Special Abilities |
Mythic Human (Chelaxian) Neutral Urban Barbarian 4 | HP 53 | AC 16 | T 11 | FF 15 | Fort +6 | Ref +3 | Will +1 | CMD 20 | Init +3 | |
About Lhug-mor, "The Black Dragon"
Lhug-Mor is a lost soul, an orphan who grew up in back alleys and aboard merchant ships of Cheliax. He was befriended by Pathfinders on the docks of Tian where he acted as a guide in that far away city and has tossed in with them ever since. Indifferent to most things, he simply lives his own life traveling the world. Sometimes that means tearing down a code of laws, following a code of laws, creating an orderly society, causing the breakdown of some kinds of order, or staying away from society altogether. He is a changeable and adaptable sort, but his lack of manners, scarred and sunken appearance, and sarcastic wit make him an unattractive and questionable companion. Only his skill with the katana, his ferocity in battle, his surprising adaptability, and uncommon luck make him of value to the Pathfinders.
He is heavily scarred from misadventure with both fire and blades. His lanky and sunken appearance conceal his almost supernatural strength, skill at arms, and tolerance to strong drink. He smokes hand rolled twists of tobacco and drinks all manner of liquor incessantly. He is extensively tattooed under his robes and has shown an upper back tattoo of a city skyline that is engulfed in a firestorm. He has a partially completed tattoo of what appears to be two stray dogs fighting an eagle on his right arm and a full color representation of a very lurid and very ugly woman appear to be filling the space needed to finish the piece. The bottom of at least one of his feet is completely tattooed with Tian symbols. He wears peasant's robes, elevated wooden sandals, and carries saddlebags for a horse he has never owned. He wields a katana combining eastern and western fighting styles to great effect, earning his Elvish nickname from a companion that met an unfortunate end; Lhug-Mor, "The Black Dragon".
Lhug-Mor "The Black Dragon"
Male Human (Chelaxian) Barbarian (Invulnerable Rager, Urban Barbarian) 4
N Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)(+1 AC if 2+ foes adjacent)
hp 53 (4d12+8+12)
Fort +6, Ref +3, Will +1
DR 2/—, 4/lethal; Resist extreme endurance
Speed 30 ft.
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Offense
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Katana +1 +9 (Two handed 1d8+16/One handed 1d8+11/18-20) (Whetstone (+1 damage on first attack), Furious Focus (+2 to hit for first attack each round), Crowd Control (If 2+ foes adjacent +1 to hit)
Katana (Alchemical Silver, Two handed) +8 (1d8+13/18-20) (Whetstone (+1 damage on first attack), Furious Focus (+2 to hit for first attack each round), Crowd Control (If 2+ foes adjacent +1 to hit))
Chakram x5 (Thrown) +5 (1d8+6) (Whetstone (+1 damage on first attack)
Quarterstaff +8 (1d6+13) (Furious Focus (+2 to hit for first attack each round), Crowd Control (If 2+ foes adjacent +1 to hit))
Cold iron boot knife +8 (1d4+9/19-20) (Whetstone (+1 damage on first attack), Crowd Control (If 2+ foes adjacent +1 to hit)
Special Attacks rage (18 rounds/day), rage powers (auspicious mark, good for what ails you)
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Statistics
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Str 23, Dex 12, Con 14, Int 8, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 21
Feats Extra Rage, Furious Focus, Power Attack
Traits reactionary, world traveler
Skills Acrobatics +7, Climb +11, Intimidate +3, Knowledge (local) +7, Linguistics +3, Perception +7, Swim +9
Languages Common, Tien
SQ controlled rage, crowd control, heart of the streets
Combat Gear oil of magic weapon, potion of lesser restoration, wand of infernal healing (50 charges), acid (3), antiplague, antitoxin, smokestick (2), thunderstone (2), +1 chain shirt, heavy wooden shield, alchemical silver katana, chakram (5), cold iron boot knife, mw katana +1, quarterstaff, bedroll, belt pouch, chalk, climber's kit, crowbar, dry taldan stout (gallon), everburning torch, hard sharp cheese, knotted silk rope, meat, mug/tankard, peasant's outfit, rice paper rolling papers, saddlebags, shaving kit, silk rope (100 ft.), stale bread, street meat kabobs, sunrod (5), tien coffee (in ceramic cold brewed pot ) (10), tobacco, wandermeal (5), waterskin (water) (2), waterskin (whisky), wayfinder, whetstone
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Special Abilities
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Auspicious Mark (1/rage) (Su) Gain +1d6 bonus on one d20 roll, once per rage.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +2 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Good for What Ails You (Ex) While raging, drink alchohol to re-save vs. blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If succeessful at the save, the effect is suppressed for the duration of the rage. He also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Raging (ST/CN)
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AC 14, touch 9, flat-footed 12 (+5 armor, +1 Dex)
hp 61 (4d12+16+12)
Fort +8, Ref +3, Will +3
Str 27, Con 18
CMB +10;
Katana +13 *******need to update below**********(Two handed 1d8+17/One handed 1d8+12/18-20) (Whetstone (+1 damage on first attack) (Whetstone (+1 damage on first attack), Furious Focus (+2 to hit for first attack each round))
Katana (Alchemical Silver, Two handed) +9 (1d8+15/18-20) (Whetstone (+1 damage on first attack), Furious Focus (+2 to hit for first attack each round))
Chakram x5 (Thrown) +5 (1d8+7) (Whetstone (+1 damage on first attack)
Quarterstaff +9 (1d6+15) (Furious Focus (+2 to hit for first attack each round))
Cold iron boot knife +9 (1d4+11/19-20) (Whetstone (+1 damage on first attack)
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Raging (Dex)
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AC 15, touch 11, flat-footed 12 (+4 armor, +3 Dex)
Ref +5,
Dex 15,
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Feats:
Mythic Power Attack: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Champion Strike:
Sudden Attack (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.
First Tier Champion Path Ability:
Devastating Smash (Su): Whenever you attack a construct or object, treat its hardness (or damage reduction in the case of constructs) as 10 less than normal. Add your tier to damage rolls against constructs and objects. If you expend one use of mythic power as part of an attack against a construct or object, you treat its hardness (or damage reduction) as 0 and add double your tier to damage instead.
Second Tier Champion Path Ability:
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Third Tier Universal Path Ability:
Enhanced Ability (Ex): You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.