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Disposable:Arctic Exploration/PCs/Frank-Bumble

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Revision as of 18:30, 12 December 2008 by Wizardoest (talk | contribs) (pretty much done)

Bumble (ECL10)

Barbarian 1/Fighter 2/Hexblade 3/Frostrager 4Frostburn
NG Medium Wood Elf
Init +0; Senses: Low-light vision; Listen +0; Spot +0

Defenses

AC: d20+15; Touch: d20+2; Flat-footed: d20+9
(+0 dex; +7 breastplate; +4 heavy shield; +2 natural; +2 deflection)
HP: 119
Fort: +11, Ref +3, Will +5
+2 vs. enchantment spells or effects
Mettle (if you successfully make a Fort or Will save, you suffer no ill effects)
Immune Wounding effects, automatically stabilizes; Sleep spells and effects
Speed: 40'

Attacks

Rage (Free) 3/day; See Raging stat block below
Hexblade's Curse (Free) 1/day, free action within 60'; Target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour (Will DC d20+1 negates)
Melee: Unarmed +16/11 (1d8+5 / 20x2)
Melee (Full): Flurry +14/14/9 (1d8+5 / 20x2)
Ranged: Longbow +10/5 (1d8 / 20×3 / 100')
Space: 5'; Reach: 5'; BAB: +10/5; Grapple: +10


Abilities Str 20 +5 | Dex 10 +0 | Con 18 +4 | Int 6 -2 | Wis 10 +0 | Cha 10 +0

  • Feats
    • 1: Power Attack
    • F1: Imp Unarmed Strike
    • F2: Imp Natural Attack (Unarmed)
    • 3: Frozen Beserker
      As long as you are under the effects of a barbarian rage, you gain the cold subtype. You gain immunity to cold, but have vulnerability to fire, which means you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
    • 6: Extra Rage
    • 9: Weapon Focus (Unarmed)

Skills Intimidate +4; Survival +4


Items Amulet of Protection +2 (8,000); Ring of Protection +2 (8,000), Breastplate +2 (4,000), Heavy Shield +2 (4,000), Potion Greater Magic Fang +2 (4,800), Potion of Heroism (3,000), Potion of Cure Moderate Wounds (1,200)

Raging

Defenses

AC: d20+19; Touch: d20+0; Flat-footed: d20+13
(+0 dex; +7 breastplate; +4 heavy shield; +6 natural; +2 deflection; -2 rage)
HP: 139 (gain 20 hp)
Fort: +13, Ref +3, Will +7
+2 vs. enchantment spells or effects
Mettle (if you successfully make a Fort or Will save, you suffer no ill effects)
Immune Wounding effects, automatically stabilizes; Sleep spells and effects; Cold heals +1 hp for every 2 points of damage
Vulnerable' Fire
Speed: 40'

Attacks

Hexblade's Curse (Free) 1/day, free action within 60'; Target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour (Will DC d20+1 negates)
Melee (Full): Unarmed +18/13 (2d6+10+1d4cold / 20x2)
Melee (Full): Flurry +14/14/9 (2d6+10+1d4cold / 20x2)
Space: 5'; Reach: 5'; BAB: +10/5; Grapple: +10

Abilities - all folded into stats above

Rage 3/day; +4 to Strength and Constitution, +2 morale to Will saves, +4 natural armor, -2 penalty to Armor Class, unarmed strikes do 2d6 blunt + 1d4 cold (instead of 1d8), immune to cold, healed 1 hp for each 2 points of cold damage taken.

Fast Movement (Ex) A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Arcane Resistance (Su) At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Mettle (Ex) At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Frostrage (Su): While raging, the character grows larger and more massive, and his freezing sweat forms icicles as it streams out of his pores, coating his body in a glittering crust of ice. The frostrager’s actual size category does not change (nor does his space each), but he does gain a +4 natural armor bonus to Armor Class from the sheets of ice that form over his body. In addition, a frostrager’s unarmed attacks deal 1d6 points of damage plus 1d4 points of cold damage on a successful hit. If the frostrager is Small, his unarmed attack deals 1d4 points of damage, and if the frostrager is Large, his unarmed attack deals 1d8 points of damage.

Freezing Blood (Su): At 1st level, a frostrager’s blood becomes freezing cold. His wounds instantly freeze over and stop bleeding; he is immune to attacks that cause wounding effects. If reduced to negative hit points, he automatically stabilizes. He still takes 1 point of damage if he takes any actions while at 0 or negative hit points, however.

One-Two Punch (Ex): At 2nd level, while making an unarmed attack, the frostrager may make one extra attack in a round at his highest base attack bonus, but each attack made in that round (the extra one and the normal ones) take a –2 penalty.

Absorb Cold (Su): At 3rd level, while raging, the frostrager not only gains immunity to cold, but it heals him. For every 2 points of cold damage that would have otherwise have been dealt by an attack, the frostrager heals 1 point of damage.

Improved Frostrage (Su): At 4th level while raging, the frostrager’s natural armor bonus increases to +6. His unarmed attacks deal 1d8 points of damage plus 1d6 points of cold damage on a successful hit. If the frostrager is Small, his unarmed attack deals 1d6 points of damage, and if the frostrager is Large, his unarmed attack deals 2d6 points of damage.

Elf +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.