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Trap Sense (Ex): Against attacks by traps, Bar 	




Trap Sense (Ex): Against attacks by traps, Bar

      Trap Sense (Ex): Against attacks by traps, Bar - PDF document

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      Trap Sense (Ex): Against attacks by traps, Bar - PPT Presentation

Feats Cleave Destructive Rage Intimidating Rage Power Attack New feats found in Chapter 3 of this book The frenzied berserker ID: 92376

Feats: Cleave Destructive Rage* Intimidating

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      Trap Sense (Ex): Against attacks by traps, Bara-Katal gets a +2 bonus on Reß ex saves and a +2 dodge bonus to Armor Class.Uncanny Dodge (Ex): Bara-Katal can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class even when caught at-footed.Possessions:+1 keen/+1 orc double axe, +2 breastplate, +1 compos-ite longbow (+4 Str bonus), 20 arrows.$% *+ ,The random madness of the thunderstorm and the unpredict-ability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not Þ ght to Feats: Cleave, Destructive Rage*, Intimidating Rage*, Power Attack. *New feats found in Chapter 3 of this book. #The frenzied berserkerÕs class skills (and the key ability for 620_17664_CompleteWar3.indd 349/12/03, 11:14:27 AM       left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn. While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimi-date), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (deter-mine randomly if several potential foes are equidis-tant) and Þ ght that opponent without regard to friendship, innocence, or health (the targetÕs or her own). When a frenzy ends, the frenzied berserker is fatigued (Ð2 pen-alty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage endsÑat which point the character is exhausted, not merely fatigued.Diehard: A frenzied ber-serker gains Die-hard as a bonus feat even if she does not meet the prerequisites.Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjust-ment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at Ð1 to Ð9 hit points. Even if reduced to Ð10 hit points or less, she continues to Þ ght normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay livingor disintegrateImproved Power Attack: Begin-ning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every Ð2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every Ð1 penalty if wielding a two-handed weapon other than a double weapon). This beneÞ t does not stack with the normal effects of Power Attack.Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the beneÞ ts and the disadvantages of frenzy as if they had that ability themselves. The   620_17664_CompleteWar3.indd 359/12/03, 11:14:46 AM       frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserkerÕs Constitution modiÞ er, regardless of whether they remain within 10 feet of her. A frenzied berserker gains one additional use of this abil-ity per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.Greater Frenzy (Ex): Starting at 8th level, the characterÕs bonus to Strength during a frenzy becomes +10 instead of +6.Supreme Power Attack: A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every Ð1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every Ð1 penalty if wielding a two-handed weapon other than a double weapon). This beneÞ t does not stack with the effects of Power Attack or Improved Power Attack.Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts. -.+# Shanna Furiesdottr: Human barbarian 6/frenzied berserker 8; CR 14; Medium humanoid; HD 6d12+12 plus 8d12+16; hp 119; Init +1; Spd 20 ft.; AC 21, touch 11, ß at-footed 21; Base Atk +14; Grp +19; Atk +21 melee (2d6+9/19Ð20, +2 greatsword) or +16 ranged (1d6+5, masterwork javelin); Full Atk +21/+16/+11 melee (2d6+9/19Ð20, +2 greatsword) or +16 ranged (1d6+5, masterwork javelin); SQ frenzy 4/day, rage 2/day; AL CN; SV Fort +13, Ref +5, Will +5; Str 20, Dex 13, Con 14, Int 10, Wis 12, Cha 8.Skills and Feats: Climb +12, Intimidate +16, Jump +14, Ride +18, Swim +10; Cleave, Diehard, Dodge, Destructive Rage, Improved Sunder, Intimidating Rage, Power Attack.Frenzy (Ex): When frenzied, Shanna gains a +10 bonus to Strength, and she gains a single extra attack at a +21 bonus if she makes a full attack action. She takes a Ð4 penalty to Armor Class and takes 2 points of nonlethal damage every round. The frenzy lasts for 5 rounds, or 7 rounds if she is also raging. If she takes damage and still has uses of greater frenzy remaining that day, she goes into greater frenzy as a free action during her next turn unless she succeeds on a Will save (DC 10 + points of damage). While in a frenzy, she must attack foes, or a random creature if no foes remain. She isnÕt considered disabled if she has 0 hit points or incapaci-tated below Ð1 hit point. Even if sheÕs below Ð9 hit points, she doesnÕt die until the frenzy is over.Improved Power Attack: Shanna gains a +3 bonus on her melee damage rolls for every Ð1 penalty she takes on the attack roll when using the Power Attack feat. Improved Uncanny Dodge (Ex): Shanna cannot by anked except by a rogue of at least 10th level.Inspire Frenzy (Su): While she is frenzied, all allies within 10 feet of Shanna gain the beneÞ ts and disadvantages of frenzy unless they succeed on a DC 17 Will save. Their frenzy lasts for 6 rounds (or 8 rounds if the frenzied ber-serker is raging), even if they move away from the frenzied berserker.Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, Ð2 to AC for up to 7 rounds. Trap Sense (Ex): Against attacks by traps, Shanna gets a +2 bonus on Reß ex saves and a +2 dodge bonus to Armor Class.Uncanny Dodge (Ex): Shanna can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class even when caught ß at-footed.Possessions:+2 greatsword, +1 mithral full plate, gauntlets of ogre power +2, amulet of natural armor +1, 4 masterwork javelins. $ $/ In every gnome community, only a select few individuals of extraordinary courage take up the mantle of giant-slayer. Relying on a combination of agility, combat prowess, and pure craftiness, the gnome giant-slayer is the bane of all creatures who use their size to terrorize the small or weak. The champion of those far-too-often trampled underfoot, the gnome giant-slayer stands far taller than his stature would suggest. As the ultimate believers that ÒThe bigger they are, the harder they fall,Ó these doughty battlers actively seek out ogres, trolls, giants, and the like to slay. Some also utilize their training to take on other immense opponents, such as umber hulks, monstrous vermin, and even dragons. Most gnome giant-slayers are Þ ghters or rangers, although some paladins and clerics also take up the path of giant slay-ing. Rogues who favor looting the dens of ogres and the like also become giant-slayers. Monks make excellent giant-slay-ers. Arcane spellcasters rarely take up this class, since it largely depends on toe-to-toe interaction with immensely powerful creatures. Gnome giant-slayer NPCs are often lauded as heroes or celeb-rities within gnome communities. They might serve as captains of the guard, trainers, or in other positions of authority. Some pass down their mantle from generation to generation, grant-ing the bravest son or daughter a treasured nickname such as ÒTrollbaneÓ or ÒGiant-Crasher.Ó Those who work for their own purposes might still enjoy some measure of popularity but prefer to remain aloof from political venues in favor of pursu-ing personal gain. Of course, many look to adventure to prove their mettle; rare indeed is the gnome giant-slayer who hasnÕt bearded his share of trolls or Þ re giants in their very lairs.Hit Die: d10.!"To qualify to become a gnome giant-slayer, a character must fulÞ ll all the following criteria.Race: Gnome.Base Attack Bonus: +5.Skills: Escape Artist 3 ranks, Speak Language (Giant), Tumble 3 ranks.Feats: Dodge, Mobility, Spring Attack. 620_17664_CompleteWar3.indd 369/12/03, 11:15:11 AM