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About GroomahkGroomahk
DEFENSE AC14, 8 touch, 13 flat-footed, DR 1
Speed 40 ft.,
Ranged composite longbow (+5 str) +10 (2d6+5) raging or
Base Statistics:
When not raging, stats are
AC 15, touch 12, flat-footed 45; hp 16; Fort +7, Will +2; Str 18, Con 16; CMB +6, CMD 18 Climb (+4, +3 in armor), Swim (+4, +3 in armor) Druid Spells Prepared (CL 1; touch +5, ranged touch +3; concentration +2): 2nd (2/day) Barkskin, Ironskin, 1st (4/day)-- Ice armor, longstrider, magic fang, thunderstomp 0th (4at will)-- create water, enhance diplomacy, detect magic, know direction DomainsRage Special Abilities
Destructive Smite:
4/day, +½ druid level to damage as a morale bonus STATISTICS Str 22(+6), Dex 13 (+1), Con 20 (+5), Int 6 (-2), Wis 12 (+1), Cha 10(+0)
Racial Traits:
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity. Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. traits:
Tusked (racial): Benefit(s) Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5. Unlearned (Drawback): Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty. (nature selected) Robot Slayer (campaign): You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots. Reactionary (combat): +2 to initiative feats:
Ferocious action: Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round. Invulnerable Rager Abilities:
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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)
This ability replaces trap sense.
Rage powers:
Reckless Abandon: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. Beast Toatem: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier. Goliath Druid Abilities:
A goliath druid gains Bluff, Diplomacy, and Knowledge (local) as class skills, but does not gain Craft, Profession, and Ride as class skills. Bonus Languages A goliath druid with an Intelligence bonus can select Giant as a bonus language. Primal Size A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense. Primal Bond (Ex) When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type. This ability alters nature bond. Primal Empathy (Ex) A goliath druid's wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy. Face Nature's Might (Ex) At 4th level, a goliath druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of giants. This ability replaces resist nature's lure. Wild Shape (Su) Druids' ability to wild shape into a creature of the animal type allows a goliath druid to assume only the form of a dinosaur or megafauna. She doesn't gain the ability to become an elemental or plant. At 6th level, the goliath druid can use wild shape to become a Large humanoid of the giant subtype. This functions as the alter self spell, except the goliath druid gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus. If the Large humanoid form she takes has rock throwing, she gains rock throwing (range 40 feet, 1d8 damage). If the form has the aquatic subtype, she gains the aquatic and amphibious subtypes. At 12th level, when taking the form of a giant, the goliath druid's wild shape functions as giant form I. At 14th level, the goliath druid can also use wild shape to change into a Huge giant. When taking the form of a giant, the goliath druid's wild shape functions as giant form II. This ability alters wild shape. Primal Summons A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature's ally spells. Summon Nature's Ally I: Compsognathus. Summon Nature's Ally II: Dimorphodon. Summon Nature's Ally III: Velociraptor. Summon Nature's Ally IV: Ogre, parasaurolophus. Summon Nature's Ally V: Glyptodon, iguanodon. Summon Nature's Ally VI: Baluchitherium, megalania. Summon Nature's Ally VII: Cliff giant. Summon Nature's Ally VIII: Spinosaurus. Summon Nature's Ally IX: Diplodocus. This ability replaces venom immunity and a thousand faces. Barbarian Abilities:
Fast Movement (Ex) +10 ft. to speed if not wearing heavy armor or carrying heavy load. Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics,Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. [spoiler=Druid abilities[
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Trackless Step: do not leave a trail in natural surroundings
Note: This statblock treats raged as the default state. Un-raged stats, where they vary, are under Base Statistics. |