSE
Speed 40 ft., climb 20 ft.
Melee unarmed strike +9 (1d4+10 nonlethal)
Special Attacks favored enemy (animal +2), hatred, rage (17 rounds/day), rage power (lesser beast totem, lesser fiend totem)
Spell-Like Abilities (CL 3rd; concentration +3)
At will—prestidigitation
1/day—doom (DC 11)
STATISTICS
Str 26, Dex 14, Con 28, Int 4, Wis 17, Cha 10
Base Atk +3; CMB +12 (+14 to sunder); CMD 24 (26 vs. sunder)
Feats EnduranceB, Extra Rage Power, Improved Natural Weapon (claw)B, Improved Sunder, Power Attack
Skills Acrobatics +7 (+11 jump), Climb +20, Escape Artist +8, Perception +9, Sleight of Hand +6, Stealth +8, Survival +7 (+8 follow/identify); Racial Modifiers +4 Escape Artist, +4 Sleight of Hand, +4 Stealth
Languages Undercommon (illiterate)
SQ combat style (natural), deformities (pinhead, triple-jointed), fast movement, shifter's blessing (form of the cat, 1/day), track +1, vermin empathy +7, wild empathy +3
Gear none
SPECIAL ABILITIES
Deformities (Ex) Donk was born with the two following deformities.
--Pinhead Donk's head is conically small, decreasing his Intelligence by -2.
--Triple-Jointed Donk's body bends and moves in unsettling ways, allowing him to move through areas as a medium-sized creature without squeezing, in addition to granting him a +4 racial bonus on Escape Artist skill checks.
Extreme Endurance (Ex) Donk is inured to cold climate effects as if using endure elements.
Hatred (Ex) Donk has a +1 bonus on attack rolls against humanoid creatures of the dwarf and gnome subtype due to special training.
Invulnerability (Ex) Donk has DR/— equal to half his barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Lesser Beast Totem (Su) While raging, Donk gains two claw attacks. These attacks are considered primary attacks and are made at his full base attack bonus. The claws deal 1d8 points of slashing damage plus his Strength bonus.
Lesser Fiend Totem (Su) While raging, Donk grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless he is also attacking with weapons, in which case it's a secondary attack) and is made at his full base attack bonus (–5 if it is a secondary attack). The gore attack deals 2d6 points of piercing damage plus his Strength bonus (1/2 if it is a secondary attack).
Vermin Empathy (Ex) This ability functions as a druid’s wild empathy, save that Donk can only use this ability on vermin. He gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing Donk to train Medium vermin. Vermin empathy treats swarms as if they were one creature possessing a single mind—a Donk can thus use this ability to influence and direct the actions of swarms with relative ease.
Rage AC 20, touch 9, flat-footed 18; hp +6; Fort +14, Will +6; Melee 2 claws +11 (2d6+12), gore +11 (2d6+12); Str 30, Con 32; CMB +14 (+16 to sunder); CMD 26 (28 vs. sunder); Climb +22