User:Surgo/Nori

When foreigners think of Dwarves, most picture a stereotypical image of a drunken brawler, rushing headlong into battle, screaming a strange battle cry and fighting to the death over age-old grudges, uncollected debts, or ancestral vendettas. Nori is that Dwarf.

Dwarven society is both highly democratic and highly merit-based. When someone elects someone else as a politician, that person has to go wander through the underdark until they slay a suitably badass creature (usually a dragon of some sort) and then return as a new politician. Nori was elected as a politician, but got lost wandering around and found his way to the surface by accident. This is not unusual: Nori has a direction sense somewhat similar to Ryouga.

Nori is known as The Dunkmaster in Dwarven society, and he will commonly shout "You got dunked!" at people while in combat. Attempting to explain what dunking is to a non-Dwarf will always result in hilarious failure.

Nori is a bit of a throwback to the demon stock the Dwarvan race came from. He has some demonic abilities (the Spellborg) that manifest themselves in the funniest possible way for any given situation. These include "DWARF CANNON!!!" (flight) or "HEADBUTT THE KNEES!" (exactly what it sounds like).

Note: Abilities marked with an asterisk are only available when Nori is Raging.

Rage
When doing melee damage to a foe or being struck by a foe, a Barbarian may choose to enter a Rage as an immediate action. While Raging, a Barbarian gains a +2 morale bonus to hit and damage in melee combat and may apply any Rage Dice he has to his melee damage rolls. He also gains a +2 to saves, a -2 to AC, and he gains DR X/- with “X” being equal to half his Barbarian level +2 (rounded down). For example, a 1st level Barbarian has DR 2/- while Raging and a 10th level Barbarian has DR 7/- while Raging.

While Raging, a Barbarian may not cast spells, activate magic items, use spell-like abilities, or drop his weapons or shield. Rage lasts until he has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. He may voluntarily end a Rage as a full-round action.

Rage Dice
While Raging, a Barbarian may add these dice of damage to each of his melee attacks. These dice are not multiplied by damage multipliers, and are not applied to any bonus attacks beyond those granted by Base Attack Bonus. These dice are not sneak attack dice, and do not count as sneak attack dice for the prerequisites of prestige classes or feats.

Battle Hardened
At 3rd level, a Raging Barbarian’s mind has been closed off from distractions by the depths of his bloodlust and battle fury. While Raging, he may use his Fortitude Save in place of his Will Save. If he is under the effects of a compulsion or fear effect, he may act normally while Raging as if he was inside a protection from evil effect.

Sidestep Hazards
At 5th level, a Raging Barbarian learns to sidestep hazards with an intuitive and primal danger sense. While Raging, he may use his Fortitude Save in place of his Reflex Save.

Great Blows
At 7th level, a Raging Barbarian’s melee attacks are Great Blows. Any enemy struck by the Barbarian’s melee or thrown weapon attacks must make a Fort Save or be stunned for one round. No enemy can be targeted by this ability more than once a round, and the save DC for this ability is 10 + half the Barbarian’s HD + his Constitution modifier.

Headbutt
A dwarven barbarian can use their head as a natural weapon. They can headbutt for 1d8 bludgeoning damage. If they are raging, this deals rage dice and does not count against the rage dice from normal attacks.

Watched by Totems
At 13th level, a Barbarian may immediately reroll any failed save. He may do this no more than once per failed save.

Primal Assault
At 15th level, a Raging Barbarian’s may choose to radiate an effect similar to an antimagic field when he enters a Rage, with a caster level equal to his HD. Unlike a normal antimagic field, this effect does not suppress magic effects on him or the effects of magic items he is wearing or holding.

Reaction Chain

 * You are never surprised nor flat-footed and always act on the first round of any combat.
 * Hitting you with a melee attack is now an action which provokes an Attack of Opportunity from you. To clarify: the hit against you resolves first, and then, if you have an attack of opportunity for the round left, you may use it against the opponent who hit you.
 * As an immediate action, you may gain 10 temporary HP.
 * You may take a move action as an immediate action.

Ice Aegis

 * Fire and Cold Resistance 10
 * Dispel [Fire] and [Water] effects with a touch, BAB=Caster level for dispel check.
 * Auto-succeed on a will save as an immediate action.
 * Fire and Cold Immunity.

Items

 * +3 Adamantine Dwarven Waraxe.
 * +1 Returning Trident
 * +3 Reaction Chain.
 * +3 Ice Aegis. (Note: Done as a normal-sized shield because we fucked up.)
 * Amulet of Health +2.
 * Belt of Giant Strength +4.
 * Decanter of Endless Water
 * Gloves of Dexterity +2.
 * Raptor's Mask (MiC) (+5 unnamed bonus to spot, plus immunity to being blinded and dazzled)
 * Spellborg (AKA, the "throw back to the demon stock")
 * DWARF CANNON!!! (flight)
 * RAAARGLBAAARG (+4 to strength)
 * "YOU MOVE LIKE A DWARF!" (Expanded Ability: Stand Still, Tome)
 * Trollbane x5 (apply to weapon, bypass regeneration for one attack) (Dungeonomicon)
 * 455 gp
 * +9600 xp