Arcane Experimenter

Poshment The Burning's page

No posts. Alias of Tangaroa.


About Poshment The Burning

Backstory/Concept:
Poshment is one of the rare lava gnomes that live under the volcanoes of the world. These particular gnomes have strayed from their fey heritage and taken to the worship of elemental beings, particularly the Elemental Lord Ymeri, Queen of the Inferno. Long has their blood intermingled with Efreeti, and they universally manifest elemental powers of fire. Many have taken up the forging of the sword and armor; others, like Poshment, take these treasures and head into the world to burn away lesser foes and forge themselves into a unstoppable force.

(Poshment is a 7th level gnome barbarian using the armored hulk and elemental kin type, using the Lava Gnome racial subtype. He has a variety of fire related powers: before raging, he can use eldritch heritage or gnomish spell-like abilities to throw fire; once he closes he rages and begins swinging with a sword he can light with fire for 1 round. He favors the longsword, weapon of Ymeri. His particular sword in adamantine. Heavy armor and guarded stance mean that his AC is still high, even while raging.).

Poshment The Burning
Male Gnome
Barbarian (Armored Hulk, Elemental Kin) 7
CN Small Humanoid (Gnome)
Init +1, Senses Darkvision (60 ft.), Perception +9
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DEFENSE
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AC 24, Touch 13, Flat-footed 24 (+10 armor, +1 deflection, +1 Dex, -2 rage, +3 shield, +1 size);
HP 100
Fort +12, Ref +4, Will +5
Defensive Abilities Guarded Stance DR 1/-
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OFFENSE
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Speed 35 ft.
Melee +1 small adamantine longsword +14/+9 (1d6+6/19-20) or +12/7 (1d6+10/19-10)
Melee small throwing axe +13/+8 (1d4+3)
Ranged small throwing axe +9 (1d4+3)
Ranged Elemental Ray +9 touch (1d6+3)

Base Atk +7, CMB +11 (+12 overrun); CMD 23 (24 vs overrun)
Special Attacks Elemental Fury (1d6 energy damage as swift, 1/rage), Elemental Ray (1d6+3, 6/day), Rage (19 rds/day), Rage Powers (Guarded Life, Guarded Stance, Lesser Elemental Rage)

Spell-Like Abilities (CL 7th; Concentration +10)
dancing lights ( 1/Day) flare ( DC 13, 1/Day) prestidigitation (1/Day) produce flame ( 1/Day)

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TACTICS
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Base Statistics
When not raging, the barbarian's statistics are AC 26, touch 13, flat-footed 25; hp 79; Fort +9, Will +3; Melee +1 small adamantine longsword +12/7 (1d6+4/×2); Ranged throwing axe +9 (1d4+3); Str 17, Con 16; CMB +9; Skills Climb +7

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STATISTICS
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Abilities Str 21, Dex 12, Con 20, Int 10, Wis 8, Cha 16
Feats Armor Proficiency (Light, Medium, Heavy, Shield), Eldritch Heritage (Fire Elemental), Power Attack, Raging Vitality, Skill Focus (Knowledge (Planes)), Weapon Proficiency (Simple, Martial, Gnome)
Skills Acrobatics +5, Climb +9, Knowledge (Planes) +10, Perception +9
Languages Common, Gnome, Ignan, Sylvan
Traits Etymologist, Indomitable Faith
Special Qualities Armored Swiftness, Defensive Training, Elemental Fury, Guarded Stance, Hatred, Improved Armored Swiftness, Indomitable Stance, Obsessive, Resilience of Steel

Possessions Necklace of Fireballs I, Ring of Protection +1, Belt of Giant Strength +2, Cloak of Resistance +1, Small Full Plate +1, Boots of Striding And Springing, Small Heavy Steel Shield +1, Small Backpack, Small Bedroll, Small Climber's Kit, Small Belt Pouch, Potion of Cure Light Wounds, Potion of Cure Moderate Wounds

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SPECIAL ABILITIES
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Armored Swiftness (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Elemental Bloodline (Fire)

Elemental Fury (Ex) At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.

Elemental Rage, Lesser (Su) As a swift action once per rage, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+3 points of fire damage You can use this ability 6 times per day.

Guarded Life (Ex) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Guarded Stance (Ex) You gain a +2 dodge bonus to your Armor Class against melee attacks for 6 rounds.

Hatred (Ex) +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes

Improved Armored Swiftness (Ex) At 5th level, an armored hulk's land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Indomitable Faith +1 trait bonus to Will saves

Indomitable Stance (Ex) An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Obsessive (Ex) +2 Craft (Armor)

Pyromaniac one level higher when using the bloodline powers of the fire elemental bloodline . Gnomes with Charisma of 11 or higher also gain the spell-like abilities

Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense. (currently at +2)