Amiri

Xane "She-Hulk"'s page

18 posts. Alias of Sunset.


About Xane "She-Hulk"

Xane(She-Hulk)

"Big and brassy!"
"Buffed and sassy!"
"Fit as a fiddle and ready to game!"

What has gone before...:
Quick write up.

During the reign of Queen Illeosa much changed (And, had her reign continued...much more would have changed and not for the better) One of the things that shifted during the Queen's reign was the place of women in Magnamar society. No longer did women feel the weight of the patriarchal society around them. With a strong, and initially noble, female role model many women sought to increase their standing, influence and power.

However, as the queen's reign turned darker, it was only a few who remained steadfast in the face of the mounting terror. One such was Baroness (Feel free to create the equivalent ofg the 'White Queen' from Marvel?). Seeing that the queen would need arms and armor for her burgeoning armored enforcers, she gladly supplied much of both. When the call came for 'recruits', she too helped add to the quotes.

However, the baroness noted that humans were frail creatures. She turned her mind to thinking of something... more.

And so, in her mountain holdings, far to the North of Magnamar she instigated a program to create a 'better' enforcer. Something that would be both compliant as well as powerful.

To this end, she spent a large amount of her fortune gained as reward for supporting the queen into a 'breeding' program. Gaining and keeping the slow minded brutes of the giants garnered from the surrounding mountains was 'relatively' easy. however, the Baroness wanted her 'Enforcers' to be 'special'.

So, using yet more of her fortune, she purchased a wyrm from the slave traders of Qatapesh, they to whom flesh was the exchange for money.

The Baroness plans might have quickly come to fruition, had not two adventurers intervened and snuck away with the beginnings of the fruit of the plan.

Did the pair damage the Baroness plan beyond recovery? Was the stolen babe the only youth to be had?

These questions and many more can only be answered by fate (And the liberal mucking about of the DM)

Character history/back-ground:
Xane only knows of her past from the tales told to her by the Elven women who raised her on the coast. One a cheerful, friendly, bubbly soul of a roguish disposition,. The other a Bard of many skills and talents.

Both women tell the tale of how Xane's true parents were kept as slaves by some evil Noble. She herself grew up frolicking upon the shores listening to the tales told by her foster parents and dreaming of the day that she might grow skilled and strong enough to thwart and combat the evil Noble in their far off lair.

As she matured, both she and her foster parents came to the realization/conclusion that Xane needed to experience more 'people' type places. So, with a small allotment from her foster parents, Xane set off to the large city of Absolom.

With information given to her by her foster parents, Xane joined one of the many carnivals where she 'hid' herself as a 'Strong-woman' act. However....her nature didn't really lend itself to subterfuge and so...she wasn't very good at 'acting' when it came to lifting the heaviest weights the carnival could afford. Her abilities, however, were kept around as she did rather excel as a 'bouncer'.

It was during this time that (Insert Character NPC here) hear tales of the 'Strong woman' at the fair and sought out the source of said tale to see what manner of being this was. Whether it was a simple fraud or something more.

At first..there seemed to be nothing really special about the personage of Xane, other than a woeful lack of acting skills. They continues to watch from afar, however. Waiting to see what happened after the show. To watch for the solidly built actress performance when they weren't on stage.

it was here, behind the scenes that Xane's true strength were shown. Her ability to easily move and reposition truly large equipment showed her true abilities for what they were. It was Xane's handling of some drunken na'er do wells that demonstrated her nature.

(X) approached both the carnival operators and Xane cautiously and offered the (Surprisingly young) large woman a place in the Abaslom academy for gifted students.

Build: Barbarian(Invulnerable Rager)7/Monk(Martial Artist)7
NG Medium dragon(Brass)(Young,outsider,aquatic,native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
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Defense
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AC:25,Touch 14,Flat-footed 22(+3Dex,+11natural,+1Combat Expertise)
hp 102(7d12+48)
Fort:+11,Ref:+8,Will:+5
Defensive Abilities:DR:3/—,6/lethal;Immune:electricity, paralysis, petrification, sleep;Resist:cold-10,sonic-10,extreme endurance,evasion;Immune:fatigue, paralysis, sleep
Weakness:delicious
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Offense
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Speed:50 ft. Swim 30 ft.
Melee:unarmed strike, +14 (1d8+11)
Melee:+2 Cestus, +16(1d8+13)
Special Attacks:Rage(22 rounds/day),flurry of blows,stunning fist(7/day,DC 14)
Rage Stats:
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Statistics
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Str:33,
Dex:16,
Con:20,
Int:13,
Wis:9,
Cha:12
Base Atk+7;CMB:+18;CMD:31

Traits:
heart of two worlds,
threatening defender

Feats:
Bludgeoner,
Combat Expertise,
Distance Thrower,
Throw Anything,
Bodyguard,
Catch Off-Guard,
Combat Reflexes,
Improved Unarmed Strike,
Mobility,
Stunning Fist,

Skills:
Acrobatics +7(+15 jump, +14 to jump),
Appraise+6,
Bluff+6,
Diplomacy+5(+7involving creatures that belong to same race/ethnicity as your parents),
Heal+1,
Intimidate +6,Knowledge(dungeoneering)+5,
Knowledge(engineering)+5,
Knowledge(history)+6,
Knowledge (local)+6,
Knowledge(nature)+5,
Perception+10,
Sense Motive+9(+11 involving creatures that belong to same race/ethnicity as your parents),
Stealth +8,
Survival+4,

Languages Common,Elven,Polyglot,

SQ fast movement,hold breath,rage powers(guarded life, hurling, lesser, smasher),tireless rage,ac bonus,exploit weakness,fast movement,high jump,maneuver training,pain points,physical resistance,stunning fist (stun),unarmed strike,

Other Gear Amulet of mighty fists
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TRACKED RESOURCES
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Rage (22 rounds/day) (Ex) - 0/22
Smasher (1/rage) (Ex) - 0/1

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Special Abilities
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Barbarian adds:
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Extreme Endurance (Cold) (Ex) 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. This ability
Guarded Life (7 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Hurling, Lesser (Ex) Throw large objects while raging.
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Petrification You are immune to Petrification.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Monk adds:
AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exploit Weakness +7 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Heart of Two Worlds +2 trait bonus on Diplomacy & Sense Motive against parental races.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance 1 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu
Stunning Fist (7/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

Race Build Info:

So... Using the 'Race Builder' found their in (Which, I assume is the same as the paper version in 'Advanced Race Guide")

We start with "Monstrous Humaniod" Cost 3,
Medium Size, Normal Speed, Standard Language group Cost 0,
Ability Scores Advanced Cost 4 (+2 to all mental, +4 Str, -2 Con)
Then we add 'Delicious' as a weakness ('Cause I think the idea of the character being 'tasty' and having negative in being grappled amusing) generates +1 point
Natural Armor cost 2
Improved Natural Armor(1st time) cost 1
Improved Natural armor(2nd time) cost 2
Improved Natural armor(3rd time) cost 3
And is maxed out.
'Advanced Str' (Gain a +2 to Str) cost 2
Low light vision cost 1
'Sociable' cost 1

So.. there is the basic 20 point race created.

Then we add 'Young, 'Giant' and 'Half-Dragon' templates.

Adjusting stats.
We ramp up Strength to max (32)
Dex to 16
Con to 20
Take a point off Int to 13
Take points off Wis down to 9
Add a point or two into Cha for 12