Tin Golem

Names Mean Little's page

2 posts. Alias of Quirel.


About Names Mean Little

Male Armored Hulk 8
TN Medium Humanoid

Gold: 16gp 5sp

Combat:

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DEFENSE
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Armor: Titanic Mithril Full Plate +1 (AC 10, ACP -3, Max DEX +3) (26500 gp)
Heavy Steel Shield (AC 2, ACP -2) (20 gp)

AC 22 (10+10) (+2) Touch 10 Flat Footed 22 Raging 20
Damage Reduction 1/-- (2/-- while Raging)
CMB +12 CMD 25+
HP (D12, 8D12+32) (+16 while Raging)
Initiative +0
Fort +10 (+12 while Raging) Ref +2 Will +1 (+2 while Raging)

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OFFENSE
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Speed
30ft/round
Base Attack Melee +12 (+17 while Raging) Base Attack Ranged +8
Rage 23 rounds/day (+4 Str, +4 Con, +2 Will, -2 AC,
Melee
+1 Heavy Flail (1d10+6 (+9 while Raging), 19-20x2, trip and disarm, bludgeoning) (2310 gp)
Scimitar (1d6+4 (+6 while Raging), 18-20 x2, slashing)
Ranged
x10 Javelin (1d6+4 (+6 while Raging), x2, piercing, 50 ft) with pre-wound amentums

Statistics:

Str 18 (+4) (+6 while Raging) Dex 10 (+0) Con 18 (+4) (+6 while Raging) Int 10 (+0) Wis 8 (-1) Cha 8 (-1)

Feats:
Endurance: The barbarian may sleep in medium armor without being fatigued.
He also gains a +4 bonus to Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to keep running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold his breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.

Improved Overrun: The barbarian does not provoke attacks of opportunity from an Overrun combat maneuver. In addition, he gains a +2 bonus on checks to Overrun a foe, and a +2 on his CMD against attempts to overrun him. Squishies may not choose to avoid him.

Intimidating Prowess: Add Strength bonus to Intimidate checks in addition to Charisma.

Power Attack: He may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus is increased by half if he is using a two-handed weapon, or a one-handed weapon with both hands.

Rage Powers
Intimidating Glare: The barbarian can make an intimidate check against one adjacent foe as a move action. If successful, the opponent is shaken for 1d4 rounds +1 round for every five points that the barbarian exceeds the DC.

Overbearing Advance: The barbarian inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver.

Increased Damage Reduction: The barbarian's damage reduction increases by 1/-- while the barbarian is raging.

Terrifying Howl: The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within thirty feet must make a Will save (DC 20) or be panicked for 1d4+1 rounds. Once an enemy has made a save, fail or not, he is immune to the ability for 24 hours.

Special Abilities

Damage Reduction: The barbarian gains one point of damage reduction versus weapons and natural attacks at level 7, and an additional point of damage reduction for every three levels beyond.

Darkvision: [i]The barbarian has darkvision 60 feet.

Ferocity: Once per day, when the barbarian is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Improved Armored Swiftness: The barbarian's land speed is increased by 10 ft/round in medium or heavy armor unless he is heavily encumbered.

Indomitable Stance: The barbarian gains a +1 bonus on CMB and CMD for Overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to AC against charge attacks and on attack and damage rolls against charging creatures.

Resilience of Steel: While wearing heavy armor, the barbarian gains a +3 bonus to AC against critical hit confirmation rolls.

Traits:
-Healthy (+1 HP/level)

Skills:

+9 Acrobatics
+0 Appraise
-1 Bluff
+11 Climb
+1 Craft (Armor)
-1 Diplomacy
+1 Disable Device (Untrained)
-1 Disguise
+1 Escape Artist
+1 Fly
+2 Handle Animal
-1 Heal
+17 Intimidate
+0 Knowledge (Arcana) (Untrained)
+0 Knowledge (Geography) (Untrained)
+0 Knowledge (Engineering) (Untrained)
+0 Knowledge (Dungeoneering) (Untrained)
+0 Knowledge (History) (Untrained)
+1 Knowledge (Local)
+4 Knowledge (Nature)
+0 Knowledge (Nobility) (Untrained)
+0 Knowledge (The Planes) (Untrained)
+0 Knowledge (Religion) (Untrained)
+0 Linguistics
+7 Perception
-1 Perform
-1 Profession (Soldier)
+1 Ride
+3 Sense Motive
+1 Sleight of Hand (Untrained)
+3 Spellcraft
+1 Stealth
+5 Survival
+11 Swim
+0 Use Magic Device

Languages:
-Common
-Orcish

Gear:

Carrying Capacity
Light: <306 lbs
Medium: 307-613 lbs
Heavy: 614-920 lbs

Current Weight Carried: 118.5 lbs
Total Weight: 318 lbs

Combat Gear:
- Titanic Mithril Full Plate +1
-Heavy Steel Shield
-Heavy Flail +1
-Scimitar
-Armor Spikes
-Javelin x10

Slots
-Outfit: Leather weatherproofing layer
-Armor: Titanic Mithril Full Plate
-Belt: Empty
-Body: Empty
-Chest: Bandoleer
-Feet: Empty
-Hands: Empty
-Head: Empty
-Neck: Empty
-Ring: Ring of Sustenance
-Ring, other: Empty
-Shield: Heavy Steel Shield
-Shoulders: Muleback Cords
-Wrist: Empty

Gear:
-Masterwork Artisan's Tools (Craft, armor) (5 lbs)
-Common Dungeoneering Kit (25 lbs)
-Antipoison x5 (0 lbs)


Bandoleer (no weight)
-Alchemist's Fire flask (1 lb)
-Acid Flask x5 (5 lbs)
-Potion of CLW (1d8+1) x5 (1 lb)

Markus Primogenitar, Gladstone's Bodyguard
Male Armored Hulk 15
TN Medium Humanoid

Gold: 15sp

Combat:

-------------------------
DEFENSE
-------------------------

Armor: Titanic Mithril Full Plate +1 (AC 10, ACP -3, Max DEX +3) (26500 gp)
Collapsible Tower Shield +2 (AC 4/6, ACP -1) (8170 gp)

AC 25 (10+1+10+4) Touch 11 Flat Footed 24 Raging 23
Damage Reduction 2/-- (3/-- while Raging)
CMB +15 CMD 16
HP (D12, 10D12+50) (+20 while Raging)
Initiative +1
Fort +12 Ref +3 Will +2

-------------------------
OFFENSE
------------------------
Speed
30ft/round
Base Attack Melee +15 (+17 while Raging) Base Attack Ranged +11
Rage 27 rounds/day (+4 Str, +4 Con, +2 Will, -2 AC,
Melee
+1 Furious Light Flail (1d8+5 (+9 while Raging), x2, trip and disarm, bludgeoning) (8308 gp)
Scimitar (1d6+5 (+7 while Raging), 18-20 x2, slashing)
Ranged
x5 Javelin (1d6+5 (+7 while Raging), x2, piercing, 50 ft) with pre-wound amentums
x4 Pilum (1d8+5 (+7 while Raging), x2, piercing, 20ft)

Statistics:

Str 20 (+5) (+7 while Raging) Dex 12 (+1) Con 20 (+5) (+7 while Raging) Int 10 (+0) Wis 8 (-1) Cha 8 (-1)

Feats:
Endurance: The barbarian may sleep in medium armor without being fatigued.
He also gains a +4 bonus to Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to keep running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold his breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation.

Tower Shield Proficiency: Proficient with tower shields. The AC penalty only applies to Strength and Dexterity-based skills.

Greater Overrun: The Barbarian gains an additional +2 bonus to Overrun combat maneuvers, and opponents that are overrun provoke attacks of opportunity.

Improved Overrun: The barbarian does not provoke attacks of opportunity from an Overrun combat maneuver. In addition, he gains a +2 bonus on checks to Overrun a foe, and a +2 on his CMD against attempts to overrun him. Squishies may not choose to avoid him.

Intimidating Prowess: Add Strength bonus to Intimidate checks in addition to Charisma.

Power Attack: He may take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus is increased by half if he is using a two-handed weapon, or a one-handed weapon with both hands.

Rage Powers
Intimidating Glare The barbarian can make an intimidate check against one adjacent foe as a move action. If successful, the opponent is shaken for 1d4 rounds +1 round for every five points that the barbarian exceeds the DC.

Overbearing Advance: The barbarian inflicts damage equal to his Strength bonus whenever he succeeds at an overrun combat maneuver.

Overbearing Onslaught: The barbarian may overrun more than one target per round, with a -2 penalty to his CMB for each overrun check after the first.

Increased Damage Reduction: The barbarian's damage reduction increases by 1/-- while the barbarian is raging.

Terrifying Howl: The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within thirty feet must make a Will save (DC 20) or be panicked for 1d4+1 rounds. Once an enemy has made a save, fail or not, he is immune to the ability for 24 hours.

Special Abilities

Damage Reduction: The barbarian gains one point of damage reduction versus weapons and natural attacks at level 7, and an additional point of damage reduction for every three levels beyond.

Improved Armored Swiftness: [i]The barbarian's land speed is increased by 10 ft/round in medium or heavy armor unless he is heavily encumbered.

Indomitable Stance: The barbarian gains a +1 bonus on CMB and CMD for Overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to AC against charge attacks and on attack and damage rolls against charging creatures.

Resilience of Steel: While wearing heavy armor, the barbarian gains a +3 bonus to AC against critical hit confirmation rolls.

Traits:
-Healthy (+1 HP/level)

Skills:

+9 Acrobatics
+0 Appraise
-1 Bluff
+11 Climb
+1 Craft (Armor)
-1 Diplomacy
+1 Disable Device (Untrained)
-1 Disguise
+1 Escape Artist
+1 Fly
+2 Handle Animal
-1 Heal
+17 Intimidate
+0 Knowledge (Arcana) (Untrained)
+0 Knowledge (Geography) (Untrained)
+0 Knowledge (Engineering) (Untrained)
+0 Knowledge (Dungeoneering) (Untrained)
+0 Knowledge (History) (Untrained)
+1 Knowledge (Local)
+4 Knowledge (Nature)
+0 Knowledge (Nobility) (Untrained)
+0 Knowledge (The Planes) (Untrained)
+0 Knowledge (Religion) (Untrained)
+0 Linguistics
+7 Perception
-1 Perform
-1 Profession (Soldier)
+1 Ride
+3 Sense Motive
+1 Sleight of Hand (Untrained)
+3 Spellcraft
+1 Stealth
+5 Survival
+11 Swim
+0 Use Magic Device

Languages:
-Common

Gear:
Combat Gear:
- Titanic Mithril Full Plate +1
-Collapsible Tower Shield +2
-Furious Light Flail +1
-Scimitar
-Armor Spikes
-Javelin x5
-Pilum x4

Slots
-Outfit: Leather weatherproofing layer
-Armor: Titanic Mithril Full Plate
-Belt: Belt of Physical Perfection +2
-Body: Empty
-Chest: Bandoleer
-Feet: Empty
-Hands: Empty
-Head: Empty
-Neck: Empty
-Ring: Ring of Sustenance
-Ring, other: Empty
-Shield: Collapsible Tower Shield
-Shoulders: Empty
-Wrist: Empty

Gear:
-Masterwork Artisan's Tools (Craft, armor) (5 lbs)
-Deluxe Dungeoneering Kit (15 lbs)
-Ioun Torch (0 lbs)
-Belt of Physical Perfection +2 (1 lb)


Bandoleer (no weight)[i]
-Alchemist's Fire flask (1 lb)
-Acid Flask x5 (5 lbs)
-Antitoxin x3 (0 lb)