Rune Giant, Samurai. Non-Player Character
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1 1 of 6 Rune Giant, Samurai Non-Player Character Male Humanoid (Giant) Lawful Evil Age: 124 Height: 41' 8" Weight: 3000lb. Hair: Black Eyes: Ice-Blue Skin: Runes Samurai 4 STR: 40 (+15) DEX: 15/17 (+2/+3) CON: 28 (+9) INT: 14 (+2) WIS: 22 (+6) CHA: 18/24 (+4/+7)! Acroba cs dex : +2 Appraise int : +4 Bluff cha : +9! Climb str : +14 Cra (Enter Choice) int : +2 (23) Diplomacy cha : +35 Disguise cha : +9! Escape Ar st dex : +2! Fly dex : -4 Heal wis : +8 (23) In midate cha : +35 (23) Knowledge (History) int : +30 (2) Knowledge (Nobility) int : +9 (23) Percep on wis : +34! Ride dex : +2 (14) Sense Mo ve wis : +25! Stealth dex : -10 Survival wis : +8! Swim str : +14! Your current Armor Check Penalty applies to this skill. AC: 34 T: 9 FF: 31 = ' / 50' +3 ARMOR CLASS TOUCH FLAT-FOOTED BASE ARMOR BONUS SHIELD BONUS DEX SIZE NATURAL DEFLECTION DODGE MISC Damage Reduc on Land Speed Ini a ve CMB: +38 CMD: 51 FF: / 55 HP: Combat Manuever Bonus Combat Manuever Defense Defense Flat-Footed Bull Rush Total Hit points Current Lethal Nonlethal Hit points Damage Damage WOUNDS / CURRENT HP Fort Ref Will Saving Throw Total Bonus Base Save Ability Resistance Misc. Modifier Bonus Bonus Immunity to Cold Immunity to Electricity Immunity to Fire acid 30 Resolve (2/day) WEAPONS BAB +19 Melee +27/+22/+17/+12 Ranged +20/+15/+10/+5 +1 Axioma c Sword, Bastard An axioma c weapon is lawfully aligned and infused with the powe A ack: +29/+24/+19/+14, 4d8+40 Crit: 17-20/x2 Type: Slashing Gauntlet (from Armor) A ack: +27/+22/+17/+12, 1d8+25 Crit: 20/x2 Type: Bludgeoning Slam x2 (Giant, Rune) A ack: +22 x2, 2d6+12 Crit: 20/x2 Type: Bludgeoning Unarmed Strike A ack: +27/+22/+17/+12, 1d8+25 Crit: 20/x2 Type: Bludgeoning ARMOR +1 For fica on, Heavy Mithral Full Plate Mithral: Weighs half as much as normal. Thi AC: +10, Equpped: yes, Weight: 200lbs SHIELD Feats & Traits: Armor Proficiency (Heavy) (Combat) Armor Proficiency (Light) (Combat)
2 2 of 6 Armor Proficiency (Medium) (Combat) Bleeding Cri cal (Combat, Cri cal) Your cri cal hits cause opponents to bleed profusely. Prerequisites: Cri cal Focus, base a ack bonus +11. Benefit: Whenever you score a cri cal hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Condi ons) each round on his turn, in addi on to the damage dealt by the cri cal hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack. Special: You can only apply the effects of one cri cal feat to a given cri cal hit unless you possess Cri cal Mastery. Bull Rush Strike (Combat) Your cri cal hits can push back your foes. Prerequisites: Str 13, Improved Bull Rush, Power A ack, base a ack bonus +9. Benefit: Whenever you score a cri cal hit with a melee a ack, you can push your opponent back, in addi on to the normal damage dealt by the a ack. If your confirma on roll exceeds your opponent s CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an a ack of opportunity. Normal: You must perform a bull rush combat maneuver to bull rush an opponent. Special: You can only apply the effects of one of the following feats to a given cri cal hit: Bull Rush Strike, Disarming Strike, Reposi oning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat a er you make your confirma on roll. Cri cal Focus (Combat) You are trained in the art of causing pain. Prerequisites: Base a ack bonus +9. Benefit: You receive a +4 circumstance bonus on a ack rolls made to confirm cri cal hits. Furious Focus (Combat) Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. Prerequisites: Str 13, Power A ack, base a ack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power A ack feat, you do not suffer Power A ack s penalty on melee a ack rolls on the first a ack you make each turn. You s ll suffer the penalty on any addi onal a acks, including a acks of opportunity. Greater Vital Strike (Combat) You can make a single a ack that deals incredible damage. Prerequisites: Improved Vital Strike, Vital Strike, base a ack bonus +16. Benefit: When you use the a ack ac on, you can make one a ack at your highest base a ack bonus that deals addi onal damage. Roll the weapon's damage dice for the a ack four mes and add the results together before adding bonuses from Strength, weapon abili es (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not mul plied on a cri cal hit, but are added to the total. Improved Bull Rush (Combat) You are skilled at pushing your foes around. Prerequisite: Str 13, Power A ack, base a ack bonus +1. Benefit: You do not provoke an a ack of opportunity when performing a bull rush combat maneuver. In addi on, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Normal: You provoke an a ack of opportunity when performing a bull rush combat maneuver. Improved Cri cal: Sword, Bastard (Combat) A acks made with your chosen weapon are quite deadly. Prerequisite: Proficient with weapon, base a ack bonus +8. Benefit: When using the weapon you selected, your threat range is doubled. Special: You can gain Improved Cri cal mul ple mes. The effects do not stack. Each me you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon. Improved Vital Strike (Combat) You can make a single a ack that deals a large amount of damage. Prerequisites: Vital Strike, base a ack bonus +11. Benefit: When you use the a ack ac on, you can make one a ack at your highest base a ack bonus that deals addi onal damage. Roll the weapon's damage dice for the a ack three mes and add the results together before adding bonuses from Strength, weapon abili es (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not mul plied on a cri cal hit, but are added to the total. Mar al Weapon Proficiency - All Benefit: You are proficient with all Mar al weapons. Normal: When using a weapon with which you are not proficient, you are at -4 to a ack rolls. Power A ack -5/+10 (Combat) You can make excep onally deadly melee a acks by sacrificing accuracy for strength. Prerequisites: Str 13, base a ack bonus +1. Benefit: You can choose to take a 1 penalty on all melee a ack rolls and combat maneuver checks to gain a
3 3 of 6 +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an a ack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 mes your Strength modifier on damage rolls. This bonus to damage is halved ( 50%) if you are making an a ack with an off-hand weapon or secondary natural weapon. When your base a ack bonus reaches +4, and every 4 points therea er, the penalty increases by 1 and the bonus to damage increases by +2. You must choose to use this feat before making an a ack roll, and its effects last un l your next turn. The bonus damage does not apply to touch a acks or effects that do not deal hit point damage. Addi on from Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power A ack feat, you do not suffer Power A ack s penalty on melee a ack rolls on the first a ack you make each turn. You s ll suffer the penalty on any addi onal a acks, including a acks of opportunity. Shield Proficiency (Combat) You are trained in how to properly use a shield. Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on a ack rolls and on all skill checks that involve moving. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automa cally have Shield Proficiency as a bonus feat. They need not select it. Simple Weapon Proficiency - All (Combat) You are trained in the use of basic weapons. Benefit: You make a ack rolls with simple weapons without penalty. Normal: When using a weapon with which you are not proficient, you take a 4 penalty on a ack rolls. Special: All characters except for druids, monks, and wizards are automa cally proficient with all simple weapons. They need not select this feat. Vital Strike (Combat) You make a single a ack that deals significantly more damage than normal. Prerequisites: Base a ack bonus +6. Benefit: When you use the a ack ac on, you can make one a ack at your highest base a ack bonus that deals addi onal damage. Roll the weapon's damage dice for the a ack twice and add the results together before adding bonuses from Strength, weapon abili es (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not mul plied on a cri cal hit, but are added to the total. Addi on from Improved Vital Strike: Your Vital Strike damage is mul plied by 3 instead of 2. Addi on from Greater Vital Strike: Your Vital Strike damage is mul plied by 4 instead of 2. Weapon Focus: Sword, Bastard (Combat) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base a ack bonus +1. Benefit: You gain a +1 bonus on all a ack rolls you make using the selected weapon. Special: You can gain this feat mul ple mes. Its effects do not stack. Each me you take the feat, it applies to a new type of weapon. Weapon Specializa on: Sword, Bastard (Combat) You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Special: You can gain this feat mul ple mes. Its effects do not stack. Each me you take the feat, it applies to a new type of weapon.. Special Abilities: Low-Light Vision See twice as far as a human in low light, dis nguishing color and detail. Resolve (2/day) (Ex) (Samurai) Star ng at 1st level, the samurai gains resolve that he can call upon to endure even the most devasta ng wounds and aff lic ons. He can use this ability once per day at 1st level, plus one addi onal me per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defea ng the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy that surrenders or flees the ba le is also defeated. He can use this resolve in a number of ways. Determined: As a standard ac on, a samurai can spend one use of his resolve to remove the fa gued, shaken, or sickened condi on. If the samurai is at least 8th level, he can alterna vely remove the exhausted, frightened, nauseated, or staggered condi on. If these condi ons have a dura on longer than 1 hour or are permanent, this ability removes the condi on for 1 hour, at which me the condi on returns. Resolute: Whenever the samurai is required to make a For tude or Will save, he can spend one use of his resolve as an immediate ac on to roll twice and take the be er result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When
4 4 of 6 the samurai is reduced to fewer than 0 hit points, but not slain, he can spend one use of his resolve as an immediate ac on to instantly stabilize and remain conscious. He is staggered, but does not fall unconscious and begin dying if he takes a standard ac on. He does fall unconscious if he takes addi onal damage from any source. At 9th level, the samurai can spend his resolve to negate some of his most grievous wounds. A er a cri cal hit is confirmed against him, he can spend one use of his resolve as an immediate ac on to treat that cri cal hit as a normal hit. Effects that only trigger on a cri cal hit do not trigger when the samurai uses this ability. At 17th level, a samurai can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the a ack that would have killed him, he is le alive, at 1 hit points (or lower if he was already below 1) and stable. Immunity to Cold You are immune to cold damage. Immunity to Electricity You are immune to electricity damage. Immunity to Fire You are immune to fire damage. Damage Resistance, Acid (30) You have the specified Damage Resistance against Acid a acks. +3 Ride while riding your bonded mount. (Ex) (Samurai) A cavalier does not take an armor check penalty on Ride checks while riding his mount. Honor in All Things (1/day) (Ex) (Cavalier) At 2nd level, an order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free ac on to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one addi onal me per day for every four levels beyond 2nd. Command Giant (Su) (Giant, Rune) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants. Runes (DC 29) (Ex) (Giant, Rune) As a free ac on, whenever a rune giant uses its spark shower or spell-like abili es, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC For tude save or be blinded for 1 round. The saving throw is Charisma-based. Spark Shower (DC 31) (Su) (Giant, Rune) As a standard ac on, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks func on as a breath weapon (30-. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 rounds). The save DC is Cons tu on-based. Warrior's Challenge +4/+2 (2/day) (Ex) (Samurai) Once per day, a cavalier can challenge a foe to combat. As a swi ac on, the cavalier chooses one target within sight to challenge. The cavalier s melee a acks deal extra damage whenever the a acks are made against the target of his challenge. This extra damage is equal to the cavalier s level. The cavalier can use this ability once per day at 1st level, plus one addi onal me per day for every three levels beyond 1st, to a maximum of seven mes per day at 19th level. Challenging a foe requires much of the cavalier s concentra on. The cavalier takes a 2 penalty to his Armor Class, except against a acks made by the target of his challenge. The challenge remains in effect un l the target is dead or unconscious or un l the combat ends. Each cavalier s challenge also includes another effect which is listed in the sec on describing the cavalier s order. Addi on from Order of the Warrior: Whenever an order of the warrior samurai declares a challenge, he receives damage reduc on 2/ against a acks made by the target of his challenge. Animal Companion Link (Ex) (Samurai) A druid can handle her animal companion as a free ac on, or push it as a move ac on, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Knight's Pennon of Ba le This narrow cloth flag is made to a ach to the end a knight s lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight s pennon grants different benefits depending on its color and design. Ba le: The red knight s pennon of ba le allows its bearer to benefit from heroism once per day. Construc on Requirements Cra Wondrous Item, heroism; Cost 2,250 gp Mounted Archer (Ex) (Samurai) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a 2 penalty on a ack rolls with ranged weapons while his mount takes a double move. This penalty increases to 4 while his mount is running.
5 5 of 6 Ring of Truth Decep vely pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or wri ng. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct ques on truthfully. The wearer cannot remove the ring unless the magic of the curse is negated. Crea on Magic Items ring of mind shielding, ring of x-ray vision Warrior's Skills +2 (Cavalier) An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or poli cs of his land. Weapon Exper se: Sword, Bastard (Ex) (Samurai) At 3rd level, a samurai gains an unparalleled exper se with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free ac on as if he had the Quick Draw feat. In addi on, whenever he threatens a cri cal hit with the selected weapon, he gains a +2 bonus on the confirma on roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of mee ng the prerequisite for feats that specifically select his chosen weapon, such as Weapon Specializa on. Note: Making the Samurai count as a Fighter for the purpose of selec ng feats based on the specified weapon has only been implemented in a general manner at this point. Samurai levels will count as Fighter levels for all feats, and users should be careful to select only those feats that pertain to the chosen weapon. Armor: +1 For fica on, Heavy Mithral Full Plate Mithral: Weighs half as much as normal. Thi (AC: +10) This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fi ed to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces. Magic Items: +1 Axioma c Sword, Bastard An axioma c weapon is lawfully aligned and infused with the powe A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exo c weapon. A character can use a bastard sword two-handed as a mar al weapon. Belt of Incredible Dexterity, +2 This belt has a large silver buckle, usually depic ng the image of a ger. They add to the wearer's Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Moderate transmuta on; CL 8th; Cra Wondrous Item, cat's grace; Price 4,000 gp; Weight 1 lb. Boots of Speed As a free ac on, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The dura on of the haste effect need not be consecu ve rounds. Moderate transmuta on; CL 10th; Cra Wondrous Item, haste; Price 12,000 gp; Weight 1 lb. Cloak of Displacement, Major This item appears to be a normal cloak, but on command its magical proper es distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit. Moderate illusion; CL 7th; Cra Wondrous Item, Extend Spell, displacement; Price 50,000 gp; Weight 1 lb. Dust of Disappearance This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detec on. The greater invisibility bestowed by the dust lasts for 2d6 rounds.the invisible creature doesn't know when the dura on will end. Moderate illusion; CL 7th; Cra Wondrous Item, greater invisibility; Price 3,500 gp. Elixer of the Peaks You gain the Al tude Affinity feat and the ability to scale and survive in mountainous terrain with great skill, gaining a +10 competence bonus on Climb checks and Survival checks in mountainous terrain (these bonuses stack with the bonus on Survival checks provided by the Al tude Affinity feat). In addi on, you gain the benefits of an endure elements spell. The effects of this elixir wear off a er 8 hours. Moderate Transmuta on; CL 7th; Requirements Cra
6 6 of 6 Wondrous Item, endure elements, spider climb; Price 2,450 gp; Cost 1,225 gp + 98 XP Goggles of Fogcu ng These goggles are made of carefully-polished rock crystal, with frames of polished brass and a simple leather strap and buckle sized for a giant s head (but easily adjustable to smaller wearers). The goggles allow the wearer to see through magical and normal fogs, mists, and similar obscurement. They do not confer darkvision or low-light vision. Further, the goggles distort and skew vision in areas not shrouded by fog, and when observing areas like this the wearer suffers a 4 penalty on Spot and Search checks and a 20% miss chance when a emp ng to hit creatures. Faint transmuta on; CL 5th; Cra Wondrous Item, darkvision, fog cloud; Price 8,000 gp. Headband of Alluring Charisma, +6 This a rac ve silver headband has a small red gem set so that it rests upon the forehead of the wearer. The headband grants an enhancement bonus to Charisma of +2, +4, or +6. Moderate transmuta on; CL 8th; Cra Wondrous Item, eagle's splendor; Price 36,000 gp; Weight 1 lb. Knight's Pennon of Ba le This narrow cloth flag is made to a ach to the end a knight s lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight s pennon grants different benefits depending on its color and design. Ba le: The red knight s pennon of ba le allows its bearer to benefit from heroism once per day. Construc on Requirements Cra Wondrous Item, heroism; Cost 2,250 gp Ring of Acid Resistance, Greater Aura faint (minor) or moderate (major or greater) abjura on; CL 3rd (minor), 7th (major), or 11th (greater) Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight Descrip on This ring con nually protects the wearer from damage from one type of energy acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each me the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance. Construc on Requirements Forge Ring, resist energy; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater) Ring of Truth Decep vely pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or wri ng. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct ques on truthfully. The wearer cannot remove the ring unless the magic of the curse is negated. Crea on Magic Items ring of mind shielding, ring of x-ray vision Other Gear: Generated by Shadow d20 Custom Sheet
Rune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.
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