JiCi
First Post
Hey guys, it's me again
This time, I would like you to take a look at a particulary dangerous hobgoblin battleaxe master.
I used:
- hobgoblin
- Messianic (Blackdirge's Templates)
- Devout (Blackdirge's Templates)
- Brute (Blackdirge's Templates)
- Axe Reaver PrC (Blackdirge's Master at Arms)
Garrock, Chosen of Maglubiyet CR 26
Male Devout Messianic Brute hobgoblin Clr 15 / Axe Reaver 5
NE Medium humanoid (extraplanar, goblinoid)
Init +3; Senses Darkvision 60 ft., detect alignment, Listen +24, Spot +24
Auras Evil, Aura of the Chosen
Languages Common, Goblin, Orc, Draconic
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AC 42, Touch 21, Flat-footed 41
(+1 dex, +13 armor, +6 shield, +2 natural, +5 deflection, +5 divine)
HP 195 (20 HD: 3d8 + 15d8 + 5d8 + 60); DR 3/-
Immune heavy fortification
Fort +28 Ref +23 Will +33; Endurance, Tough as Nails, Divine Grace
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Speed 20ft. (4 squares) in armor, fly 60 ft (good); 30ft. (6 squares) base
Melee +5 Large adamantine unholy battleaxe of wounding +31/+26/+21/+16 (2d6+15 plus 2d6 unholy plus 7 unholy plus 1 Con/17-20/x3) [two-handed] and
Melee slam +20 (1d6+3)
Space 5 ft; Reach 5 ft;
Base Atk +18; Grapple +29
Atk Options Power Attack, Improved Sunder, Destuction Domain Power (smite: 1/day, +4 to attack rolls, +15 to damage), Smite the Infidel, Negative Energy Touch, Curse of the Infidel, Two-Handed Mayhem, Hooking Strike, Sneak Attack +1d6, Flesh Biter
Special Options Rebuke Undead, Brutal Surge, Turn Opposing Alignment, Voice of the Chosen, Blood of the Martyr, Rain of Iron
Spell-like Abilities CL 23th (DC 15+ spell level)
3/day- bless, greater command
1/day- aid, command, divine favor, divine power, eagle’s splendor, heroes’ feast, mark of justice, miracle, restoration, resurrection, searing light, symbol of persuasion, unholy aura
Spells Prepared CL 19th (DC 20 + spell level), Empower Spell, Divine Metamagic, Expert Channeler, chaos/evil spells +1 CL; Domains: Evil, Destruction
8th- earthquake (d), unholy aura (d), firestorm, greater spell immunity
7th- disintegrate (d), blasphemy (d), destruction, regenerate, symbol of weakness
6th- harm (d), create undead (d), mass inflict moderate wounds (2), blade barrier, greater dispel magic, geas/quest
5th- dispel good (d), mass inflict light wounds (d), empower inflict serious wounds (2), commune, flame strike, righteous might, slay living
4th- unholy blight (d), inflict critical wounds (d), inflict critical wounds (2), discern lies, divine power, poison, spell immunity
3rd- contagion (d), magic circle vs. good (d), inflict serious wounds (2), bestow curse, deeper darkness, dispel magic, prayer, speak with dead
2nd- shatter (d), desecrate (d), inflict moderate wounds (2), augury, bear’s endurance, bull’s strength, death knell, hold person, spiritual weapon
1st- inflict light wounds (d), protection from good (d), bane, cause fear, curse water, doom, entropic shield, obscuring mist, sanctuary, shield of faith
0- detect magic, read magic, inflict minor wounds, resistance, virtue, guidance
Combat Gear 5 potions of Cure Serious Wounds, wand of Unholy Blight, wand of Cure Critical Wounds, wand of Inflict Critical Wounds
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Abilities Str 25 Dex 16 Con 18 Int 14 Wis 31 Cha 20
SQ Powerful Build, Weapon of Faith, Expert Channeler, Touched by the Gods, Loved by the Gods, Crushing Blow, Strong Back
Feats Power Attack (b), Iron Will (b), Endurance, Weapon Focus (Battleaxe), Combat Casting, Lightning Reflexes, Empower Spell, Divine Metamagic (Empower Spell), Improved Critical (Battleaxe) (b), Practiced Spellcaster [cleric], Improved Sunder (b)
Skills Climb +12*, Concentration +26*, Diplomacy +9*, Hide +8, Intimidate +20*, Jump +12*, Listen +24, Move Silently +8*, Spot +24, Swim +7*
* Garrock has a 4 racial bonus to the following skills
Possessions Combat gear plus +5 Large adamantine unholy battleaxe of wounding, +5 adamantine full plate of heavy fortification, +4 animated heavy adamantine shield, Wings of Flying, Ring of Protection +5, Gloves of Dexterity +6, Belt of Giant Strength +6, Periapt of Wisdom +6, Vest of Resistance +5
Level Adjustment +8; +9 if he possesses 5 cleric levels or more
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Turn or Rebuke Undead (Su) Garrock can rebuke or commands undead creatures up to 8 times per day.
Brutal Surge (Su) When pressed, Garrock can summon incredible amounts of strength and physical power. Once per day, as a free action, Garrock can activate a brutal surge, gaining a +23 enhancement bonus to Strength for 1 round.
Powerful Build (Ex) The physical stature of Garrock lets him function in many ways as if he was one size category larger. Whenever he 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), Garrock is treated as one size larger if doing so is advantageous to him.
Garrock 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. He can also 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 special quality stack with the effects of powers, abilities and spells that change Garrock’s size category.
Tough as Nails (Ex) Garrock is exceptionally hardy and difficult to kill. He has the ability to shrug of damage that would kill or at least incapacitate weaker creatures. Anytime Garrock takes damage that would bring it below 0 hit points, he is allowed a Fortitude saving throw (DC = 10 + damage dealt). If the Fortitude saving throw is successful, Garrock shrugs off the attack completely, and takes no damage.
Weapon of Faith (Su) Any weapon or natural weapon wielded by Garrock is considered evil-aligned. In addition, the aligned weapon deals 7 extra points of damage to creatures of the opposite alignment.
Smite the Infidel (Su) When Garrock strikes a good creature in melee, the target must make a Will DC 31 save or be shaken for 23 rounds. The save is Wisdom-based. Targets that are affected by this ability or that successfully save against it cannot be affected by the same devout creature for 24 hours. Creatures immune to fear effects are not affected by smite the infidel.
Detect Alignment (Sp) Garrock can detect creatures and objects of good alignment at will, as if it were using the appropriate spell (detect good) at caster level 23rd.
Turn Opposing Alignment (Su) Garrock can turn good creatures as a 10th-level cleric. This ability can be used 8 times per day.
Negative Energy Touch (Su) Once per day, as a standard action, Garrock can channel negative energy and inflict 23 points of damage. Using this ability on unwilling creatures requires a melee touch attack. Creatures that can be damaged by this ability receive a Will DC 31 save for half damage. The save is Wisdom-based.
Expert Channeler (Su) Garrock adds its Wisdom modifier to the damage inflicted using inflict spells.
Touched by the Gods (Su) Garrock gains the special domain power of a third cleric domain.
Loved by the Gods (Su) Garrock can cast one additional domain spell per spell level he can cast.
Curse of the Infidel (Su) At will, as a standard action, Garrock can focus the wrath of his deity upon a foe who is not of his own race or not of his own alignment. To use curse the infidel, Garrock must succeed at a melee touch attack. If successful, the target must succeed at a Will DC 26 save or suffer effects identical to that of the bestow curse spell. The save is Charisma-based.
Voice of the Chosen (Su) Garrock is truly the voice of the gods, and as such, his words carry the magic of the divine. Three times per day, Garrock may speak a special word to trigger an intense emotional response in his targets. He may affect up to 6 targets at once. Unless otherwise noted, all effects last 1d4+5 rounds. All effects can be resisted with a successful Will DC 26 save, although goblinoids suffer a –4 penalty to the saving throw. The save is Charisma-based. A targeted creature must be able to hear Garrock and understand the language he uses. Garrock may choose from the following effects.
• Word of Despair: The word of despair causes all targets to take a –2 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
• Word of Influence: The word of influence replicates the effects of a charm monster spell as if cast by an 18th-level caster.
• Word of Terror: The word of terror causes all targeted creatures to become panicked, fleeing from the messianic creature at their best possible speed.
Aura of the Chosen (Su) All allies of goblinoids within 10 feet receive a +2 morale bonus to attack rolls, saves, and skill checks.
Blood of the Martyr (Su) If Garrock is reduced to less than half of his starting hit points in plain view of members of his own race and alignment, they may fly into a berserk fury and immediately attack Garrock’s foes. This frenzy is identical to the barbarian’s rage ability, save that it lasts for the duration of the encounter or until the Garrock is restored to full hit points. Garrock’s allies may attempt to resist entering into the frenzy, but must make a successful Will DC 26 save in order to do so. Those affected by blood of the martyr are not fatigued once the rage ends. The save is Charisma-based.
Divine Grace (Su) Garrock receives his Charisma modifier (if any) as a bonus on all saving throws.
Crushing Blow (Ex) Although the battleaxe is technically a slashing weapon, it has a very heavy blade, and can inflict crushing as well as cutting injuries. In the hands of Garrock, a battleaxe deals both slashing and bludgeoning damage, allowing him to overcome the damage reduction of certain monsters normally resistant to slashing damage (e.g. skeletons).
Rain of Iron (Ex) The battleaxe is an unsubtle weapon, and those struck by its heavy blade, if not killed outright, can suffer lingering effects from its brutal caress. Whenever Garrock strikes an opponent in melee with his axe more than once in the same round, he forces the opponent to make a Fortitude DC 22 saving throw or suffer a debilitating effect based on how many times the opponent was struck, as shown on the table below. The save is Strength-based.
Number of Hits Effect
1 hit No effect
2 hits Sickened
3 hits Staggered
4 hits Knocked prone
All effects last 1 round and are cumulative, although only one saving throw is required to avoid all effects. For example, if a creature was struck four times in the same round by an Garrock, he would be sickened, staggered, and knocked prone if he failed the Fortitude save. He would suffer no ill effects (other than a truckload of damage from getting hit four times) on a successful saving throw.
Strong Back (Ex) Garrock is a master of lightning raids and attacks, requiring that he strike fast, grab all that he can carry, and then retreat to safety. He suffers no penalty to movement when carrying a medium load or wearing medium armor. He still suffers all other penalties associated with medium encumbrance.
Two-Handed Mayhem (Ex) When Garrock wields a battleaxe in two hands, he increases the critical threat range of the weapon to 19-20. This increased threat range can be further improved with the Improved Critical feat or the keen weapon special ability, as normal.
Hooking Strike (Ex) Garrock can use the blade of his battleaxe to hook shields and weapons, opening up his opponent’s defenses and leaving him vulnerable to a crippling strike. To use hooking strike, Garrock must hit his opponent with a melee touch attack. If the melee touch attack is successful, Garrock and his opponent make opposed Strength checks. The axe reaver and his opponent each add a +4 bonus for each size category they are larger than Medium or a –4 penalty for each size category they are smaller than Medium. If Garrock wins the opposed strength check, he pulls his opponent’s weapon or shield offline, with the resulting effects listed below. If his opponent wins the opposed roll, Garrock is treated as if his own weapon was hooked (see below).
Shield: If Garrock successfully hooks an enemy’s shield, he pulls it away from his opponent’s body, negating its shield bonus to his opponent’s armor class for one round. In addition, he may make an immediate melee attack against the opponent at the same attack bonus with which he made the initial melee touch attack.
Weapon: If Garrock successfully hooks his opponent’s weapon, he drags it off line, requiring that the opponent spend a move action on his turn to bring the weapon back to an attacking position. In addition, he may make an immediate melee attack against the opponent at the same attack bonus with which he made the initial melee touch attack.
Sneak Attack (Ex) This is exactly like the rogue ability of the same name. If Garrock gets a sneak attack bonus from another source, the bonuses on damage stack.
Flesh Biter (Ex) Garrock can smite his foes with devastatingly powerful blows of his axe, smashing through armor, flesh, and bone with relative ease. Whenever Garrock uses the Power Attack feat with the battleaxe, he increases the threat range of the weapon by +1 for every 5 points of base attack bonus he commits to the feat.
Stats Bonuses
Base elite stats: Str 13 Dex 8 Con 14 Int 10 Wis 15 Cha 12
After race & template modifiers: Str 19 Dex 8 Con 18 Int 14 Wis 23 Cha 20
Inherent Bonuses allotment per level and magic items
4th: Wis +1 (24)
8th: Wis +1 (25)
11th: Dex +6 (16) = Gloves of Dexterity +6
12th: Wis +1 (26)
15th: Str +6 (25) = Belt of Giant Strength +6
15th: Wis +6 (29) = Periapt of Wisdom +6
16th: Wis +1 (30)
20th: Wis +1 (31)
Final stats at 20th level: Str 25 Dex 16 Con 18 Int 14 Wis 31 Cha 20
Class levels arrangement
Cleric 1
Cleric 2
Cleric 3
Cleric 4
Cleric 5
Cleric 6
Cleric 7
Cleric 8
Cleric 9
Cleric 10
Cleric 11
Cleric 12
Cleric 13
Cleric 14
Cleric 15
Axe Reaver 1
Axe Reaver 2
Axe Reaver 3
Axe Reaver 4
Axe Reaver 5
Feats
1st: Power Attack (bonus: brute template)
1st: Iron Will (bonus: devout template)
1st: Endurance
3rd: Weapon Focus (Battleaxe)
6th: Combat Casting
9th: Lightning Reflexes
12th: Empower Spell
15th: Divine Metamagic (Empower Spell)
17th: Improved Critical (Battleaxe) (bonus: axe reaver)
18th: Practiced Spellcaster [cleric]
19th: Improved Sunder (bonus: axe reaver)
Possessions
760,000 gp (base 20th)
- 165,310 gp: +5 Large adamantine unholy battleaxe of wounding
- 116,650 gp: +5 adamantine full plate of heavy fortification
- 41,170 gp: +4 animated heavy adamantine shield
- 54,000 gp: Wings of Flying
- 50,000 gp: Ring of Protection +5
- 36,000 gp: Gloves of Dexterity +6
- 36,000 gp: Belt of Giant Strength +6
- 36,000 gp: Periapt of Wisdom +6
- 25,000 gp: Vest of Resistance +5 (as cloak)
- 24,000 gp: wand of Unholy Blight
- 21,000 gp: wand of Cure Critical Wounds
- 21,000 gp: wand of Inflict Critical Wounds
- 3,750 gp: 5 potions of Cure Serious Wounds
= 130,120 gp remaining
So what do you think ? Feel free to post your comments!
This time, I would like you to take a look at a particulary dangerous hobgoblin battleaxe master.
I used:
- hobgoblin
- Messianic (Blackdirge's Templates)
- Devout (Blackdirge's Templates)
- Brute (Blackdirge's Templates)
- Axe Reaver PrC (Blackdirge's Master at Arms)
Garrock, Chosen of Maglubiyet CR 26
Male Devout Messianic Brute hobgoblin Clr 15 / Axe Reaver 5
NE Medium humanoid (extraplanar, goblinoid)
Init +3; Senses Darkvision 60 ft., detect alignment, Listen +24, Spot +24
Auras Evil, Aura of the Chosen
Languages Common, Goblin, Orc, Draconic
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AC 42, Touch 21, Flat-footed 41
(+1 dex, +13 armor, +6 shield, +2 natural, +5 deflection, +5 divine)
HP 195 (20 HD: 3d8 + 15d8 + 5d8 + 60); DR 3/-
Immune heavy fortification
Fort +28 Ref +23 Will +33; Endurance, Tough as Nails, Divine Grace
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Speed 20ft. (4 squares) in armor, fly 60 ft (good); 30ft. (6 squares) base
Melee +5 Large adamantine unholy battleaxe of wounding +31/+26/+21/+16 (2d6+15 plus 2d6 unholy plus 7 unholy plus 1 Con/17-20/x3) [two-handed] and
Melee slam +20 (1d6+3)
Space 5 ft; Reach 5 ft;
Base Atk +18; Grapple +29
Atk Options Power Attack, Improved Sunder, Destuction Domain Power (smite: 1/day, +4 to attack rolls, +15 to damage), Smite the Infidel, Negative Energy Touch, Curse of the Infidel, Two-Handed Mayhem, Hooking Strike, Sneak Attack +1d6, Flesh Biter
Special Options Rebuke Undead, Brutal Surge, Turn Opposing Alignment, Voice of the Chosen, Blood of the Martyr, Rain of Iron
Spell-like Abilities CL 23th (DC 15+ spell level)
3/day- bless, greater command
1/day- aid, command, divine favor, divine power, eagle’s splendor, heroes’ feast, mark of justice, miracle, restoration, resurrection, searing light, symbol of persuasion, unholy aura
Spells Prepared CL 19th (DC 20 + spell level), Empower Spell, Divine Metamagic, Expert Channeler, chaos/evil spells +1 CL; Domains: Evil, Destruction
8th- earthquake (d), unholy aura (d), firestorm, greater spell immunity
7th- disintegrate (d), blasphemy (d), destruction, regenerate, symbol of weakness
6th- harm (d), create undead (d), mass inflict moderate wounds (2), blade barrier, greater dispel magic, geas/quest
5th- dispel good (d), mass inflict light wounds (d), empower inflict serious wounds (2), commune, flame strike, righteous might, slay living
4th- unholy blight (d), inflict critical wounds (d), inflict critical wounds (2), discern lies, divine power, poison, spell immunity
3rd- contagion (d), magic circle vs. good (d), inflict serious wounds (2), bestow curse, deeper darkness, dispel magic, prayer, speak with dead
2nd- shatter (d), desecrate (d), inflict moderate wounds (2), augury, bear’s endurance, bull’s strength, death knell, hold person, spiritual weapon
1st- inflict light wounds (d), protection from good (d), bane, cause fear, curse water, doom, entropic shield, obscuring mist, sanctuary, shield of faith
0- detect magic, read magic, inflict minor wounds, resistance, virtue, guidance
Combat Gear 5 potions of Cure Serious Wounds, wand of Unholy Blight, wand of Cure Critical Wounds, wand of Inflict Critical Wounds
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Abilities Str 25 Dex 16 Con 18 Int 14 Wis 31 Cha 20
SQ Powerful Build, Weapon of Faith, Expert Channeler, Touched by the Gods, Loved by the Gods, Crushing Blow, Strong Back
Feats Power Attack (b), Iron Will (b), Endurance, Weapon Focus (Battleaxe), Combat Casting, Lightning Reflexes, Empower Spell, Divine Metamagic (Empower Spell), Improved Critical (Battleaxe) (b), Practiced Spellcaster [cleric], Improved Sunder (b)
Skills Climb +12*, Concentration +26*, Diplomacy +9*, Hide +8, Intimidate +20*, Jump +12*, Listen +24, Move Silently +8*, Spot +24, Swim +7*
* Garrock has a 4 racial bonus to the following skills
Possessions Combat gear plus +5 Large adamantine unholy battleaxe of wounding, +5 adamantine full plate of heavy fortification, +4 animated heavy adamantine shield, Wings of Flying, Ring of Protection +5, Gloves of Dexterity +6, Belt of Giant Strength +6, Periapt of Wisdom +6, Vest of Resistance +5
Level Adjustment +8; +9 if he possesses 5 cleric levels or more
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Turn or Rebuke Undead (Su) Garrock can rebuke or commands undead creatures up to 8 times per day.
Brutal Surge (Su) When pressed, Garrock can summon incredible amounts of strength and physical power. Once per day, as a free action, Garrock can activate a brutal surge, gaining a +23 enhancement bonus to Strength for 1 round.
Powerful Build (Ex) The physical stature of Garrock lets him function in many ways as if he was one size category larger. Whenever he 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), Garrock is treated as one size larger if doing so is advantageous to him.
Garrock 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. He can also 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 special quality stack with the effects of powers, abilities and spells that change Garrock’s size category.
Tough as Nails (Ex) Garrock is exceptionally hardy and difficult to kill. He has the ability to shrug of damage that would kill or at least incapacitate weaker creatures. Anytime Garrock takes damage that would bring it below 0 hit points, he is allowed a Fortitude saving throw (DC = 10 + damage dealt). If the Fortitude saving throw is successful, Garrock shrugs off the attack completely, and takes no damage.
Weapon of Faith (Su) Any weapon or natural weapon wielded by Garrock is considered evil-aligned. In addition, the aligned weapon deals 7 extra points of damage to creatures of the opposite alignment.
Smite the Infidel (Su) When Garrock strikes a good creature in melee, the target must make a Will DC 31 save or be shaken for 23 rounds. The save is Wisdom-based. Targets that are affected by this ability or that successfully save against it cannot be affected by the same devout creature for 24 hours. Creatures immune to fear effects are not affected by smite the infidel.
Detect Alignment (Sp) Garrock can detect creatures and objects of good alignment at will, as if it were using the appropriate spell (detect good) at caster level 23rd.
Turn Opposing Alignment (Su) Garrock can turn good creatures as a 10th-level cleric. This ability can be used 8 times per day.
Negative Energy Touch (Su) Once per day, as a standard action, Garrock can channel negative energy and inflict 23 points of damage. Using this ability on unwilling creatures requires a melee touch attack. Creatures that can be damaged by this ability receive a Will DC 31 save for half damage. The save is Wisdom-based.
Expert Channeler (Su) Garrock adds its Wisdom modifier to the damage inflicted using inflict spells.
Touched by the Gods (Su) Garrock gains the special domain power of a third cleric domain.
Loved by the Gods (Su) Garrock can cast one additional domain spell per spell level he can cast.
Curse of the Infidel (Su) At will, as a standard action, Garrock can focus the wrath of his deity upon a foe who is not of his own race or not of his own alignment. To use curse the infidel, Garrock must succeed at a melee touch attack. If successful, the target must succeed at a Will DC 26 save or suffer effects identical to that of the bestow curse spell. The save is Charisma-based.
Voice of the Chosen (Su) Garrock is truly the voice of the gods, and as such, his words carry the magic of the divine. Three times per day, Garrock may speak a special word to trigger an intense emotional response in his targets. He may affect up to 6 targets at once. Unless otherwise noted, all effects last 1d4+5 rounds. All effects can be resisted with a successful Will DC 26 save, although goblinoids suffer a –4 penalty to the saving throw. The save is Charisma-based. A targeted creature must be able to hear Garrock and understand the language he uses. Garrock may choose from the following effects.
• Word of Despair: The word of despair causes all targets to take a –2 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
• Word of Influence: The word of influence replicates the effects of a charm monster spell as if cast by an 18th-level caster.
• Word of Terror: The word of terror causes all targeted creatures to become panicked, fleeing from the messianic creature at their best possible speed.
Aura of the Chosen (Su) All allies of goblinoids within 10 feet receive a +2 morale bonus to attack rolls, saves, and skill checks.
Blood of the Martyr (Su) If Garrock is reduced to less than half of his starting hit points in plain view of members of his own race and alignment, they may fly into a berserk fury and immediately attack Garrock’s foes. This frenzy is identical to the barbarian’s rage ability, save that it lasts for the duration of the encounter or until the Garrock is restored to full hit points. Garrock’s allies may attempt to resist entering into the frenzy, but must make a successful Will DC 26 save in order to do so. Those affected by blood of the martyr are not fatigued once the rage ends. The save is Charisma-based.
Divine Grace (Su) Garrock receives his Charisma modifier (if any) as a bonus on all saving throws.
Crushing Blow (Ex) Although the battleaxe is technically a slashing weapon, it has a very heavy blade, and can inflict crushing as well as cutting injuries. In the hands of Garrock, a battleaxe deals both slashing and bludgeoning damage, allowing him to overcome the damage reduction of certain monsters normally resistant to slashing damage (e.g. skeletons).
Rain of Iron (Ex) The battleaxe is an unsubtle weapon, and those struck by its heavy blade, if not killed outright, can suffer lingering effects from its brutal caress. Whenever Garrock strikes an opponent in melee with his axe more than once in the same round, he forces the opponent to make a Fortitude DC 22 saving throw or suffer a debilitating effect based on how many times the opponent was struck, as shown on the table below. The save is Strength-based.
Number of Hits Effect
1 hit No effect
2 hits Sickened
3 hits Staggered
4 hits Knocked prone
All effects last 1 round and are cumulative, although only one saving throw is required to avoid all effects. For example, if a creature was struck four times in the same round by an Garrock, he would be sickened, staggered, and knocked prone if he failed the Fortitude save. He would suffer no ill effects (other than a truckload of damage from getting hit four times) on a successful saving throw.
Strong Back (Ex) Garrock is a master of lightning raids and attacks, requiring that he strike fast, grab all that he can carry, and then retreat to safety. He suffers no penalty to movement when carrying a medium load or wearing medium armor. He still suffers all other penalties associated with medium encumbrance.
Two-Handed Mayhem (Ex) When Garrock wields a battleaxe in two hands, he increases the critical threat range of the weapon to 19-20. This increased threat range can be further improved with the Improved Critical feat or the keen weapon special ability, as normal.
Hooking Strike (Ex) Garrock can use the blade of his battleaxe to hook shields and weapons, opening up his opponent’s defenses and leaving him vulnerable to a crippling strike. To use hooking strike, Garrock must hit his opponent with a melee touch attack. If the melee touch attack is successful, Garrock and his opponent make opposed Strength checks. The axe reaver and his opponent each add a +4 bonus for each size category they are larger than Medium or a –4 penalty for each size category they are smaller than Medium. If Garrock wins the opposed strength check, he pulls his opponent’s weapon or shield offline, with the resulting effects listed below. If his opponent wins the opposed roll, Garrock is treated as if his own weapon was hooked (see below).
Shield: If Garrock successfully hooks an enemy’s shield, he pulls it away from his opponent’s body, negating its shield bonus to his opponent’s armor class for one round. In addition, he may make an immediate melee attack against the opponent at the same attack bonus with which he made the initial melee touch attack.
Weapon: If Garrock successfully hooks his opponent’s weapon, he drags it off line, requiring that the opponent spend a move action on his turn to bring the weapon back to an attacking position. In addition, he may make an immediate melee attack against the opponent at the same attack bonus with which he made the initial melee touch attack.
Sneak Attack (Ex) This is exactly like the rogue ability of the same name. If Garrock gets a sneak attack bonus from another source, the bonuses on damage stack.
Flesh Biter (Ex) Garrock can smite his foes with devastatingly powerful blows of his axe, smashing through armor, flesh, and bone with relative ease. Whenever Garrock uses the Power Attack feat with the battleaxe, he increases the threat range of the weapon by +1 for every 5 points of base attack bonus he commits to the feat.
Stats Bonuses
Base elite stats: Str 13 Dex 8 Con 14 Int 10 Wis 15 Cha 12
After race & template modifiers: Str 19 Dex 8 Con 18 Int 14 Wis 23 Cha 20
Inherent Bonuses allotment per level and magic items
4th: Wis +1 (24)
8th: Wis +1 (25)
11th: Dex +6 (16) = Gloves of Dexterity +6
12th: Wis +1 (26)
15th: Str +6 (25) = Belt of Giant Strength +6
15th: Wis +6 (29) = Periapt of Wisdom +6
16th: Wis +1 (30)
20th: Wis +1 (31)
Final stats at 20th level: Str 25 Dex 16 Con 18 Int 14 Wis 31 Cha 20
Class levels arrangement
Cleric 1
Cleric 2
Cleric 3
Cleric 4
Cleric 5
Cleric 6
Cleric 7
Cleric 8
Cleric 9
Cleric 10
Cleric 11
Cleric 12
Cleric 13
Cleric 14
Cleric 15
Axe Reaver 1
Axe Reaver 2
Axe Reaver 3
Axe Reaver 4
Axe Reaver 5
Feats
1st: Power Attack (bonus: brute template)
1st: Iron Will (bonus: devout template)
1st: Endurance
3rd: Weapon Focus (Battleaxe)
6th: Combat Casting
9th: Lightning Reflexes
12th: Empower Spell
15th: Divine Metamagic (Empower Spell)
17th: Improved Critical (Battleaxe) (bonus: axe reaver)
18th: Practiced Spellcaster [cleric]
19th: Improved Sunder (bonus: axe reaver)
Possessions
760,000 gp (base 20th)
- 165,310 gp: +5 Large adamantine unholy battleaxe of wounding
- 116,650 gp: +5 adamantine full plate of heavy fortification
- 41,170 gp: +4 animated heavy adamantine shield
- 54,000 gp: Wings of Flying
- 50,000 gp: Ring of Protection +5
- 36,000 gp: Gloves of Dexterity +6
- 36,000 gp: Belt of Giant Strength +6
- 36,000 gp: Periapt of Wisdom +6
- 25,000 gp: Vest of Resistance +5 (as cloak)
- 24,000 gp: wand of Unholy Blight
- 21,000 gp: wand of Cure Critical Wounds
- 21,000 gp: wand of Inflict Critical Wounds
- 3,750 gp: 5 potions of Cure Serious Wounds
= 130,120 gp remaining
So what do you think ? Feel free to post your comments!