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About KazkoName: Kazko
History:
8,5,6,4,12,8 Fort +18, Ref +16, Will +8 Defensive Abilities: -------------------- Offense -------------------- Speed: 70 Ft, Climb 20 ft Melee: Magical Bite +18 (1d8+6) and 3 Magical Claws +18 (1d6+6) Ranged: Special Attacks: Rend (1d6+7), Rage Power Gore (d8+6), Rage 16 Rounds --------------------
Racial Abilities:
Low Light Vision: Cave trolls can see twice as far as humans in conditions of dim light. Scent: Cave trolls can detect opponents within 30 feet by sense of smell. AC: +5 natural armor bonus. Natural Weapons: Cave trolls fight with 2 claws (1d4) and a bite (1d6). Rend: (2 claws, 1d4+3): If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature’s Strength bonus. Regeneration 3: Fire or Acid Haste: A cave troll is affected by a permanent haste spell (caster level 8th). This grants the cave troll a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves (both already figured into the stat block above). Any condition that makes the cave troll lose its Dexterity bonus to AC also makes it lose its dodge bonus. This is an inherent bonus and cannot be dispelled or negated.
Spider Climb:A cave troll can climb sheer surfaces as though by a spider climb spell (caster level 4th). This ability is always active, but can be negated or dispelled. The cave troll can restart it again on its next turn as a free action. Class Abilities:
Rage: 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.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title). -Lesser Fiend Totem:While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian’s full base attack bonus (–5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian’s Strength modifier (1/2 if it is a secondary attack). Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Traits
Feats:
Skills: Acrobatics +20 [7], Knowledge: Engineering +7 [2], Knowledge: History +7 [2], Knowledge: Nature +11 [7], Knowledge: Nobility +7 [2], Linguistics +12 [7], Perception +17 [7], Ride +19 [6], Survival +11 [6] Languages: Giant, Common, Orc, Neril, Ignan, Auran, Aquan, Terran, Draconic, Celestial Combat Gear: +2 Haramaki (4153), +1 Amulet of Mighty Fists (4000), Eyes of the Eagle (2500) , +3 Cloak of Resistance (9000), Mithril Buckler, Quick Runner's Shirt, Cap of Human Disguise, Bead of Newt Prevention Gold: 329 Silver: 4 Copper: --------------------
Total Weight 38 lbs // 133 lbs light or less/ 134-266 lbs medium / 267-400 lbs heavy |