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 Belzander Shrope

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Caihlem
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Number of posts: 20
Age: 21
Registration date: 2008-11-22

PostSubject: Belzander Shrope   Fri Aug 28, 2009 3:56 pm




Statistics

Medium Aberration, 9th-Level Barbarian
Hit Dice: 9d12 + 9 (86 hp)
Initiative: +4
Armor Class: 11 (+1 Natural Armor)
Base Attack/Grapple: +10/+14
Attack: Great Sword 2d6+7
Special Attacks: Rage (3/day)
Special Qualities: Damage Reduction (1-), Improved Uncanny Dodge, Spell Resistance 20, SpellWarped, Trap Sense (+3)
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 20, Dex 11, Con 12, Int 9, Wis 11, Cha 11
Skills: Intimidate +12, Survival +8
Feats: Cleave, Improved Initiative, Power Attack, Self-Sufficient, Weapon Focus (Greatsword), Weapon Specialisation (Greatsword)
Challenge Rating: 13
Allignment: Chaotic Evil
Advancement: Barbarian class
Level Adjustment: +3


Combat

In combat Belzander charges his foe quickly using his Rage ability. During the combat, he will use his Power Attack on all attacks unless facing a nimble foe. When facing a team compromised of mages, he first attacks the heavilly armored, making use of his Spell Resistance and special qualities.

Damage Reduction (1-): Subract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
Uncanny Dodge: He can react to danger before his sense would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat footed or struck by an invisible attacker. However, he still looses his Dexterity bonus to AC if immobilised.
Improved Uncanny Dodge: He cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Spell Resistance 20: A spell with aiming Belzander needs to suceed a caster level check (1d20 + caster level) of at least 20 for the speel to affect him.
Spell Absorption: If its spell resistance negates a spell, Belzander gains his choice of the following:
- Might: +4 Enhancement bonus to Strength for 1 minute.
- Agility: +4 Enhancement bonus to Dexterity for 1 minute.
- Endurance: +4 Enhancement bonus to Constitution for 1 min.
- Life: Gains (5 x negated spell level) Temporary Hit-Points.
- Speed: Gains (5 x negated spell level)’ to base movement.
- Resistance: Gain Energy Resistance 10 to one type of energy
of the creature’s choice (either Acid, Cold, Electricity, Fire,
or Sonic)

Cleave: If you drop a creature (i.e., put it to 0 hp or below, or simply kill it) in melee, you can immediately make a melee attack with the same weapon and at the same attack bonus against a creature within reach. This ability may be used once per round.
Improved Initiative: Gain a +4 bonus on Initiative checks.
Power Attack: On your round before making an attack, you may choose a number X to subtract from all melee attacks and add it to your damage (as indicated below) until your next round. The number X may be no more than your Base Attack Bonus.
Damage bonus:
No damage bonus – Light Weapon; secondary end of a Double-Weapon
+X damage bonus – One-Handed Weapon used in one hand; primary end of a Double-Weapon
+2X damage bonus – Two-Handed Weapon; One-Handed Weapon used in two hands; Double-Weapon when only one end is being used for an attack.
Self-Sufficient: +2 bonus to Heal & Survival checks.
Weapon Focus (Great Sword): Gain a +1 bonus to attack rolls with a Great Sword.
Weapon Specialisation (Great Sword): Gain a +2 bonus on damage rolls with Great Swords
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Belzander Shrope

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