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THE CHAOS EFFECT PCs, NPCs and Critters
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<blockquote data-quote="MadMaxim" data-source="post: 2262842" data-attributes="member: 15207"><p><strong>Spike - Marshal 5</strong></p><p>Lawful Neutral</p><p><strong>Medium Construct (Living Construct)</strong></p><p><strong>Hit Dice:</strong> 5d8+10 (42 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 21 (+1 Dex, +10 armor), touch 11, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +3/+5</p><p><strong>Attack:</strong> <em>+1 greatsword</em> +6 melee (2d6+4)</p><p><strong>Full Attack:</strong> <em>+1 greatsword</em> +6 melee (2d6+4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> None.</p><p><strong>Special Qualities:</strong> Damage reduction 2/adamantine, grant move action 1/day, major aura +1 (2), minor aura +1 (3), warforged traits.</p><p><strong>Saves:</strong> Fort +7, Ref +3, Will +6.</p><p><strong>Abilities:</strong> Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 13.</p><p><strong>Skills:</strong> Bluff +9, Diplomacy +16, Intimidate +11, Listen +9, Sense Motive +9, Spot +9.</p><p><strong>Feats: </strong> Adamantine Body, Combat Expertise, Skill Focus (Diplomacy) [bonus feat].</p><p><strong>Languages:</strong> Common, Dwarven, Elven.</p><p><strong>Action Points:</strong> 7.</p><p></p><p><strong>Equipment:</strong> <em>+1 greatsword</em>, <em>+2 adamantine plating</em>, <em>cloak of resistance +1</em>, 2 flasks of <em>repair moderate damage</em>, 1050 gp.</p><p><strong>Encumbrance:</strong> 9 lb./58 lb. (light load)</p><p><strong>Personal Information:</strong></p><p><strong>Patron Deity</strong> Dol Dorn</p><p><strong>Age</strong> 6</p><p><strong>Height</strong> 6'5"</p><p><strong>Weight</strong> 298 lb.</p><p><strong>Hair</strong> None</p><p><strong>Eyes</strong> Green</p><p><strong>Skin</strong> Grey</p><p></p><p><strong>XP:</strong> 11,125/15,000.</p><p></p><p><strong>Background Story</strong></p><p>Spike is a special type of warforged. When his comrades were taught about sword-play he was taught in the ways of diplomatic negotiations. He was taught to lead others into battle instead of following orders. He was given command of a squad of 10 warforged in The Last War and soon became an accomplished commander. He learned to develop tactics of engaging the enemy without suffering losses.</p><p></p><p>Spike fought for Aundair and was engaged in at least a dozen battles during the war. When the Treaty of Thronehold was signed, he suddenly stood without any squad to lead and felt an emptiness inside that he had never felt before. He was puzzled by this longing to belong to a unit and soon took up an adventuring career, because that was the closest thing he could come to lead a unit again.</p><p></p><p><strong>Description:</strong> Spike is a tall and sturdily built warforged with symbols carved into his right chest plate signifying his former rank as commander. His skin has a dull gray look to it (due to the adamantine being used in his construction). Even though his face is completely without expression there's an unmistakable aura of authority about him. His plating has a few dents and marks from cuts that he hasn't taken care of, so he looks pretty battle-hardened and experienced. His green eyes shine and seem to register every bit of movement around him and all this information is quickly analyzed to draw suitable conclusions. He seems a lot less "cold" and emotionless than your average warforged.</p><p></p><p><strong>Grant Move Action (Ex):</strong> Once per day as a standard action, Spike can grant any or all allies within 30 ft. a move action that must be taken immediately. This extra action does not affect the ally's initiative count; the round continues normally after Spike's turn is over.</p><p></p><p><strong>Major Auras (Ex):</strong> Hardy Soldiers (damage reduction 1/-), Motivate Ardor (+1 bonus on damage rolls).</p><p></p><p><strong>Minor Auras (Ex):</strong> Accurate Strike (+1 bonus on attack rolls to confirm critical hits), Art of War (+1 bonus on bull rush, disarm, sunder and trip attempts), Force of Will (+1 bonus on Will saves).</p><p></p><p>The auras in general are projected as a swift action and affect all allies (including himself) within 60 ft. who can hear Spike. He can maintain one major aura and one minor aura at a time. His auras are dismissed if he is dazed, unconscious, stunned, paralyzed or otherwise unable to speak. All bonuses granted are circumstance bonuses that do not stack with each other.</p></blockquote><p></p>
[QUOTE="MadMaxim, post: 2262842, member: 15207"] [b]Spike - Marshal 5[/b] Lawful Neutral [b]Medium Construct (Living Construct)[/b] [b]Hit Dice:[/b] 5d8+10 (42 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 20 ft. (4 squares) [b]Armor Class:[/b] 21 (+1 Dex, +10 armor), touch 11, flat-footed 20 [b]Base Attack/Grapple:[/b] +3/+5 [b]Attack:[/b] [i]+1 greatsword[/i] +6 melee (2d6+4) [b]Full Attack:[/b] [i]+1 greatsword[/i] +6 melee (2d6+4) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] None. [b]Special Qualities:[/b] Damage reduction 2/adamantine, grant move action 1/day, major aura +1 (2), minor aura +1 (3), warforged traits. [b]Saves:[/b] Fort +7, Ref +3, Will +6. [b]Abilities:[/b] Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 13. [b]Skills:[/b] Bluff +9, Diplomacy +16, Intimidate +11, Listen +9, Sense Motive +9, Spot +9. [b]Feats: [/b] Adamantine Body, Combat Expertise, Skill Focus (Diplomacy) [bonus feat]. [b]Languages:[/b] Common, Dwarven, Elven. [b]Action Points:[/b] 7. [b]Equipment:[/b] [i]+1 greatsword[/i], [i]+2 adamantine plating[/i], [i]cloak of resistance +1[/i], 2 flasks of [i]repair moderate damage[/i], 1050 gp. [b]Encumbrance:[/b] 9 lb./58 lb. (light load) [b]Personal Information:[/b] [b]Patron Deity[/b] Dol Dorn [b]Age[/b] 6 [b]Height[/b] 6'5" [b]Weight[/b] 298 lb. [b]Hair[/b] None [b]Eyes[/b] Green [b]Skin[/b] Grey [b]XP:[/b] 11,125/15,000. [b]Background Story[/b] Spike is a special type of warforged. When his comrades were taught about sword-play he was taught in the ways of diplomatic negotiations. He was taught to lead others into battle instead of following orders. He was given command of a squad of 10 warforged in The Last War and soon became an accomplished commander. He learned to develop tactics of engaging the enemy without suffering losses. Spike fought for Aundair and was engaged in at least a dozen battles during the war. When the Treaty of Thronehold was signed, he suddenly stood without any squad to lead and felt an emptiness inside that he had never felt before. He was puzzled by this longing to belong to a unit and soon took up an adventuring career, because that was the closest thing he could come to lead a unit again. [b]Description:[/b] Spike is a tall and sturdily built warforged with symbols carved into his right chest plate signifying his former rank as commander. His skin has a dull gray look to it (due to the adamantine being used in his construction). Even though his face is completely without expression there's an unmistakable aura of authority about him. His plating has a few dents and marks from cuts that he hasn't taken care of, so he looks pretty battle-hardened and experienced. His green eyes shine and seem to register every bit of movement around him and all this information is quickly analyzed to draw suitable conclusions. He seems a lot less "cold" and emotionless than your average warforged. [b]Grant Move Action (Ex):[/b] Once per day as a standard action, Spike can grant any or all allies within 30 ft. a move action that must be taken immediately. This extra action does not affect the ally's initiative count; the round continues normally after Spike's turn is over. [b]Major Auras (Ex):[/b] Hardy Soldiers (damage reduction 1/-), Motivate Ardor (+1 bonus on damage rolls). [b]Minor Auras (Ex):[/b] Accurate Strike (+1 bonus on attack rolls to confirm critical hits), Art of War (+1 bonus on bull rush, disarm, sunder and trip attempts), Force of Will (+1 bonus on Will saves). The auras in general are projected as a swift action and affect all allies (including himself) within 60 ft. who can hear Spike. He can maintain one major aura and one minor aura at a time. His auras are dismissed if he is dazed, unconscious, stunned, paralyzed or otherwise unable to speak. All bonuses granted are circumstance bonuses that do not stack with each other. [/QUOTE]
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