Korath

 
Korath

Background: Goes here, discussing with Aragorn.

Korath, The Mad Hermit
Age: ??? (looks young); Height: 6'4; Weight: 244lbs; Type: Outsider; Subtype: Native
Human
Berserker

Initiative: +5 Senses: darkvision 60ft, perception +, search +, sense motive +,

Languages:
AC: 37 , touch 27, flat-footed 32; Speed: 50ft; Fly (average) 50ft
HP
8d12 = 52 +48
100; Form 45; Fort
2 (base) +7 (stat) +2 (VoPoverty)
11; Ref
2 (base) +5 (stat) +2 (VoPoverty)
9; Will
6 (base) +4 (stat) +2 (VoPoverty)
12
Immunities:
Resistances: fortification 25% 40%, +8 on Will saves vs Aberrations

Attack
Full Attack
BA +6; Grapple
BA +6, Insight +5, Str +9, two feats +8; ignore size penalties for grappling
+28
Attack options
Special actions
Spell-like Abilities 3/day –
+3 AC and Saves
defensive precognition,
Immediate: +5 untyped on Will saves
empty mind,
this spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
foresight,
DC 25 Will; 8d10 untyped damage
mind thrust; 1/day –
Will DC 25; 10hrs
aversion,
2d12 healing
body adjustment,
Will DC 23; Target: humanoid, animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider; Dazed and cannot perform psionic actions
brain lock,
+5 shield bonus to AC
force screen,
Will DC 24; 30ft Cone; Stunned for two rounds
psionic blast

Abilities
Light load: 400
Med load: 800
Max load: 1,200
Overhead: 1,200
Off Ground: 2,400
Push/Drag: 6,000
Str 28 (+9), Dex 21 (+5), Con 22 (+6), Int 18 (+4), Wis 17 (+3), Cha 28 (+9)
Alignment: Neutral

SQ:
Korath has become immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
endure elements, enhanced sphere access,
Korath has become immune to detect thoughts, discern lies, and any attempt to discern his alignment.
mind-shielding, petitioner immunities, sustenance

Feats: horde breaker, juggernaut,
see below
vow of poverty (gitp version), whirlwind
Skills: 107 skill points

acrobatics
athletics
craft
disguise
escape artist
gather information
knowledge (dungeoneering)
knowledge (planar)
perception
persuasion
search
sense motive
stealth
thievery
wordsmithing



Possessions: long spear (+2, merciful)



Hematite Medallion
* Wearer receives disease resistance +5 to saves; DR 10 vs disease damage.
* Incorporeal as the monster ability up to as long as one can hold their breath.

[private=jreece, rock_ds]Zoreosk, Frogthulhu
Age: ??? (looks young); Height: 6'4; Weight: 244lbs; Type: Outsider; Subtype: Native, Psionic
Human
Berserker

Initiative: +5 Senses: darkvision 60ft, mindsight 100ft, tremorsense 60ft, perception +, search +, sense motive +,

Languages: telepathy 100ft

AC: 37 , touch 27, flat-footed 32; Speed:
[B]burrow - earthglide, fly (average), and swim
100ft
HP
8d12 = 52 +48 +20
120; PSI 128; Form 45; Fort
2 (base) +7 (stat) +2 (VoPoverty)
11; Ref
2 (base) +5 (stat) +2 (VoPoverty)
9; Will
6 (base) +4 (stat) +2 (VoPoverty)
12
Immunities:
Resistances: cold resistance 5; fortification 25% 40%, +5 on Will saves vs mind-affecting spells and abilities, +8 on Will saves vs Aberrations

Attack
Full Attack
BA +6; Grapple
BA +6, Insight +5, Str +9, three feats +10; ignore size penalties for grappling
+30
Attack options
Special actions

Psionic Powers Known (ML 8 – DCs 22-25)
4th: energy ball, freedom of movement, metamorphosis, modify memory
3rd: time hop, touch sight
2nd: damp power, ego whip, share pain
1st: astral construct, mind-link, vigor
Spell-like Abilities 3/day –
+3 AC and Saves
defensive precognition,
Immediate: +5 untyped on Will saves
empty mind,
this spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
foresight,
DC 25 Will; 8d10 untyped damage
mind thrust; 1/day –
Will DC 25; 10hrs
aversion,
g
body adjustment,
Will DC 23; Target: humanoid, animal, fey, giant, magical beast, monstrous humanoid, aberration, dragon, elemental, or outsider; Dazed and cannot perform psionic actions
brain lock,
+5 shield bonus to AC
force screen,
Will DC 24; 30ft Cone; Stunned for two rounds
psionic blast

Abilities
Light load: 400
Med load: 800
Max load: 1,200
Overhead: 1,200
Off Ground: 2,400
Push/Drag: 6,000
Str 28 (+9), Dex 21 (+5), Con 22 (+6), Int 20 (+5), Wis 19 (+4), Cha 32 (+11)
Alignment: Chaotic Neutral

SQ: amphibious,
Korath has become immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
endure elements,
[B]Korath has become immune to detect thoughts, discern lies, and any attempt to discern his alignment.
mind-shielding, sustenance
Feats:

Skills: 107 skill points
acrobatics
athletics
craft
disguise
escape artist
gather information
knowledge (dungeoneering)
knowledge (planar)
perception
persuasion
search
sense motive
stealth
thievery
wordsmithing

balance and tumble
+4 (untyped)
acrobatics,
climb, jump, and swim; can take 10, can "run" when swimming
+8 (racial), +4 (untyped)
athletics,
+4 (untyped)
craft: sculpture,
+4 (untyped)
disguise,
+5 (untyped), +4 (untyped)
escape artist,
+10 (insight), +4 (untyped)
gather information,
+4 (untyped)
knowledge (dungeoneering),
+4 (untyped)
knowledge (the planes),
listen and spot
+4 (untyped)
perception,
bluff, diplomacy, and intimidate
+8 (class), +10 (insight), +4 (untyped)
persuasion,
+4 (untyped)
search,
+10 (insight), +4 (untyped)
sense motive,
hide and move silently
+4 (untyped)
stealth,
disable device, open lock, and sleight of hand
+4 (untyped)
thievery,
decipher script and forgery
+4 (untyped)
wordsmithing

+10 (insight), +4 (untyped)
bluff,
+10 (insight), +4 (untyped)
diplomacy,
+5 (untyped), +4 (untyped)
escape artist,
+10 (insight), +4 (untyped)
gather information,
+8 (class), +10 (insight), +4 (untyped)
intimidate,
+10 (insight), +4 (untyped)
sense motive,
can take 10, can "run", +8 (racial), +4 (untyped)
swim

"While most overworlders fortunately don't realize this, Gargoyles can be most delicious, providing you have the appropriate tools to carve them." -The Underworld Cookbook, by Asmoranomardicadaistinaculdacar

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