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S@squ@tch's Against the Giants - Team Black
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<blockquote data-quote="hero4hire" data-source="post: 3868054" data-attributes="member: 20711"><p><strong>Jaxel Wyldwalker</strong></p><p></p><p>[code][B]Name:[/B] Jaxel Wyldwalker</p><p>[B]Class:[/B] Ranger 3/Fighter 2/Gnome Giant-Slayer 3 (R/F/R/F/R/GS/GS/GS)</p><p>[B]Race:[/B] Gnome</p><p>[B]Size:[/B] Small</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] NG</p><p></p><p>[B]Deity:[/B] Sovereign Host</p><p></p><p>[B]Str:[/B] 18 +4 (10p.) [B]Level:[/B] 8 [B]XP[/B]: 27,000</p><p>[B]Dex:[/B] 14 +2 (6p.) [B]BAB:[/B] +8 [B]HP:[/B] 75 (3d8+5d10+16)</p><p>[B]Con:[/B] 14 +2 (4p.) [B]Grapple:[/B] +7 [B]Action Points:[/B] 8</p><p>[B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b] +2 Str level +2 Str Belt</p><p>[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +2 [B]Spell Save:[/B] </p><p>[B]Cha:[/B] 10 +0 (2p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] na%</p><p></p><p>[B] Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +5 +2 +2 +1 +2 +1 23</p><p>[B]Touch:[/B] 14 [B]Flatfooted:[/B] 21</p><p>[B]Notes:[/B] +8 Dodge vs Giants. +2 Dodge vs Large or Bigger</p><p></p><p>[B]Spell Res:[/B] None</p><p>[B]Dmg Red:[/B] None</p><p></p><p>[B] Total Base Mod Misc[/B]</p><p>[B]Fort:[/B] +11 +9 +2 --</p><p>[B]Ref:[/B] +6 +4 +2 --</p><p>[B]Will:[/B] +4 +2 +2 --</p><p>[B]Notes:[/B] +2 racial bonus on saving throws against illusions. </p><p></p><p>[B]Weapon Attack Damage Critical Range[/B]</p><p>Giantbane Tortoise Blade +14 1d4+5 19-20x2 ------</p><p>MW Tortoise Blade +14 1d4+4 19-20x2 ------</p><p>Longbow +13 1d6 x3 100 ft</p><p>[B]Notes:[/B] +5 weapon damage vs Giants, +1d6 weapon damage vs Evil Giants.</p><p></p><p>[B]Languages:[/B] Common, Giant, Burrowing Creatures</p><p></p><p>[B]Abilities:[/B] </p><p>Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, </p><p>torchlight, and similar conditions of poor illumination. He retains the ability to </p><p>distinguish color and detail under these conditions. </p><p>Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons </p><p>rather than exotic weapons. </p><p>+2 racial bonus on saving throws against illusions. </p><p>Add +1 to the Difficulty Class for all saving throws against illusion spells cast by </p><p>gnomes. This adjustment stacks with those from similar effects. </p><p>+1 racial bonus on attack rolls against kobolds and goblinoids. </p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a </p><p>creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught </p><p>flat-footed, it loses its dodge bonus, too. </p><p>Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 </p><p>minute). A gnome with a Charisma score of at least 10 also has the following </p><p>spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level </p><p>1st; save DC 10 + gnome’s Cha modifier + spell level. </p><p></p><p>Gnome Ranger Substitution/Gnome Favored Enemy: Giant +3</p><p>Track</p><p>Wild Empathy</p><p>Combat Style: Two Weapon</p><p>Favored Enemy: Giant +2</p><p>Crafty Fighter: +4 Dodge vs Giants, +2 Dodge vs. Large or bigger.</p><p>Slippery: +3 Grapple Checks vs Large or Bigger. Can Move through squares of Large </p><p>or Bigger creatures.</p><p></p><p>[B]Feats: [/B] </p><p>[I]Dodge[/I]</p><p>Type: General</p><p>Source: Player's Handbook v.3.5 </p><p></p><p>You are adept at dodging blows.</p><p></p><p>Prerequisite: Dex 13+</p><p>Benefit: During your action, you designate an opponent and receive a +1 dodge </p><p>bonus to Armor Class against attacks from that opponent. You can select a new </p><p>opponent on any action, Note: A condition that makes you lose your Dexterity </p><p>bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge </p><p>bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with </p><p>each other, unlike most other types of bonuses.</p><p></p><p>[I]Endurance[/I]</p><p>Type: General</p><p>Source: Player's Handbook v.3.5 </p><p></p><p>You are capable of amazing feats of stamina.</p><p></p><p>Benefit: Whenever you make a check for performing a physical action that extends </p><p>over a period of time (running, swimming, holding your breath, and so on), you get </p><p>a +4 bonus to the check.</p><p></p><p></p><p>[I]Giantbane[/I]</p><p>Type: Tactical</p><p>Source: Complete Warrior </p><p></p><p>You are trained in fighting foes larger than you are.</p><p></p><p>Prerequisite: Medium or smaller size, Tumble 5 ranks, base attack bonus +6.</p><p>Benefit: The Giantbane feat enables the use of three tactical maneuvers.</p><p>[COLOR=White]Duck Underneath:[/COLOR] To use this maneuver, you must have </p><p>taken a total defense action, then have been attacked by a foe at least two size </p><p>categories larger than you. You gain a +4 dodge bonus to your Armor Class, which </p><p>stacks with the bonus for total defense. If that foe misses you, on your next turn, </p><p>as a free action, you may make a DC 15 Tumble check. If the check succeeds, </p><p>you move immediately to any unoccupied square on the opposite side of the foe </p><p>(having successfully ducked underneath your foe). If there is no unoccupied </p><p>square on the opposite side of the foe or you fail the Tumble check, you remain in </p><p>the square you are in and have failed to duck underneath your foe.</p><p>[COLOR=White]Death from Below:[/COLOR] To use this maneuver, you must have </p><p>successfully used the duck underneath maneuver. You may make an immediate </p><p>single attack against the foe you ducked underneath. That foe is treated as </p><p>flat-footed, and you gain a +4 bonus on your attack roll.</p><p>[COLOR=White]Climb Aboard: [/COLOR] To use this maneuver, you must move </p><p>adjacent to a foe at least two size categories larger than you. In the following </p><p>round, you may make a DC 10 Climb check as a free action to clamber onto the </p><p>creature's back or limbs (you move into one of the squares the creature occupies). </p><p>The creature you're standing on takes a -4 penalty on attack rolls against you, </p><p>because it can strike at you only awkwardly. If the creature moves during its action, </p><p>you move along with it. The creature can try to shake you off by making a grapple </p><p>check opposed by your Climb check. If the creature succeeds, you wind up in a </p><p>random adjacent square.</p><p>Special: A fighter may select Giantbane as one of his fighter bonus feats.</p><p></p><p>[I]Mobility[/I]</p><p>Type: General</p><p>Source: Player's Handbook v.3.5 </p><p></p><p>You are skilled at dodging past opponents and avoiding blows.</p><p></p><p>Prerequisite: Dex 13+, Dodge</p><p>Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity </p><p>caused when you move out of or within a threatened area. Note: A condition that </p><p>makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge </p><p>bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge </p><p>giants) stack with each other, unlike most types of bonuses.</p><p></p><p>[I]Nemesis[/I]</p><p>Type: Exalted</p><p>Source: Book of Exalted Deeds </p><p></p><p>You are the holy bane of creatures of a particular type.</p><p></p><p>Prerequisite: Favored enemy class ability</p><p>Benefit: Choose one of your favored enemies. You can sense the presence of creatures </p><p>of this type within 60 feet, as well as pinpoint their exact location (distance and </p><p>direction) relative to you. Normal barriers and obstructions do not block this </p><p>supernatural ability, allowing you to sense the presence and location of creatures </p><p>behind doors or walls, for example. This feat does nor allow you to see an invisible or </p><p>hidden creature (although you can still discern its location).</p><p></p><p>In addition to sensing the presence of your favored enemy you deal +1d6 points of </p><p>damage on weapon attack rolls made against evil representatives of the favored </p><p>enemy creature type.</p><p>Special: You can choose this feat multiple times. Its effects do not stack. Each time </p><p>you select this feat, it applies to a different favored enemy.</p><p></p><p>[I]Spring Attack[/I]</p><p>Type: General</p><p>Source: Player's Handbook v.3.5 </p><p></p><p>You are trained in fast melee attacks and fancy footwork.</p><p></p><p>Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher</p><p>Benefit: When using the attack action with a melee weapon, you can move both </p><p>before and after the attack, provided that your total distance moved is not greater </p><p>than your speed. Moving in this way does not provoke an attack of opportunity from </p><p>the defender you attack. You can't use this feat if you are in heavy armor.</p><p></p><p>[I]Titan Fighting[/I]</p><p>Type: Racial</p><p>Source: Races of Stone </p><p></p><p>You have been trained to fight larger creatures, and you are adept at dodging their </p><p>attacks.</p><p></p><p>Prerequisite: Dodge, racial dodge bonus to Armor Class against monsters of the giant </p><p>type.</p><p>Benefit: When you designate a creature at least one size category larger than you as </p><p>the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against </p><p>monsters of the giant type against attacks from that opponent (regardless of its </p><p>creature type) instead of the +1 bonus granted by the Dodge feat.</p><p>Special: A fighter may select Titan Fighting as one of his fighter bonus feats.</p><p></p><p></p><p></p><p></p><p>[B]Skill Points:[/B] 57 [B]Max Ranks:[/B] 11/5.5</p><p>[B]Skills Total Ranks Mod Misc[/B]</p><p>Appraise +1 0 +1 --</p><p>Balance +4 0 +2 +2</p><p>Bluff +0 0 +0 --</p><p>Climb +9 6 +3 --</p><p>Craft-Alchemy +3 0 +1 +2</p><p>Concentration +2 0 +2 --</p><p>Diplomacy +0 0 +0 --</p><p>Disguise +0 0 +2 --</p><p>Escape Artist +5 3 +2 --</p><p>Forgery +0 0 +1 --</p><p>Gather Info +0 0 +0 --</p><p>Hide +15 9 +2 +4</p><p>Intimidate +0 0 +0 --</p><p>Jump +1 0 +3 -2</p><p>Listen +10 6 +2 +2</p><p>Move Silently +10 8 +2 --</p><p>Perform +0 0 +0 --</p><p>Search +1 0 +1 --</p><p>Sense Motive +2 0 +2 --</p><p>Spot +2 0 +2 --</p><p>Survival +10 8 +2 --</p><p>Swim +3 0 +3 --</p><p>Tumble +11 9 +2 --</p><p>Use Rope +2 0 +2 --</p><p></p><p>[B]Notes:[/B] </p><p>Versus Giants: </p><p>+2 Bluff, +3 Hide, +5 Listen, +3 Move Silent, +2 Sense Motive, +5 Spot, +5 Survival</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>+1 Giantbane Tortoise Blade 8310 1.5</p><p>MW Tortoise Blade (+1 shield) 1460 1.5</p><p>+1 Mithral Chain Shirt 2100 6.25</p><p>Gauntlets of Giantfelling-m103 2000 --</p><p>Ring of Sustenance 2500 --</p><p>+1 Ring of Protection 2000 --</p><p>+1 Amulet of Natural Armor 2000 --</p><p>Belt of Priestly Might-m74 6000 1</p><p>Trollgut Rope-m190 500 7</p><p>Longbow 75 1.5</p><p>20 arrows 1 1.5</p><p>Backpack 2 0.5</p><p>Bedroll 0.1 1.25 </p><p>Scrollcase 1 0.5</p><p>Flint and Steel 1 --</p><p>Grappling Hook 1 4</p><p>10 sheets Paper 4 --</p><p>Belt Pouch 1 0.125</p><p>Sack 0.1 0.125</p><p>Waterskin 1 1</p><p></p><p>[B]Total Weight:[/B] 29.5lb [B]Money:[/B] 4pp 2gp 8sp</p><p></p><p>[B] Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 57/75 115/150 173/225 345/450 863/1125</p><p></p><p>[B]Age:[/B] 72</p><p>[B]Height:[/B] 3' 3"</p><p>[B]Weight:[/B] 43 lbs.</p><p>[B]Eyes:[/B] Brown</p><p>[B]Hair:[/B] Blond</p><p>[B]Skin:[/B] Tan</p><p>[/CODE]</p><p></p><p><strong>Appearance:</strong> </p><p><img src="http://i68.photobucket.com/albums/i31/herofhire/DnD/gnome_barbarian.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Background:</strong> </p><p>Jaxel Wyldwalker was born to a fairly ordinary pair of Gnomes in Zilargo. One day while minding his parents shoppe a diplomat from House Sivis stumbled in. The Dragonmarked Noble had been poisoned, but before he died he gave Jaxel a scrolltube and bade him to do his best to bring it to Stormreach. This involved Jaxel in a world of intrigue and adventure. When all was said and done he delivered the scrolltube...unopened. So began a long term business relationship with House Sivis wherein the young gnome delivered "sensitive" packages to dangerous locations across the lands. He gained a reputation for being fearless and specialized in travelling giant infested lands.</p><p>Naturally, when several expeditions disappeared and Giants are rumoured to be involved...Who you going to call?</p><p></p><p>[sblock=Notes]<strong>Tortoise Blade, Gnome: </strong> </p><p><em>cost: 10 gp, small damage: 1d4, medium damage: 1d6, crit 19-20 x2, weight: 3 lb., type: P </em> </p><p>This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks likea turtle shell strapped to the wielder's wrist, with a daggerlike blade jutting out where the weilders fingers should be. </p><p>A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade, you do not get the shield bonus to your AC. </p><p>A tortoise blade also provides a -1 armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a tortoise blade can be enchanted as a weapon, as a shield or both, but such enchantments mst be paid for and applied separately. </p><p><strong>Gauntlets of Giantfelling</strong> (+1d6/size difference 3/day),</p><p><strong>Trollgut Rope</strong>. (50' rope that extends to 300'.)[/sblock]</p></blockquote><p></p>
[QUOTE="hero4hire, post: 3868054, member: 20711"] [b]Jaxel Wyldwalker[/b] [code][B]Name:[/B] Jaxel Wyldwalker [B]Class:[/B] Ranger 3/Fighter 2/Gnome Giant-Slayer 3 (R/F/R/F/R/GS/GS/GS) [B]Race:[/B] Gnome [B]Size:[/B] Small [B]Gender:[/B] Male [B]Alignment:[/B] NG [B]Deity:[/B] Sovereign Host [B]Str:[/B] 18 +4 (10p.) [B]Level:[/B] 8 [B]XP[/B]: 27,000 [B]Dex:[/B] 14 +2 (6p.) [B]BAB:[/B] +8 [B]HP:[/B] 75 (3d8+5d10+16) [B]Con:[/B] 14 +2 (4p.) [B]Grapple:[/B] +7 [B]Action Points:[/B] 8 [B]Int:[/B] 12 +1 (4p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b] +2 Str level +2 Str Belt [B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +2 [B]Spell Save:[/B] [B]Cha:[/B] 10 +0 (2p.) [B]ACP:[/B] -0 [B]Spell Fail:[/B] na% [B] Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +5 +2 +2 +1 +2 +1 23 [B]Touch:[/B] 14 [B]Flatfooted:[/B] 21 [B]Notes:[/B] +8 Dodge vs Giants. +2 Dodge vs Large or Bigger [B]Spell Res:[/B] None [B]Dmg Red:[/B] None [B] Total Base Mod Misc[/B] [B]Fort:[/B] +11 +9 +2 -- [B]Ref:[/B] +6 +4 +2 -- [B]Will:[/B] +4 +2 +2 -- [B]Notes:[/B] +2 racial bonus on saving throws against illusions. [B]Weapon Attack Damage Critical Range[/B] Giantbane Tortoise Blade +14 1d4+5 19-20x2 ------ MW Tortoise Blade +14 1d4+4 19-20x2 ------ Longbow +13 1d6 x3 100 ft [B]Notes:[/B] +5 weapon damage vs Giants, +1d6 weapon damage vs Evil Giants. [B]Languages:[/B] Common, Giant, Burrowing Creatures [B]Abilities:[/B] Low-Light Vision: A gnome 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. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Gnome Ranger Substitution/Gnome Favored Enemy: Giant +3 Track Wild Empathy Combat Style: Two Weapon Favored Enemy: Giant +2 Crafty Fighter: +4 Dodge vs Giants, +2 Dodge vs. Large or bigger. Slippery: +3 Grapple Checks vs Large or Bigger. Can Move through squares of Large or Bigger creatures. [B]Feats: [/B] [I]Dodge[/I] Type: General Source: Player's Handbook v.3.5 You are adept at dodging blows. Prerequisite: Dex 13+ Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action, Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most other types of bonuses. [I]Endurance[/I] Type: General Source: Player's Handbook v.3.5 You are capable of amazing feats of stamina. Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding your breath, and so on), you get a +4 bonus to the check. [I]Giantbane[/I] Type: Tactical Source: Complete Warrior You are trained in fighting foes larger than you are. Prerequisite: Medium or smaller size, Tumble 5 ranks, base attack bonus +6. Benefit: The Giantbane feat enables the use of three tactical maneuvers. [COLOR=White]Duck Underneath:[/COLOR] To use this maneuver, you must have taken a total defense action, then have been attacked by a foe at least two size categories larger than you. You gain a +4 dodge bonus to your Armor Class, which stacks with the bonus for total defense. If that foe misses you, on your next turn, as a free action, you may make a DC 15 Tumble check. If the check succeeds, you move immediately to any unoccupied square on the opposite side of the foe (having successfully ducked underneath your foe). If there is no unoccupied square on the opposite side of the foe or you fail the Tumble check, you remain in the square you are in and have failed to duck underneath your foe. [COLOR=White]Death from Below:[/COLOR] To use this maneuver, you must have successfully used the duck underneath maneuver. You may make an immediate single attack against the foe you ducked underneath. That foe is treated as flat-footed, and you gain a +4 bonus on your attack roll. [COLOR=White]Climb Aboard: [/COLOR] To use this maneuver, you must move adjacent to a foe at least two size categories larger than you. In the following round, you may make a DC 10 Climb check as a free action to clamber onto the creature's back or limbs (you move into one of the squares the creature occupies). The creature you're standing on takes a -4 penalty on attack rolls against you, because it can strike at you only awkwardly. If the creature moves during its action, you move along with it. The creature can try to shake you off by making a grapple check opposed by your Climb check. If the creature succeeds, you wind up in a random adjacent square. Special: A fighter may select Giantbane as one of his fighter bonus feats. [I]Mobility[/I] Type: General Source: Player's Handbook v.3.5 You are skilled at dodging past opponents and avoiding blows. Prerequisite: Dex 13+, Dodge Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus to dodge giants) stack with each other, unlike most types of bonuses. [I]Nemesis[/I] Type: Exalted Source: Book of Exalted Deeds You are the holy bane of creatures of a particular type. Prerequisite: Favored enemy class ability Benefit: Choose one of your favored enemies. You can sense the presence of creatures of this type within 60 feet, as well as pinpoint their exact location (distance and direction) relative to you. Normal barriers and obstructions do not block this supernatural ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does nor allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of your favored enemy you deal +1d6 points of damage on weapon attack rolls made against evil representatives of the favored enemy creature type. Special: You can choose this feat multiple times. Its effects do not stack. Each time you select this feat, it applies to a different favored enemy. [I]Spring Attack[/I] Type: General Source: Player's Handbook v.3.5 You are trained in fast melee attacks and fancy footwork. Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack. You can't use this feat if you are in heavy armor. [I]Titan Fighting[/I] Type: Racial Source: Races of Stone You have been trained to fight larger creatures, and you are adept at dodging their attacks. Prerequisite: Dodge, racial dodge bonus to Armor Class against monsters of the giant type. Benefit: When you designate a creature at least one size category larger than you as the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat. Special: A fighter may select Titan Fighting as one of his fighter bonus feats. [B]Skill Points:[/B] 57 [B]Max Ranks:[/B] 11/5.5 [B]Skills Total Ranks Mod Misc[/B] Appraise +1 0 +1 -- Balance +4 0 +2 +2 Bluff +0 0 +0 -- Climb +9 6 +3 -- Craft-Alchemy +3 0 +1 +2 Concentration +2 0 +2 -- Diplomacy +0 0 +0 -- Disguise +0 0 +2 -- Escape Artist +5 3 +2 -- Forgery +0 0 +1 -- Gather Info +0 0 +0 -- Hide +15 9 +2 +4 Intimidate +0 0 +0 -- Jump +1 0 +3 -2 Listen +10 6 +2 +2 Move Silently +10 8 +2 -- Perform +0 0 +0 -- Search +1 0 +1 -- Sense Motive +2 0 +2 -- Spot +2 0 +2 -- Survival +10 8 +2 -- Swim +3 0 +3 -- Tumble +11 9 +2 -- Use Rope +2 0 +2 -- [B]Notes:[/B] Versus Giants: +2 Bluff, +3 Hide, +5 Listen, +3 Move Silent, +2 Sense Motive, +5 Spot, +5 Survival [B]Equipment: Cost Weight[/B] +1 Giantbane Tortoise Blade 8310 1.5 MW Tortoise Blade (+1 shield) 1460 1.5 +1 Mithral Chain Shirt 2100 6.25 Gauntlets of Giantfelling-m103 2000 -- Ring of Sustenance 2500 -- +1 Ring of Protection 2000 -- +1 Amulet of Natural Armor 2000 -- Belt of Priestly Might-m74 6000 1 Trollgut Rope-m190 500 7 Longbow 75 1.5 20 arrows 1 1.5 Backpack 2 0.5 Bedroll 0.1 1.25 Scrollcase 1 0.5 Flint and Steel 1 -- Grappling Hook 1 4 10 sheets Paper 4 -- Belt Pouch 1 0.125 Sack 0.1 0.125 Waterskin 1 1 [B]Total Weight:[/B] 29.5lb [B]Money:[/B] 4pp 2gp 8sp [B] Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 57/75 115/150 173/225 345/450 863/1125 [B]Age:[/B] 72 [B]Height:[/B] 3' 3" [B]Weight:[/B] 43 lbs. [B]Eyes:[/B] Brown [B]Hair:[/B] Blond [B]Skin:[/B] Tan [/CODE] [B]Appearance:[/B] [IMG]http://i68.photobucket.com/albums/i31/herofhire/DnD/gnome_barbarian.jpg[/IMG] [B]Background:[/B] Jaxel Wyldwalker was born to a fairly ordinary pair of Gnomes in Zilargo. One day while minding his parents shoppe a diplomat from House Sivis stumbled in. The Dragonmarked Noble had been poisoned, but before he died he gave Jaxel a scrolltube and bade him to do his best to bring it to Stormreach. This involved Jaxel in a world of intrigue and adventure. When all was said and done he delivered the scrolltube...unopened. So began a long term business relationship with House Sivis wherein the young gnome delivered "sensitive" packages to dangerous locations across the lands. He gained a reputation for being fearless and specialized in travelling giant infested lands. Naturally, when several expeditions disappeared and Giants are rumoured to be involved...Who you going to call? [sblock=Notes][B]Tortoise Blade, Gnome: [/B] [I]cost: 10 gp, small damage: 1d4, medium damage: 1d6, crit 19-20 x2, weight: 3 lb., type: P [/I] This contraption is designed to be used by a gnome in his or her off hand. It is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or impossible. It looks likea turtle shell strapped to the wielder's wrist, with a daggerlike blade jutting out where the weilders fingers should be. A tortoise blade grants a +1 shield bonus to Armor Class. As with any shield, when you attack with a tortoise blade, you do not get the shield bonus to your AC. A tortoise blade also provides a -1 armor check penalty and a 5% arcane spell failure chance. Like a spiked shield, a tortoise blade can be enchanted as a weapon, as a shield or both, but such enchantments mst be paid for and applied separately. [B]Gauntlets of Giantfelling[/B] (+1d6/size difference 3/day), [B]Trollgut Rope[/B]. (50' rope that extends to 300'.)[/sblock] [/QUOTE]
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