Roy Greenhilt

Duhwoo X. McKeener's page

1,104 posts. Organized Play character for duhwoo.


Full Name

Duhwoo

Race

| 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20

Classes/Levels

| move 35' | rage: 33/40, spells: 5/5 |

active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Gender

human(Taldan) CG Hillbilly18

Size

M

Age

25

Alignment

c/good

Deity

Cayden Cailean

Occupation

farmer

Homepage URL

<character sheet posted on Valhallas' website>

Strength 26
Dexterity 16
Constitution 22
Intelligence 8
Wisdom 12
Charisma 12

About Duhwoo X. McKeener

character class is HILLBILLY -- "whut be 'xactly the same as th' Barbarian class, 'ceptin' barbarians come from afar, whilst us Hill-billies come from one o' them thar trailer parks on ta'other side o' town..."

THIS CHARACTER IS RETIRED

CHECKBOXES:
BARDIC PERFORMANCE: 1 X X X X X X;
JINGASA: O; BUFFERING CAP: O;
UNSHAKABLE RESOLVE: O O O;
UNFETTERED SHIRT: X;
BARD SPELLS: 1 2 3;
RUNESTONES: O O;
MIGHTY SWING: O;
initiative and saves template:

[dice= Duhwoo's Initiative roll]d20+3[/dice]
[dice= Duhwoo's Fortitude save]d20+21[/dice](+4 when raging)
[dice= Duhwoo's Reflex save]d20+16[/dice]
[dice= Duhwoo's Will save]d20+14[/dice](+3 when raging)

attack template:
Move=30' (40' without Rhino Hide armor) (Swift Foot gives +5' to move when raging)

[dice=Charge Attack]d20+39[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
[dice=Charge Attack damage, with 2d6 from Britches o' Chargin'] 2d4+2d6+35[/dice] points
.
[dice=first attack]d20+37[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage

[dice=iterative #1]d20+27[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage

[dice=iterative #2]d20+22[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage

[dice=iterative #3]d20+17[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage

....

[dice=first 2nd 3rd 4th AoO]d20+32[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
for [dice]2d4+36[/dice] points of damage
[dice=crit confirm check]d20+32[/dice]
if AC xx confirms, then another [dice]2d4+36[/dice] points of damage

attacks with Dazing Assualt:
[dice=Charge Attack, using Dazing Assault]d20+39-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
[dice=Charge Attack damage, with 2d6 from Britches o' Chargin'] 2d4+2d6+36[/dice] points -- and a DC 26 Fort save...

[dice=first attack, using Dazing Assault]d20+37-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

[dice=iterative #1, using Dazing Assault]d20+27-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

[dice=iterative #2, using Dazing Assault]d20+22-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

[dice=iterative #3, using Dazing Assault]d20+17-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

[dice=Haste attack, using Dazing Assault]d20+37-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
if AC xx hits, then [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

[dice=first AoO, with Dazing Assualt]d20+32-5[/dice]
[dice=20% miss chance due to blinking]d100[/dice]
for [dice]2d4+36[/dice] points of damage -- and a DC 27 Fort save...

skill checks template:

[dice= Duhwoo's Acrobatics check]d20+29[/dice]
[dice= Duhwoo's Appraise check]d20+1[/dice]
[dice= Duhwoo's Bluff check]d20+20[/dice]
[dice= Duhwoo's Climb check]d20+13[/dice](+3 when raging)
[dice= Duhwoo's Diplomacy check]d20+1[/dice]
[dice= Duhwoo's Disguise check]d20+1[/dice]
[dice= Duhwoo's Escape Artist check]d20+6[/dice]
[dice= Duhwoo's Fly check]d20+6[/dice]
[dice= Duhwoo's Heal check]d20+1[/dice]
[dice= Duhwoo's Intimidate check]d20+5[/dice]
[dice= Duhwoo's Linguistics check]d20+5[/dice]
[dice= Duhwoo's Perception check]d20+22[/dice]
[dice= Duhwoo's Perform:SING check]d20+20[/dice]
[dice= Duhwoo's Ride check]d20+3[/dice]
[dice= Duhwoo's Sense Motive check]d20+20[/dice]
[dice= Duhwoo's Stealth check]d20+7[/dice]
[dice= Duhwoo's Survival check]d20+18[/dice]
[dice= Duhwoo's Swim check]d20+8[/dice](+3 when raging)
MAGICAL EQUIPMENT WORN:
PRIMARY WEAPON: "SUPER FALCHION" (+3 Furious Keen Impervious Heartseeking Falchion, w/weapon cord).
ARMOR WORN: Rhino Hide Armor (Duhwoo refers to this armor as Britches o' Chargin').
OTHER STUFF WORN (working from head to toe):
- Jingasa of the Fortunate Soldier;
- Headband of Unshakeable Resolve;
- Necklace of Adaptation;
- Clear Spindle Ioun Stone (inserted in Wayfinder for resonant effect);
- Cloak of Resistance +5;
- UNFETTERED SHIRT;
- implanted Pearly White Spindle Ioun Stone (Regenerate 1 point of damage per 10 minutes);
- implanted Pale Orange Rhomboid Ioun Stone (save from death, one time only);
- Armband of the Brawler;
- Gauntlets of Skilled Manuever (Grapple);
- GREATER RING OF INNER FORTITUDE;
- Ring of Blinking;
- Belt of Physical Perfection +4;
- Boots of Elvenkind.
OTHER MAGICAL EQUIPMENT:
- Adamantine Wire Saw;
- Bead of Newt Protection;
- Brooch of Shielding;
- Buffering Cap;
- Golembane Scarab;
- Handy Haversack;
- Hourglass of Last Chances;
- 2xPage of Spell Knowledge, 1st level (Saving Finale and Vanish);
- 2xRunestone of Power, 1st level;
- SCHOLAR'S RING;
- Wayfinder (Clear Spindle Ioun Stone inserted);
- Wings of Flying;
MUNDANE EQUIPMENT:
Bedroll, Blanket, 3xChalk, 3xRations, Manacles, Masterwork Tools, Silk Rope, Greatsword, Inkpen, Ink, 10xPaper, 5xTindertwig, Tanglefoot Bag, Tobacco, 2xWhistle, Smoked Goggles, Periscope, Sling and 9 Sling Bullets
POTIONS, SCROLLS, and WANDS:
Acid flask; 2xAlchemist's fire; 5xAntitoxin; 4xOil of Daylight; Potion of Fly; Potion of Invisibility; Potion of Lesser Restoration; 2xPotion of Remove Blindness/Deafness; Potion of Water Breathing; 2 doses of Universal Solvent; 5 doses of Padzahr; 5 Smog Smoke Pellets; Smelling Salts; 10 flasks of oil.

cantrip scrolls: Mending and Message;
1st-level scrolls: 2x Borrow Skill; Grease; 2x Invigorate; 2x Remove Fear; 2x Share Language;
2nd-level scrolls (CLC required @ DC=4): 2x Alter Self; 2x Delay Poison; Eagle's Splendor; 5x Mirror Image; 5x Retrieve Item; 2x See Invisible; 2x Silence; 2x Silent Image; 4 x Snapdragon Fireworks; 5x Tongues.
4th-level scroll (CLC required @ DC=8, need stat boost to use) Cure Critical Wounds.
Also, RAISE DEAD (6,125gp) and 3x RESTORATION (380gp ea) -- which Duhwoo cannot cast at all...

new Wand of Cure Light Wounds (22 / 50 )
Wand of Cure Serious Wounds (29 / 50 )
Wand of DIMENSION DOOR (36 / 50 )
Wand of Endure Elements (36 / 50 )
Wand of Summon Monster II (34 / 50 )
(Wand of Mount (45 / 50) -- not a bard spell, Duhwoo needs a sorc/wiz to use this for him...)
Wand of Ventriloqism (17/18)
Brooch of Shielding (in a pocket) (86 / 101 )

────┤ CLASS FEATURES ├────

Bard2:

Concentration check: 1d20+3
Cantrips: You can cast your Cantrips at will;
Bardic Knowledge: +1 to all knowledge skills -- can make any Knowledge checks untrained;
Versatile Performance (Ex): Substitute skill check by performance check:
• Sing (Bluff, Sense Motive)

Bardic Performance: requires a standard action to initiate:
• Rounds per day: 7 < O O O O X X X >
• Countersong (Su): Counters magic that depend on sound (max. 30')
• Fascinate (Su): One creature (max: 90') Will DC12
• Inspire Courage (Su):
-- +1 competence bonus on attacks & weapon damage
-- +1 morale bonus on saves vs charm & fear effects

────┤ BARD (P) SPELLS ├────
Spells per Day: (∞/5; save DC 11+spell level):
Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Magic.
Expeditious Retreat, Feather Fall, Saving Finale, Timely Inspiration, Vanish.

───┤ Conditional Bonus - Bard (P) Class ├────
+4 on Saves vs Bard Performances, sonic & language effects (Well-Versed)

Hillbilly16 (Elemental Kin archetype):

Rage Rounds per Day: 40
• Greater Rage: +6 STR/+8 CON (Raging Vitality feat), +3 morale bonus on Will saves (+7 vs Enchantment, thanks to Indomitable Will), -3 to AC

8 Rage Powers:
• Swift Foot (Ex): While raging, +5' enhancement bonus to land speed
• Roused Anger (Ex): Enter rage even if fatigued. Immune to fatigued condition while raging. Once ended, exausted for 10 min/rnds raging
• Guarded Life (Ex): While raging, if you are reduced below 0 HPs, up to 15 HP of lethal damage are converted to nonlethal dmg. If you are at negative HPs due to lethal dmg, you immediately stabilize
• Greater Guarded Life (Ex): convert 15 additional points to nonlethal
• Reckless Abandon (Ex): While raging, take a -4 penalty to Armor Class and CMD to gain a +4 bonus on attack rolls
• Mighty Swing (Ex): Once per Rage, automatically confirms a critical hit. Uses immediate action once a critical threat has been determined
• Come and Get Me (Ex): While raging, as a free action, you may leave yourself open to attacks while preparing devastating counterattacks (Enemies gain +4 on attack & damage until the beginning of your next turn, but every attack provokes an AoO from you, which is resolved *prior* to resolving each enemy attack!)
Fearless Rage (Ex): Immune to Shaken and Frightened conditions

Uncanny Dodge (Ex): Retain Dex bonus to AC even if flat-footed
Improved Uncanny Dodge (Ex): Flanked only by 20+ levels of rogue
Fast Movement (Ex): +10' to Land Speed (total = 30' in Hide Armor)
Elemental Fury (Ex): Whenever you take an amount of energy damage equal to or greater than 16 while raging, add 5 to the total number of rounds that you can rage that day

────┤ Damage Reduction = 4/— ├────
REGENERATING, 1 hit point every 10 minutes

────┤ FEATS ├────
Armor Expert Trait, Expert Duelist Trait, Cleave, Cleaving Finish, Combat Reflexes, Dazing Assault, Furious Focus, Lunge, Power Attack, Raging Vitality, Step Up, Toughness.

────┤ NOTES ├────

GRAPPLE when raging: +35 (17 BAB, +11 raging ST, +4 for Reckless Abandon, +2 from Gauntlets o' Skilled Manuever, and +1 for Armbands of the Brawler)

(with +3 Furious Keen Falchion, Duhwoo always uses Power Attack, Reckless Abandon, Dazing Assault, and "Come and Get Me" when raging!)
- when raging, +32 to hit for 1st attack (17 BAB, +11 raging ST, +4 for Reckless Abandon, +5 for Furious weapon but -5 for Dazing Assault, no power attack penalty thanks to Furious Focus feat)
- subsequent attacks are -5 from power attack (Furious Focus no longer applies) in addition to -5 for iterative attack, so +22, +17, and +12
- damage bonus is +36 when raging (16 from ST, 15 from Power Attack, 5 from Furious weapon);

when raging, using Reckless Abandon (always), Lunging or Cleaving or Charging (more often than not, sometimes two at once), and the "Come and Get Me" Rage Power: subtract 13 (or 15) from AC of 18, leaving an AC of 5 (or even 3) -- this basically means attacking monsters are just checking for a natural '1' on their rolls -- other than nat '1's, they would automatically hit with every attack. Only the Ring of Blinking (50% miss chance) has any meaningful effect on the chances of monsters hitting Duhwoo!