Rael

NAME: Rael
RACE: Firbolg
GENDER: Male
AGE: 30
EYES: Hazel
HAIR: Auburn
SKIN: Deep Tan
SIZE: Large
HEIGHT: 10'
WEIGHT: 850 lbs
SPEED: 80 ft
CLASS LEVEL HD
1)Racial Hit Dice 13 d8
2)Warblade 7 d12
3)Bloodclaw Master 3 d12
4) -- --
5) -- --
6) -- --
7) -- --
8) -- --
9) -- --
10) -- --
CHAR LEVEL: 23
ECL: 28
EXPERIENCE: 378,000
ALIGNMENT: N
SKILL POINTS: 0/144
HIT POINTS: 523
DMG REDUCT: --
SPELL RESIST: --
PSION RESIST: --
EAB: 2
ESB: 1


STAT VALUE MOD
STR 60 +25
DEX 31 +10
CON 36 +13
INT 23 +6
WIS 23 +6
CHA 23 +6
STR FEAT VALUE
OVER HEAD: 204,800
OFF GROUND: 409,600
PUSH/DRAG: 1,024,000
LT LOAD: 68,096
MED LOAD: 132,192
HVY LOAD: 204,800
MONEY AMOUNT
COPPER 0
SILVER 0
ELECTRUM 0
GOLD 0
PLATINUM 9,400
( ) 0


SAVING THROW TOTAL = BASE + STAT MOD + MAGIC MOD + MISC MOD
FORTITUDE 32 = 13 + 13 + 5 + 1
REFLEX 23 = 6 + 10 + 6 + 1
WILL 18 = 6 + 6 + 5 + 1

  • Miscellaneous includes ESB
  • +6 bonus to REF saves when not Flat-footed


    AC
    AC = Base + DEX + SIZE + ARMOR + SHIELD + NAT + MISC
    52 = 10 + 10 + -1 + 8 + 0 + 17 + 6

  • Miscellaneous includes +5 Deflection, +1 bonus from Haste
  • -2 AC while in Punishing Stance
  • +2 AC per each missed attack from any foe until end of round w/Pearl of Black Doubt stance

    VARIANT AC FORMULA = ADJUSTED AC
    FLAT FOOTED Subtract DEX mod and similar bonuses = 52*
    TOUCH Excludes Shield, Armor, Natural = 27


    INITIATIVE = DEX MOD + MISC
    16 = 10 + 6

  • Miscellaneous includes +4 Racial bonus, +2 Competence bonus


    MELEE BONUS = BASE ATTACK + STR MOD + SIZE MOD + MISC
    43 = 16 + 25 + -1 + 3
    RANGED BONUS = BASE ATTACK + DEX MOD + SIZE MOD + MISC
    28 = 16 + 10 + -1 + 3

  • Miscellaneous includes EAB, +1 bonus from Haste

    WEAPON/ATTACK FORM ATTK+ DMG+ DMG CRIT RANGE
    Unarmed Strike 50 36 3d6 x2 --
    Claws 43 25 1d6 x2 --

  • +1d6 damage to all attacks with Punishing Stance
  • +1 bonus to attacks and damage with Shifting (2/day for 13 rounds)
  • +6 bonus on Critical Hit confirmation rolls
  • +6 bonus to damage vs Flat-footed and Flanked opponents
  • Change Unarmed Strike damage type to Bludgeoning, Piercing, or Slashing as Swift Action

    FULL ATTACK UNARMED STRIKE w/HASTE: +50/+50/+50/+50/+45/+45/+40/+40/+35/+35

    XXX

    FULL ATTACK UNARMED STRIKE w/HASTE & SHIFTING: +51/+51/+51/+51/+46/+46/+41/+41/+36/+36

    FULL ATTACK UNARMED STRIKE w/HASTE & DANCING MONGOOSE: +50/+50/+50/+50/+50/+50/+45/+45/+40/+40/+35/+35

    FULL ATTACK UNARMED STRIKE w/HASTE & RAGING MONGOOSE: +50/+50/+50/+50/+50/+50/+50/+50/+45/+45/+40/+40/+35/+35

    XXX

    FULL ATTACK UNARMED STRIKE w/HASTE & DANCING MONGOOSE & SHIFTING: +51/+51/+51/+51/+51/+51/+46/+46/+41/+41/+36/+36

    FULL ATTACK UNARMED STRIKE w/HASTE & RAGING MONGOOSE & SHIFTING: +51/+51/+51/+51/+51/+51/+51/+51/+46/+46/+41/+41/+36/+36


    SKILL NAME KEY SKILL MOD = KEY MOD + RANKS + MISC MOD
    Appraise INT 6 = 6 + 0 + 0
    Balance DEX 21 = 10 + 5 + 6
    Bluff CHA 6 = 6 + 0 + 0
    Climb STR 25 = 25 + 0 + 0
    Concentration CON 69 = 13 + 26 + 30
    Diplomacy CHA 6 = 6 + 0 + 0
    Disguise CHA 6 = 6 + 0 + 0
    Escape Artist DEX 14 = 10 + 0 + 4
    Forgery INT 6 = 6 + 0 + 0
    Gather Information CHA 6 = 6 + 0 + 0
    Heal WIS 6 = 6 + 0 + 0
    Hide DEX 10 = 10 + 0 + 0
    Intimidate CHA 32 = 6 + 26 + 0
    Jump STR 83 = 25 + 26 + 32
    Knowledge(Local [Gauth Grottoes]) INT 7 = 6 + 1 + 0
    Knowledge(Nature) INT 9 = 6 + 1 + 2
    Listen WIS 28 = 6 + 22 + 0
    Move Silently DEX 10 = 10 + 0 + 0
    Perform([Untrained]) CHA 6 = 6 + 0 + 0
    Ride DEX 10 = 10 + 0 + 0
    Search INT 6 = 6 + 0 + 0
    Sense Motive WIS 6 = 6 + 0 + 0
    Spot WIS 28 = 6 + 22 + 0
    Survival WIS 11 = 6 + 5 + 0
    Swim STR 25 = 25 + 0 + 0
    Tumble DEX 26 = 10 + 10 + 6
    Use Rope DEX 10 = 10 + 0 + 0


    FEAT
    Simple Weapon Proficiency
    Martial Weapon Proficiency (All Melee)
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Shield Proficiency (Except Tower)
    Weapon Focus (Unarmed Strike)
    Improved Unarmed Strike
    Superior Unarmed Strike
    Versatile Unarmed Strike
    Two-Weapon Fighting
    Improved Two-Weapon Fighting
    Greater Two-Weapon Fighting
    Perfect Two-Weapon Fighting
    Blind Fight


    ADDITIONAL NOTES/ERRATA
    Quick & Dirty Summary

    Uncanny Dodge
    Improved Uncanny Dodge
    Evasion

    Haste constantly active
    Fast Healing 3
    No need to eat, drink, breathe; Only need 2 hours sleep

    +10 on checks vs. Bull Rush, Overrun, & Trip

    Immune to Poison
    Immune to Disease
    Immune to Sleep spells & Effects
    Immune to Mind-affecting powers, spells, & effects
    Immune to Information-gathering powers, spells, & effects (except Metafaculty)
    Immune to Critical Hits & Sneak Attacks
    Immune to Impeded Movement (Web, Slow, Paralysis, etc)
    Immune to Grappling (auto-success on checks)
    Immune to Death Effects & Negative Energy effects 1/day (Immediate action) for 7 mins

    Active Stance

  • Punishing Stance

    Readied Manuevers (5)

  • Swooping Dragon Strike
  • Raging Mongoose
  • Greater Insightful Strike
  • Pouncing Charge
  • Iron Heart Surge

  • Firbolg Traits
    +26 STR, +2 DEX, +12 CON, +4 INT, +4 WIS, +4 CHA
    Darkvision 60'
    Fast Healing 3
    Rock Throwing: +1 Racial bonus on attack rolls with rocks (up to 50 lbs, 5 increments)
    Rock Catching: 1/round catch Small, Medium, or Large w/successful REF save (15/20/25)
    Trample: Trample 2d8+22 (Standard Action; smaller opponents; REF save DC 29 for 1/2 or AoO at -4)

    Spell-like abilities (Caster Level = Character level)

    • Alter Self 1/day
    • Detect Magic 1/day
    • Feeblemind 1/day
    • Know Direction 1/day

    Warblade & Bloodclaw Master Abilities
    Battle Clarity: +6 Insight bonus on REF saves when not flat-footed
    Weapon Aptitude: Swap out weapon specific feats
    Uncanny Dodge
    Battle Ardor: +6 Insight bonus on Critical Hit confirmation rolls
    Bonus Feat: Blind Fight
    Improved Uncanny Dodge
    Battle Cunning: +6 Insight bonus on damage vs Flat-footed or Flanked foes

    Shifting 2/day: +2 STR and claws as Free Action, 13 round duration
    Claws of the Beast: Add full STR mod to damage with both hands w/Tiger Claw weapons
    Superior Two-Weapon Fighting: Do not take -2 penalty for TWF with Tiger Claw weapons
    Tiger Claw Synergy
    Pouncing Strike: 2 Attacks on Charge or as Standard Action (expend one TC maneuver)
    Low-light Vision

    Maneuvers Known

  • Raging Mongoose (TC)
  • Swooping Dragon Strike (TC)
  • Pouncing Charge (TC)
  • Dancing Mongoose (TC)
  • Death From Above (TC)
  • Quicksilver Motion (DM)
  • Greater Insightful Strike (DM)
  • Moment of Perfect Mind (DM)
  • Iron Heart Surge (IH)

    Stances Known

  • Punishing Stance (IH)
  • Pearl of Black Doubt (DM)

  • Languages Known
    Common
    Giant
    Undercommon
    Draconic
    Elven
    Inherent Bonuses & Grafts
    +5 Inherent bonus to STR
    +5 Inherent bonus to DEX
    +5 Inherent bonus to CON
    +5 Inherent bonus to INT
    +5 Inherent bonus to WIS
    +5 Inherent bonus to CHA

    Silthilar Bones (+2 CON)
    Silthilar Muscles (+2 STR)
    Silthilar Tendons (+2 DEX)
    Silthilar Flexible Spine (+4 Racial bonus to Initiative, Balance, Escape Artist, Tumble)


    GEAR/ITEM
    Magic Items By Body Slot
    • HEAD: Scout's Headband
    • FACE: Third Eye Conceal
    • THROAT: Collar of Natural Weapons
    • TORSO: Tunic of Steady Spellcasting, Greater
    • BODY: Empty
    • WAIST: Belt of Battle
    • SHOULDERS: Empty
    • ARMS: Bracers of Armor
    • HANDS: Gauntlets of Lassitude
    • RING (R): Ring of Heavy Armor
    • RING (L): Ring of Jumping
    • FEET: Boots of Temporal Acceleration

    Slotless Worn Magic Items
    • Ring of Proof vs Poison
    • Ring of Evasion
    • Earring of Feather Fall
    • Earring of Sustenance
    • Armband of Adaptation

    "Single Use" Magic Items & Grafts

    • Manual of Quickness of Action +5
    • Manual of Gainful Exercise +5
    • Manual of Bodily Health +5
    • Tome of Clear Thought +5
    • Tome of Leadership & Influence +5
    • Tome of Understanding +5
    • Silthilar Bones
    • Silthilar Muscles
    • Silthilar Tendons
    • Silthilar Flexible Spine


    Scout's Headband
    [ 3400 gp ]
    Grants +2 Competence bonus on Spot checks continuously.
    In addition, the circlet has 3 charges that renew each day at dawn. You can spend 1 or more charges as a Standard Action to do one of the following:

  • 1 Charge: You gain Darkvision out to 60' for 1 round
  • 2 Charges: You can see invisible creatures and objects (as See Invisibility) for 10 mins
  • 3 Charges: You gain True Seeing for 1 minute

    Third Eye Conceal
    [ 120,000 gp ]
    While worn, this small, faintly glowing white crystal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers and effects (except for Metafaculty).

    Earring of Feather Fall
    [ 4,400 gp ]
    Can use Feather Fall at will.

    Earring of Sustenance
    [ 5,000 gp ]
    No need to eat or drink; only need 2 hrs sleep.

    Collar of Natural Weapons
    [ 881,600 + 10,000 gp ]
    The enhancement bonuses (+6 to attack and damage) on this collar are applied to attack and damage rolls for Unarmed Strikes.
    In addition, it holds the following enchantments, which are also applied to Unarmed Strikes

  • Collision [+2 MP]: +5 damage
  • Wrathful Healing [+3 MP]: Heal half of all damage dealt in melee
  • Shadowstrike [+5000 gp]: 1/day as Swift action reach through shadow for extra 5 ft and deny target it's DEX bonus
  • Spellblade [+6000 gp]: The user is immune to the effects of one single, targeted spell (Power Word Kill) which was chosen at the time of the weapon's creation. Whenever the named spell is cast at the wielder, the blade absorbs the spell harmlessly. On the wielder's next turn, he can opt to either let the spell drain harmlessly away or redirect it at a new target as a Free action.
  • Gr. Truedeath Crystal: The wielder can make critical hits and sneak attacks normally against Undead. The weapon is also treated as a Ghost Touch weapon. In addition, it deals an extra 1d6 damage against undead.

    Tunic of Steady Spellcasting, Greater
    [ 90,000 gp ]
    This item, an improved version of its lesser counterpart, grants a +30 Competence bonus to all Concentration skill checks.

    Bracers of Armor
    [ 370,200 gp ]
    In addition to conferring a +8 Armor bonus to AC upon the wearer, the following additional enchantments and abilities have been crafted into the bracers:

    • Speed [+3 MP] - Constant Haste
    • Death Ward [+1 MP] - Confers immunity to death spells, negative energy effects, energy drain, magical death effects (Immediate Action) for 7 mins 1/day
    • Freedom [+60,000 gp] - As the Freedom of Movement spell
    • Greater Anchoring [+15,000 gp] - +10 enhancement bonus on checks vs. Bull Rush, Overrun, & Trip attacks
    • Comfort [+5000 gp] - Ignore natural temperature extremes (-50 to 140 degrees)
    • Health [+11,250 gp] - Confers immunity to disease
    • Called [+2000 gp] - Can summon item to you on same Plane
    • Blueshine [+1500 gp] - Grants +2 competence bonus to Hide checks; item gets immunity to Acid & rusting effects
    • Glamered [+2700 gp] - Change item's appearance
    • +5 Deflection bonus to AC [+50,000]
    • +5 Natural Armor bonus to AC [+50,000]
    • +5 Resistance bonus to Saving Throws [+25,000]

    Gauntlets of Lassitude
    [ 5,000 gp ]
    Three times per day, you can make a melee touch attack with these gauntlets (activation --). If your attack is successful, the target is subjected to the effect of a Slow spell for 5 rounds (Will DC 14 Negates).

    Belt of Battle
    [ 228,000 gp ]
    Grants a +2 Competence bonus to Initiative while worn. In addition, it has 3 charges which are renewed each day. Spending 1 or more charges (as a Swift Action) grants you an extra action which must be taken immediately

  • 1 Charge = 1 Move Action
  • 2 Charges = 1 Standard Action
  • 3 Charges = 1 Full-round Action
    The belt has also been enchanted to grant the following Enhancement bonuses:
  • +6 STR
  • +6 DEX
  • +6 CON
  • +6 INT
  • +6 WIS
  • +6 CHA

    Armband of Adaptation
    [ 18,000 gp ]
    No need to breathe, immune to harmful gases & vapors (as per Necklace of Adaptation).

    Ring of Jumping
    [ 90,000 gp ]
    Grants a +30 Competence bonus to all Jump skill checks.

    Ring of Heavy Armor
    [ 72,000 gp ]
    Grants Fortification 100%.

    Ring of Proof vs Poison
    [ 54,000 gp ]
    Grants immunity to poison.

    Boots of Temporal Acceleration
    [ 43,000 gp ]
    Once per day as a Swift Action (Command), speed time up as Time Stop. Take two rounds worth of actions then resume acting during your current turn in normal time, but are Shaken for 1 round.