Elenuta

Runt the Ogress's page

158 posts. Alias of Zain Ashvale.


Full Name

Wolfrager the Unkillable

Race

Ogre

Classes/Levels

HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

Gender

Female

Size

Medium(Powerful Build) (9'7")

Age

23

Special Abilities

Darkvision 60'Ft

Alignment

Neutral Evil

Location

WolfOrc Tribe

Languages

Common, Giant, Orcish, Goblin

Occupation

Trap

Strength 22
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 10
Charisma 11

About Runt the Ogress

'Runt'
NE Female Giant(Runt) Rogue 2 / Invulnerable Rager Barbarian 6
Strength 22(26 with Rage)
Dexterity 16
Constitution 16(20 with Rage)
Intelligence 12
Wisdom 10
Charisma 11

HP: 12 Rogue + 42 Barbarian + 24 Con + 6 Favored Class + 8 Toughness = 92 Total (108 When Raging)

Saving Throws-
Fortitude: 5 Class + 3 Con | 8 Total
Reflex: 4 Class + 3 Dex | 7 Total
Will: | 2 Total (+4 When Raging)
Evasion

Armor Class: 10 Base + 3 Dex + 2 Deflection | 17 Total (15 When Raging, 17 /w Guarded Stance )
Flat-Footed Armor Class: 10 Base +2 Deflection | 12 Total (10 When Raging)
Combat Maneuver Defense: 10 Base + 3 Dex + 6 Str + 1 Size | 20 Total (22 When Raging)

DR: 3/- (DR 6/- against Nonlethal damage)
Armor DR: 6
Resistances: Cold 1
25% Chance to negate extra damage from critical hits.

---------------Combat:
Base Attack Bonus: +7/+2
Combat Maneuver Bonus: +7 BAB +6 Str +1 size | +14 Total(+16 When Stealing or Raging)

Melee Attacks:
Great Axe, +14 (3d6+10) // Great Axe +16 (3d6+13)
Great Club: +15(2d8+1d6+11) // +17(2d8+1d6+14)
Ranged Attacks: Heavy Crossbow, +11(2d6)

Power Attack Variations:
Great Axe, +12 (3d6+16) // Great Axe +14 (3d6+19)
Great Club: +13(2d8+1d6+17) // +15(2d8+1d6+20)

Special: Sneak Attack 1d6, +1 Damage on the last creature to damage Runt, Cleave

Special 'Attacks'
Call Out: +19(+21 in Rage)
Intimidate Check to prevent escape DC = higher of the targets HD+Wis OR there Sense Motive bonus. If successful target cannot withdraw for 1 round +1 for every 5 over the DC.

Boasting Taunt: +21(additional +2 for every alcoholic drink consumed during rage)
(While Raging only)
While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. This is a language-dependent mind-affecting effect, and it relies on audible components.

Speed: 45'ft

---------------Traits:
Vengeful:
Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

Harvester:
You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

---------------Feats:
Power Attack: -2 Attack +6 Damage
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Level 1:
Toughness
+1 Hp/Level

Level 3:
Intimidating Prowess
Add strength mod to Intimidation

Rogue Talent:
Improved Steal
Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

Level 5:
Call Out
As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC.

Level 7:
Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed
.
---------------Rogue Class Features:
-Sneak Attack - 1d6 Damage
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding - +1 Bonus
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent Level 2:

Combat Swipe
Gain Improved Steal as a bonus feat

---------------Barbarian Class Features:
Fast Movement (Ex)

A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex) - 17/Day
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.

Invulnerability (Ex)

At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

Rage Power 1:
Guarded Stance (Ex) - +2 Bonus, 5 Rounds
Benefit: The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Extreme Endurance (Ex) - Cold Chosen
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Rage Power 2:
Guarded Life (Ex) - 6 HP Converted
Benefit: 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.

Rage Power 3:
Boasting Taunt (Ex)
Benefit: While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circumstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components.

---------------Race Traits
Darkvision: Half-ogres can see in the dark up to 60 feet.

Imposing Figure: Half-ogres are intimidating without trying. They get a +2 racial bonus to Intimidate checks.

---------------Skills:
Acrobatics: 2 Ranks + 3 Dex + 3 Trained = +8(+7 in Armor)
Appraise: 3 Ranks + 3 Class + 1 Int = +7
Bluff: +0
Climb: +6(+2 in Armor)
Diplomacy: +0
Disable Device: 4 Ranks + 3 Class + 3 Dex + 1 Trapfinding = +11(+10 in Armor)
Disguise: +0
Escape Artist: +3(+2 in Armor)
Fly: +3(+2 in Armor)
Heal: +0
Intimidate: 8 Ranks + 6 Strength + 2 Race + 3 Trained = +19(+21 in Rage)
Knowledge(Dungeoneering): 3 Ranks + 3 Class + 1 Int = +7
Linguistics: 1 Rank + 3 Class + 1 Int = +4
Perception: 7 Ranks + 3 Class = +10
Perform(String): 2 Ranks + 3 Class = +5
Ride: 3 Ranks + 3 Class +3 Dex = +9 (+8 in Armor)
Sense Motive: 7 Ranks + 3 Class = +10
Slight of Hand: 3 Ranks + 3 Class + 3 Dex = +9 (+8 in Armor)
Stealth: 3 Ranks + 3 Class + 2 Dex = +9 (+8 in Armor)
Survival: 7 Ranks + 3 Class = 10 Total
Swim: +6(+5 in Armor)

Languages: Common, Giant, Orcish, Goblin

---------------Proficiency's:
All simple and martial weapons, light armor, medium armor, and shields (except tower shields).

---------------Equipment:
+1 Large Greataxe
Obtained from a Giant-Run stall in the market this Greataxe radiates faint magic because of its enchantment, the axe itself is exceptionally well made with black steel used for the blade and a darkwood handle.

Masterwork Large Heavy Crossbow
-A Well crafted and quite large crossbow that appears to have been used very sparingly.
Large Bolts x30

Father's Club(+2 Cold Greatclub) -In Use-
-A jagged wooden club made out of the strongest wood that Father could find and imbuned with magic by Frost Giant enchanters.

+2 Large Sized Fortified(Light) Chain Shirt -In Use-
-Runt's original armor has been enchanted further and with this added enhancements came a pit of personalization with the addition of the WolfTooth clan symbol to the front of the armor.
Ring of Protection (+2)-In use-
-A ring found in Father's stump-throne in a secret compartment it bears the giant word for the mountains and provides added defense to those who wear it.

Belt of Physical Perfection (+2) -in use-

Bag of Holding-
Masterwork Thieves Tools
Rogues Kit
Cooking Kit
Fishing Kit
Map
Compass
Masterwork Large Greataxe
Mwrk Large Chainmail
Apprentice Chapbook of Rul Thaven (Level 2 Diviner)
Mastwerwork Guitar
Mastodon Feed(54 Gold Worth)

In Tiny's Saddlebag's or on Tiny
Mammoth Brush
Military Saddle
Training Harness

In Hut
Flute
Drums
2 Fighters Kits
Anvil
Dartboard Set

2350 GP

(Belt of Physical Perfection +2. 16,000 GP)
(Upgrade Mwrk Chai Shirt to +2 Light Fortification Chain Shirt. 5,000 GP)
(Mastadon Mount. 2000 GP)
(Mastadon Brush. 20 GP)
(Bag of Holding Type 1. 2,500 GP)
(54 Gold worth of Mastodon Feed)
(Huge Exotic Millitary Saddle. 120 GP)
(Saddlebags. 4 GP)
(Huge Training Harness. 30 GP)