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Difference between revisions of "LRC:Dmitrii"

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*Dmitrii was ensorced by an evil sorceror (who matches the descriptions of [[Janus]]) in Sembia and [[Meadmaker Mashup|ordered to kill the Warlock Lukas]].
*Dmitrii was ensorced by an evil sorceror (who matches the descriptions of [[Janus]]) in Sembia and [[Meadmaker Mashup|ordered to kill the Warlock Lukas]].
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[[Category:PC]]
[[Category:PC]][[Category:Warriors of the Morning Breeze]]
'''Dmitrii Andreev'''<br>  
'''Dmitrii Andreev'''<br>  
'''Psychic Warrior 5'''<br>
'''Psychic Warrior 5'''<br>

Revision as of 07:34, 4 January 2007

Dmitrii is a hulking brute of a humaniod, standing nearly seven feet tall. Though his speech is slow, his eyes show that he has a greater spark of intelligence than one would assume. Dmitrii has the blood of fire giants running through his veins and he is passionate when he has a goal to achieve. He is usually quiet and reserved and speaks when he needs to, preferring that his actions speak for him.

Dmitrii Andreev
Psychic Warrior 5
Race: Half-Giant [Fire giant] Neutral Good | Size: M* | Type:Human
Abilities Str 18 +4 | Dex 12 +1 | Con 16 +3 | Int 12 +1 | Wis 16 +3 | Cha 8 -1

Defense

AC 20 (18/16), touch 11, flat-footed 19| (+8 Armor)
HP 45 (HD:5d8+15)
Init +1
Speed 20' (normally 30')
Fort +7, Ref +2, Will +5
+2 vs fire

Attacks

  • Heavy Flail +8 (+10) | 2d8+6 | 19-20x2
    Trip; Disarm +2; size Large; MW
    Huge Mw +8{10] | 3d8+7[+3d6] | 19-20*2 | B


  • Gauntlets +7(+9) | 1d4+4 | x2 | B |
    Special: Other weapon details
    Huge +7 | 1d6+5 | *2 | B


  • Armor Spikes +7 (+9/+9) | 1d8+4 | 20x2| S
    Huge +7 | 2d6+5 | *2 | P


Base Attack +3 | Grapple +11 (+3 BAB, +4 Str, +4 Sz)

Feats

  • 1st: Power Attack
  • Psy1: Cleave
  • Psy2: Powerful Charge

Do extra damage based on size on one hit after a non-mounted charge.Large 2d6, Huge 3d6, Gargantuan 4d6, Colossal 6d6.

Skills

Languages: Common, Giant, Ignan

Psychic Warrior Spells

Innate Spells
Stomp (1 per day)
Creatures that fail their saves are thrown to the ground, become prone, and take 2d4 points of nonlethal damage.

Level 1 | 1pp

Level 2 | 3pp

Power Points 7[psw]+10[wis]+2[race]=19 + 1[crystal]

Gear

Cloak of Elvenkind, Amulet of Wisdom+2, Full Plate+1, Outfit (Traveler's), Dorje of Astral Caravan, Dorje of Conceal Thoughts, Cognizance Crystal (1PP), Power Stones of Wall Walker and Danger Sense, Dwarven Masterwork Tower Shield

Special

Half-Giant

  • +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
  • Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
  • Half-giant base land speed is 30 feet.
  • Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
  • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Favored Class: Psychic warrior.
  • Level Adjustment: +1

Dmitrii:Logsheet