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User:Askewnotion/PCs/Kawanzaa-bot

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Kawanzaa-bot
Figher 10 (ECL 10)
Race: Warforged
Alignment: CN | Size: M
Patron Deity:
Abilities Str 22 +6 | Dex 12 +1 | Con 18 +4 | Int 10 +0 | Wis 10 +0 | Cha 6 -2 | AP 10

Defense

AC: 23 / Touch: 12, Flatfooted: 22
(+11 plating, +1 Deflection, +1 Dex)

DR 2/adamantine

HP: 113 (Bloodied 56) / HD: 10d10+40

Initiative: +1 / Speed: 20'

Fort: 12 / Reflex: 5 / Will: 4

Attacks

  • Slam +16 / 1d4+9 / 20x2 / b
  • +1 Returning Spear +20/+15 / 1d8+14 / 19-20x3 / p magic / 40'
  • MW Cold Iron Spear +20/+15 / 1d8+13 / 19-20x3 / p cold iron / 40'
  • MW Silver Spear +20/+15 / 1d8+12 / 19-20x3 / p silver / 40'
  • MW Spear +20/+15 / 1d8+13 / 19-20x3 / p / 40'
  • Spear +19/+14 / 1d8+13 / 19-20x3 / p / 40' / OOOOO
  • Touch +16 Ranged Touch +11

Space/Reach: 5 ft./5 ft. Base Attack: +10/+5

Feats

  • 1st Adamantine Body (ECS, 50)
    Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
  • Ft1 Power Attack (PHB, 98)
    On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls.
  • Ft2 Brutal Throw (CAd, 106)
    You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
  • 3rd Point Blank Shot (PHB, 98)
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  • Ft4 Power Throw (CAd, 111)
    On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.
  • 6th Weapon Focus: Spear (PHB, 102)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • Ft6 Weapon Specialization: Spear (PHB, 102)
    You gain a +2 bonus on all damage rolls you make using the selected weapon.
  • Ft8 Ranged Weapon Mastery: Piercing (PH2, 82)
    When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you selected, you gain a +2 bonus on attacks and +2 bonus on damage. In addition, you increase its range increment by 20 feet.
  • 9th Improved Critical: Spear (PHB, 95)
    When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).
  • Ft10 Penetrating Shot (PH2, 81)
    When you make a ranged attakc with a projectile weapon, you can instead choose to unleash a single, mighty attack that blast through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a seperate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from sneak attack or a flaming weapon) is applied only against the first creature struck.

Skills

Languages: Common

Special Abilities

Warforged

  • Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features
As a living construct, a warforged has the following features.
—A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits
A warforged possesses the following traits.
—Unlike other constructs, a warforged has a Constitution score.
—Unlike other constructs, a warforged does not have low-light vision or darkvision.
—Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
—A warforged cannot heal damage naturally.
—Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
—The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
—A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
—As a living construct, a warforged can be raised or resurrected.
—A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
—Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.