User:Surgo/Nori

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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 actually happens more often than you'd think, and sometimes newly-elected dwarves will return years later to claim their posts.


Nori the Dunkmaster

CR 12

male Dwarf Barbarian 12
N Medium Humanoid
Init/Senses +/Listen +, Spot +
Languages Common, Dwarven
AC , touch , flat-footed
hp (12 HD); DR 8/-*, fast healing 10 (only when not raging)
Immune nonlethal damage*, death effects*, stunning*, critical hits*, negative levels*, ability damage*
Fort/Ref/Will +/+/+; battle hardened*, sidestep hazards*, +2 to saves*
Speed 20'; combat movement +30'*
Base Atk/Grp +12/+
Atk Options great blows*, rage, rage dice +6d6
Abilities Str 21, Dex 12, Con 18, Int 10, Wis 8, Cha 6
Feats Blitz, Dreadful Demeanor, Great Fortitude, Shieldbearer, Whirlwind
Skills Intimidate

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

Abilities

Barbarian

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.

Special Note: Nori refers to this ability as "dunking". When he succeeds with it, he will commonly shout out "You got dunked!".

Feats

Blitz [Combat] You go all out and try to achieve goals in a proactive manner. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: While charging, you may opt to lose your Dexterity Bonus to AC for one round; if you do, you inflict an extra d6 of damage if you hit.
  • +1: You may go all out when attacking, adding your Base Attack Bonus to your damage, but provoking an Attack of Opportunity.
  • +6: Bonus attacks made in a Full Attack for having a high BAB are made with a −2 penalty instead of a −5 penalty.
  • +11: Every time you inflict damage upon an opponent with your melee attacks, you may immediately use an Intimidate attempt against that opponent as a bonus action.
  • +16: You may make a Full Attack action as a Standard Action.

Dreadful Demeanor [Skill] People know you're a badass motherfvcker the instant you enter the room. Benefits: This is a skill feat that scales with your ranks in Intimidate.

  • 0 ranks: You gain +3 to your Intimidate checks. Intimidate is always a class skill for you.
  • 4 ranks: You can demoralize an opponent as a move action.
  • 9 ranks: Opponents you've demoralized remain Shaken until they lose sight of you.
  • 14 ranks: Opponents who would be Panicked because of your fear effects are Cowered instead for the duration of the effect.
  • 19 ranks: Any time you confirm a critical hit in melee, your target is Cowered until they lose sight of you. This is a fear effect.

Great Fortitude [Combat] You are so tough. Your belly is like a prism. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You gain a +3 bonus to your Fortitude Saves.
  • +1: You die at -20 instead of -10.
  • +6: You gain 1 hit point per level.
  • +11: You gain DR of 5/-.
  • +16: You are immune to the fatigued and exhausted conditions. If you are already immune to these conditions, you gain 1 hit point per level for each condition you were already immune to.


Shieldbearer [Combat] You are the ultimate master of sword-and-board. Or, if you're feeling creative, you could try board-and-board instead. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: You retain your shield bonus to AC when you make a shield bash attack against an opponent. You may also deal bludgeoning damage equal to normal shield spikes damage when you attack with a shield, which has a flat offensive enhancement bonus equal to the total value of the defensive enhancements placed on it (to a maximum flat enhancement of +6). Adding shield spikes now increases the damage of the shield by one size category.
  • +1: You may add your shield bonus to your touch AC so long as you are not caught flat-footed. Once per round, you may also attempt to deflect an attack (including a touch attack) that targets you by making an attack roll. If your attack roll exceeds the roll of the attack against you, that attack is deflected.
  • +6: By spending an attack of opportunity, you may attempt to block an attack with your shield in the same manner entailed above. When you deflect a foe's attack, you automatically have The Edge against them on your next turn regardless of your respective Base Attack Bonuses.
  • +11: Any ranged touch attack that fails to hit you is automatically reflected back at its source so long as you have a shield equipped, forcing the caster/source to take damage from or save against their own effect.
  • +16: As long as you have a shield equipped and are not flat-footed, you gain cover. Unlike normal cover, this cover does not allow you to make Hide checks without concealment, but it does confer the +4 bonus to Armor Class regardless of your opponent's position.

Whirlwind [Combat] You are just as dangerous to everyone around you as to anyone around you. Benefits: This is a combat feat that scales with your Base Attack Bonus.

  • +0: As a full round action, you may make a single attack against each opponent you can reach. Roll one attack roll and compare to each available opponent's AC individually.
  • +1: You gain a +3 bonus to Balance checks.
  • +6: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.
  • +11: Until your next round after making a whirlwind attack, you may take an attack of opportunity against any opponent that enters your threatened area.
  • +16: As a full round action, you take a charge action, overrunning any creature in your path, and may make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.


Items