Gaanon's page

38 posts. Alias of Amergin the Wise.


About Gaanon

Half Giant Gestalt Invulnerable Rager Barbarian 3 / Desert Raider Rogue 3 / Mythic Champion 1
CN Large Humanoid

Init +3; Senses low-light vision; Perception +6 (+7 to avoid being surprised)

DEFENSES

AC 17, touch 12, flat-footed 14 /// rage -3

Wound points 43
Wound threshold 20
Vigor points 38 /// rage +6 temp

Fort +9, Ref +7, Will +4 /// rage +2 will

Defensive abilities immune to dazzled condition; evasion; second chance trait; DR 1 (doubled against nonlethal damage); Fire resistance 1; Endure elements: Heat

OFFENSE

Speed 40’

Melee "Chain-Breaker" (1d20+8;3d6+6/brace/+3 sunder medium or heavy armor/Furious +2) or Sibat (1d20+7;1d8+5/x3/grapple) /// rage +3 attacks, +2 damage

Ranged Composite Longbow (1d20+5;2d6+5/x3)

Special attacks sneak attack +2d6; Reckless Abandon Rage (see below); Sudden attack (see below); reach 10'

SPECIAL

Reckless Abandon - Rage (Ex) (13 rounds per day) +3 bonus on melee attack rolls; +2 melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –3 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die.

Sudden Attack - Mythic Champion’s strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Mythic Universal Ability - Legendary Weapon (see Gear)

Psionic Wild Talent Detect poison

STATISTICS

str 21, dex 16, con 20, int 8, wis 10, cha 8

Base Atk +3; CMB +9 (+14 Sunder; +11 bull rush, drag, overrun, grapple); CMD 22 (23 vs bull rush, overrun)

Feats mythic power attack, toughness, powerful maneuvers, unarmed combatant, intimidating prowess, iron will, furious focus

Skills acrobatics +9; climb +11; handle animal +5; intimidate +10; knowledge (geography) +5; knowledge (nature) +5; perception +6 (+7 to avoid being surprised); survival +6 (+7 to follow or identify tracks in desert terrain); stealth +5 (can attempt Stealth checks in bright light without cover or concealment but takes a –5 penalty on her check)

Languages Common, Giant

Gear Prekidac "Chain-Breaker" (Attuned Legendary Intelligent Large Furious Lucerne Hammer); Attuned Lamelar Leather Light Armor; heavy wooden shield; composite longbow, 20 x arrows; 2 x sibat
12 x waterskin + 6 x rations (3 days); 10 x torches; 1 x day firewood; flint & steel; 4 x obsidian caltrops; rope, giant’s hair; 10 empty sacs; bone shovel, bone spade, stone sledge; signal whistle; large tent; climber’s kit; desert clothing
902 cp

Traits Fierce Colossus, Second chance

Athasian Half-Giant Racial Traits:

Racial Modifiers +4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.

Large Half-giants are Large creatures and take a -1 penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 penalty on Stealth checks. They take up a space that is 10 feet by 10 feet, and they have a reach of 10 feet.

Normal Speed Half-giants have a base speed of 30 feet.

Gatecrasher Half-giants gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Giant Blood Half-giants count as both humans and giants for any effect related to race.

Low-Light Vision Half-giants can see twice as far as humans in conditions of dim light.

Tough as Iron Half-giants gain Toughness as a bonus feat at 1st level.

Wild Talent Half-giants begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45)

Languages Half-giants begin play speaking Common and Giant. Half-giants with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, Halfling, Kreen, and Terran.

Desert Raider:

Class Skills A desert raider adds Knowledge (geography) and Survival to her list of class skills instead of Knowledge (dungeoneering) and Swim. This alters the rogue’s class skills.

Desert Tracker (Ex) A desert raider is immune to the dazzled condition. A desert raider adds half her level (minimum 1) as a bonus on Survival skill checks to follow or identify tracks in desert terrain. This replaces trapfinding.

Sun at Your Back (Ex) At 2nd level, a desert raider can use the reflected light of the blinding sun to conceal her presence. A desert raider in bright light can attempt Stealth checks without cover or concealment but takes a –5 penalty on her check. The desert raider cannot use this ability to hide from creatures immune to the blinded or dazzled conditions. This replaces the rogue talent gained at 2nd level.

Light Step (Ex) At 3rd level, the DC of Survival checks to track the desert raider increase by 3. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. The DC increase and the bonus on Perception checks increase by 1 every 3 rogue levels thereafter (to a maximum increase of 8 and a maximum bonus of +6 at 18th level). This replaces trap sense.

Invulnerable Rager:

Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Rage Powers The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.

BACKSTORY:

Born in Amlitkayek – the same village as Kuro, Araska, and Memnon.

Born into slavery, Gaanon was destined either to a life of hard labour or to a bloody existence in the arena. Given his prodigious size and strength, the latter was chosen for him and he was trained from an early age to fight. And he fought well. He was angry, enraged by his condition, and heedless of any danger to himself. Pain drove him to fight harder, and every blow steeled his resolve to one day be free.

He dared to dream and he was stubborn. While most slaves saw in the sands of the desert only certain death, Gaanon imagined a promise land where he could be free. He fantasized about joining the slave tribes and fighting against the very people who oppressed him. When the opportunity to escape presented itself to him, he took it. He broke his chains and ran into the desert, for better or worse.

Of course, he lost his way. He erred for days until on the brink of death. And then he was given a second chance by fate: he came upon an oasis. There, he drank his fill and found the corpse of a fallen warrior. The warrior had an immense hammer at his side, which called to Gaanon. When he took it, he knew its name: Prekidac, the Chain Breaker.

He survived and eventually found his way to the slave tribes. He joined their ranks, but quickly found their order to be far too reminiscent of the very tyranny that he had hoped to escaped. These escaped slaves either were just like the slavers they had vowed to destroy, or they remained slaves in spirit if not in deed. He learned how to survive in the harsh desert, and then decided to make his way alone.

For a while, he wandered, occasionally joining in raids when needed, sometimes working as a guide or a guard, but never committing to a path. And then, Tyr was freed and everything changed. He had new hope, new dreams for a better life…