Ankheg

RARGHG's page

52 posts. Alias of Maniacwyrm.


Full Name

RARGHG

Race

Giant Advanced Trox Brute 7

Classes/Levels

|Init +15|Senses darkvision 60 ft.; Perception +13|AC 24, touch 13, flat-footed 21; AC 19, touch 8, Flatfooted 17(while raging)|HP 136 (7d10+89)|150(+2xHD(14) hp)|Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16(Raging)|DR 1/-;DR 5/law

Gender

???

Size

Huge

Age

35

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common, Terran

Strength 36
Dexterity 16
Constitution 30
Intelligence 13
Wisdom 16
Charisma 18

About RARGHG

RARGHG
Advanced giant trox Two-handed Fighter 7//bloodrager 7/Champion 1
CN Huge monstrous humanoid
Init +15; Senses darkvision 60 ft.; Perception +13

Defenses:
AC 24, touch 13, flat-footed 21 (+6 armor, +2 deflection, +3 Dex, +5 natural, -2 size)|AC 19, touch 8, Flatfooted 17(+6 armor, +2 deflection, +2 Dex, +5 natural, -2 rage, -4 size)

hp 136 (7d10+89)| 150(+2xHD(14) hp)

Fort: +21, Ref: +11, Will: +14; Fort: +23, Ref: +10, Will: +16; +2 bonus vs. spells cast by self or an ally

Defensive Abilities blood sanctuary, hard to kill, improved uncanny dodge; DR 1/—

Offense:
Speed: 70 ft. (50 ft. in armor), burrow 20 ft.

Melee: +1 impact scythe +21/+14 (4d6+31/×4)|refer to combat

Space 15 ft.; Reach 15 ft.| Space: 20ft; Reach: 20ft(While Raging)

Special Attacks: blood casting, bloodrage (26 rounds/day), champion's strike (fleet charge), claws, frenzy, mythic power (5/day, surge +1d6),backswing, shattering strike, weapon training (heavy blades +1),celerity(1/1d4 rounds, swift, act as hasted for 1 round, +2 init)

Bloodrager Spells Known (CL 7th; concentration +10)
2nd (2/day)—false life, mirror image
1st (2/day)—endure elements, ray of enfeeblement (DC 14), shield, true strike, unerring weapon

SQ:
Base Atk: +7; CMB +22/+3(bullstr)/+5(raging)(+23 bull rush, +24 grapple, +24 sunder); CMD: 39 /+3(bullstr)/+5(raging)(41 vs. grapple, 41 vs. sunder)

Feats: Advanced Weapon Training, Combat Reflexes, Furious Focus[APG], Improved Grapple, Improved Initiative, Power Attack[M], Toughness, Vital Strike, Weapon Focus (scythe), Weapon Specialization (scythe);iron will, craft magic arms and armor

Traits: indomitable faith, reactionary, wicked leader

Skills: Acrobatics +8 (+16 to jump), Climb +18, Intimidate +14, Perception +13, Survival +13

Languages: Common, Terran

SQ: grabbing appendages, impossible speed[MA]

Other Gear: lamellar (steel) armor[UC], +1 impact scythe, cloak of resistance +2, ring of protection +2

Weapon Math(step-by-step):
How did we get here:
Weapon atk(normal): 7(base)+ 13(str)+1(weapon focus)+1(enchantment)+1(weapon training)-2(huge penalty)= +21/+16

Power attack(-2/+9)[Mythic power atk(-2/+6) + Twohanded(6x1.5)]: weapon atk -2: +19/+14

Furious focus(negate power attack on the first hit): +21/+14

Vital Strike: +21(because furious focus applies)

When Bloodraging(+6 str, +4 con)/power attacking/Furious Focus: +21/+14 +3(bloodrage strength) -2(Gargatuan penalty)= +22/+15

Weapon Spirit(2/day, +1 enhancement bonus)[Spending it on Bane(whatever enemy is making it mad)]: +22/+15 +2= +24/+17

Sudden Charge: add a +1 to the atk roll when using the MP

Steph's bull's strength: +6 strength; +3 to hit, +4 to dmg(1.5 mod); +6 to dmg overhand)

Frenzy: If she takes damage, 1/day, gain a +2 racial str(+1 atk/dmg)

Overhand Chop: When making a single attack/single Charge, add double your str bonus to the hit(IMPORTANT)

Weapon damage dice: Based on the FAQ found here: https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f

a medium scythe does 2d4 which the chart treats as a 1d8, therefore from medium to colossal(giant trox(Huge) --> Demonic Bulk(Gargantuan)--> Impact(Colossal)) increase the dice by 8 steps, which gives you 6d6

The Fun Part:
Trox Goes Smash:
Sudden charge(Overhand chop/furious focus/power atk): +22; 4d6+39/x4

Sudden charge(overhand/furious/power/rage): +23; 6d6+45/x4

Sudden Charge(over/furious/power/rage/frenzy): +24; 6d6+47/x4

Maxed Sudden Charge(everything +Bane): +26; 6d6+2d6+49/x4

Vital Strike(overhand/furious/power): +21; 8d6+39/x4

Vital Strike(overhand/furious/power/rage): +22; 12d6+45/x4

Vital Strike(overhand/furious/power/rage/frenzy): +23; 12d6+47/x4

Max Vital Strike(everything +bane): +25; 12d6+2d6+49/x4

Full attack(Furious/back/power): +21/+14; 4d6+ 32; 4d6 +39

Adding rage: +22/+15; 6d6 +37(24+9+2); 6d6 + 45

Adding frenzy: +23/+16; 6d6 +38; 6d6 + 47

Full attack everything: +25/+18; 6d6 +2d6 +40; 6d6 +2d6 +49

Vile leadership score:
Modifiers:
Base: 11
Ruthless: +2
Possesses a special power: +1
total: 14
15 lvl 1 followers(Fighter), 1 lvl 2 barb
Brown fur transmuter 6// Ecclesitheurge cleric 6
Xander, greensting scorpion familiar

Xander:
Stats:
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 68 (7d8)
Fort +5, Ref +5, Will +2
Immune mind-affecting effects

OFFENSE

Speed 30 ft.
Melee sting +12 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +7; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +10, Climb +3, Intimidate +3, Perception +7, Survival +7

SPECIAL ABILITIES

Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.