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<blockquote data-quote="hong" data-source="post: 1454902" data-attributes="member: 537"><p>Altin's henchman, a warrior gone over to the dark side. Flurry + haste + wounding weapon = scary. Strike of corruption = very scary, unfortunately it's once per encounter only.</p><p> </p><p> </p><p><strong>Saduj:</strong> male human ftr6/tainted berserker 7; CR 10; Medium Humanoid (human); HD 6d10+7d12+65 (155 hp); Init +2; Spd 20 ft (30 ft base); AC 25 (touch 14, flat-footed 23); BAB +13; Grap +19; Atk +23/+18/+13 melee (1d10+14/x3 plus 1 Con, <em>+2 wounding halberd</em>); SA Unholy strike, whirling frenzy 3/day, strike of corruption 2/day; SQ DR 3/good, accursed, aura of fear; AL LE; SV Fort +19, Ref +10, Will +12 (+15 vs mind-influencing effects); Str 22, Dex 14, Con 20, Int 9, Wis 14, Cha 15.</p><p> </p><p><em>Skills and Feats:</em> Intimidate +15, Jump +15, Sense Motive +10, Cleave, Indomitable, Iron Will, Luck of Heroes, Power Attack, Soul of Battle, Still Mind, Weapon Focus (greataxe), Weapon Specialisation (greataxe).</p><p> </p><p><em>SA — Unholy Strike (Su):</em> Saduj’s melee and ranged weapon attacks are treated as evil-aligned, and bypass the corresponding damage reduction.</p><p> </p><p><em>SA — Strike of Corruption (Su):</em> Saduj can imbue a melee or ranged weapon attack with foul, life-destroying energy. He deals 2d6 points of temporary Constitution damage if he hits, in addition to any damage normally inflicted. A DC 18 Fortitude save halves the Constitution damage taken. He can use this ability twice per day, but no more than once per encounter.</p><p> </p><p><em>SA — Whirling Frenzy (Ex):</em> Three times per day, Saduj can enter into a state of frenzied bloodlust, gaining terrifying strength and speed. In a whirling frenzy, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the tainted berserker might make before his next action.</p><p> </p><p>While in a frenzy, Saduj cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A whirling frenzy lasts 8 rounds, although he may prematurely end his frenzy. At the end of the frenzy, he loses the modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter.</p><p> </p><p>Saduj can enter a frenzy only once per encounter. Entering a frenzy takes no time in itself, but the tainted berserker can do it only during his action, not in response to someone else’s action.</p><p> </p><p><em>SQ — Accursed (Ex):</em> Saduj’s association with foul magic has left its mark on his soul. He is treated as evil-aligned for the purposes of spells and effects, regardless of his actual alignment. For example, he detects as evil with a <em>detect evil</em> spell, he takes extra damage when struck by a weapon with the holy enchantment, and so on.</p><p> </p><p><em>SQ — Aura of Fear (Su):</em> Saduj radiates a malign aura that can terrify his enemies and cause them to flee from the battlefield. The aura is activated when he enters a whirling frenzy, and potentially affects all creatures within 15 feet who have less than 5 HD and have hostile intent towards him. Such creatures must succeed at a DC 18 Will save or be frightened for 2d4 rounds.</p><p> </p><p>A frightened creature suffers a –2 morale penalty on attack and damage rolls and saving throws, and flees from him as well as it can. If unable to flee, the creature may fight. Creatures that make their save are immune to his aura of fear for one day. This is a mind-affecting, compulsion, fear-based effect.</p><p> </p><p><em>Equipment:</em> <em>+2 wounding halberd</em>; excellent quality Britannian steel full plate; <em>+1 ring of protection</em>; <em>+1 amulet of natural armour</em>; <em>+3 cloak of resistance</em>; <em>boots of speed</em>.</p><p> </p><p><em>Powerup Results</em> (whirling frenzy, <em>haste</em>): Spd 50 ft; AC 28 (touch 17, flat-footed 23); Grap +21; Atk +26/+26/+21/+16 melee or +24/+24/+24/+19/+14 melee (1d10+17/x3 plus 1 Con, <em>+2 wounding halberd</em>); SV Ref +12; Str 26.</p><p> </p><p> </p><p>Notes:</p><p>- Whirling frenzy is a rage variant found in UA. You get a Str boost, +2 AC and an extra attack like a monk's flurry, instead of a Con boost and -2 AC and +2 on Will saves. </p><p> </p><p>Links:</p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/tainted_berserker.htm" target="_blank">Tainted berserker</a></p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/cha_feats.htm" target="_blank">Indomitable and Soul of Battle feats</a></p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/ma_feats.htm#still_mind" target="_blank">Still Mind feat</a></p></blockquote><p></p>
[QUOTE="hong, post: 1454902, member: 537"] Altin's henchman, a warrior gone over to the dark side. Flurry + haste + wounding weapon = scary. Strike of corruption = very scary, unfortunately it's once per encounter only. [b]Saduj:[/b] male human ftr6/tainted berserker 7; CR 10; Medium Humanoid (human); HD 6d10+7d12+65 (155 hp); Init +2; Spd 20 ft (30 ft base); AC 25 (touch 14, flat-footed 23); BAB +13; Grap +19; Atk +23/+18/+13 melee (1d10+14/x3 plus 1 Con, [i]+2 wounding halberd[/i]); SA Unholy strike, whirling frenzy 3/day, strike of corruption 2/day; SQ DR 3/good, accursed, aura of fear; AL LE; SV Fort +19, Ref +10, Will +12 (+15 vs mind-influencing effects); Str 22, Dex 14, Con 20, Int 9, Wis 14, Cha 15. [i]Skills and Feats:[/i] Intimidate +15, Jump +15, Sense Motive +10, Cleave, Indomitable, Iron Will, Luck of Heroes, Power Attack, Soul of Battle, Still Mind, Weapon Focus (greataxe), Weapon Specialisation (greataxe). [i]SA — Unholy Strike (Su):[/i] Saduj’s melee and ranged weapon attacks are treated as evil-aligned, and bypass the corresponding damage reduction. [i]SA — Strike of Corruption (Su):[/i] Saduj can imbue a melee or ranged weapon attack with foul, life-destroying energy. He deals 2d6 points of temporary Constitution damage if he hits, in addition to any damage normally inflicted. A DC 18 Fortitude save halves the Constitution damage taken. He can use this ability twice per day, but no more than once per encounter. [i]SA — Whirling Frenzy (Ex):[/i] Three times per day, Saduj can enter into a state of frenzied bloodlust, gaining terrifying strength and speed. In a whirling frenzy, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the tainted berserker might make before his next action. While in a frenzy, Saduj cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A whirling frenzy lasts 8 rounds, although he may prematurely end his frenzy. At the end of the frenzy, he loses the modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter. Saduj can enter a frenzy only once per encounter. Entering a frenzy takes no time in itself, but the tainted berserker can do it only during his action, not in response to someone else’s action. [i]SQ — Accursed (Ex):[/i] Saduj’s association with foul magic has left its mark on his soul. He is treated as evil-aligned for the purposes of spells and effects, regardless of his actual alignment. For example, he detects as evil with a [i]detect evil[/i] spell, he takes extra damage when struck by a weapon with the holy enchantment, and so on. [i]SQ — Aura of Fear (Su):[/i] Saduj radiates a malign aura that can terrify his enemies and cause them to flee from the battlefield. The aura is activated when he enters a whirling frenzy, and potentially affects all creatures within 15 feet who have less than 5 HD and have hostile intent towards him. Such creatures must succeed at a DC 18 Will save or be frightened for 2d4 rounds. A frightened creature suffers a –2 morale penalty on attack and damage rolls and saving throws, and flees from him as well as it can. If unable to flee, the creature may fight. Creatures that make their save are immune to his aura of fear for one day. This is a mind-affecting, compulsion, fear-based effect. [i]Equipment:[/i] [i]+2 wounding halberd[/i]; excellent quality Britannian steel full plate; [i]+1 ring of protection[/i]; [i]+1 amulet of natural armour[/i]; [i]+3 cloak of resistance[/i]; [i]boots of speed[/i]. [i]Powerup Results[/i] (whirling frenzy, [i]haste[/i]): Spd 50 ft; AC 28 (touch 17, flat-footed 23); Grap +21; Atk +26/+26/+21/+16 melee or +24/+24/+24/+19/+14 melee (1d10+17/x3 plus 1 Con, [i]+2 wounding halberd[/i]); SV Ref +12; Str 26. Notes: - Whirling frenzy is a rage variant found in UA. You get a Str boost, +2 AC and an extra attack like a monk's flurry, instead of a Con boost and -2 AC and +2 on Will saves. Links: - [url="http://www.zipworld.com.au/~hong/dnd/tainted_berserker.htm"]Tainted berserker[/url] - [url="http://www.zipworld.com.au/~hong/dnd/cha_feats.htm"]Indomitable and Soul of Battle feats[/url] - [url="http://www.zipworld.com.au/~hong/dnd/ma_feats.htm#still_mind"]Still Mind feat[/url] [/QUOTE]
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