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 Gerky the Warhulk

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Join date : 2011-03-07

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PostSubject: Gerky the Warhulk   Gerky the Warhulk I_icon_minitimeThu Apr 12, 2012 5:33 pm

Gerkey the WarHulk CR 13 (Athatch 8/ Barbarian 1/ War Hulk 4)

Str 42 +16
Dex 17 +3
Con 26 +8
Int 4 -3
Wis 10 --
Cha 4 -3

Size/Type: Huge Aberration
Alignment: Chaotic Evil
Initiative: +2
Speed: 40 ft. in medium armor (8 squares); base speed 50 (60 Barbarian)

Hit Dice: 14d8+70 + 5d12+60 (226 hp)
Armor Class: 22 (10 Base -2 Size +2 Dex + 4 hide armor +8 Natural), Touch , Flat-footed

Base Attack: +11/6/1
CMB/CMD: 29/42
Attack: +1 Flaming Morningstar +28 melee (3d6+17 + 1d6 fire) or rock +27 ranged (2d8+16)
Full Attack: +1 Flaming Morningstar +26/21/16 melee (3d6+17 + 1d6 fire), and 2 Hand Axes +25/20/15 melee (2d6+16),
and bite +23 melee (2d8+8 plus poison);
or rock +25 ranged (2d8+16), and 2 rocks +25 ranged (2d8+16)

Space/Reach: 15 ft./15 ft.

Special Attacks:
Poison (Ex) Injury, Fortitude DC 25, 1d2 Str, 1/round for 6 rounds, 1 save

Special Qualities: Darkvision 60 ft.

:::::Saves:::::
18 Fort 4 2 4 8
8 Ref 4 0 1 3
10 Will 9 0 1 0

Skills: (19/19)
30 Climb 15 12 3
19 Jump 4 12 3

Feats:
1 Alertness
3 Cleave
5 Multiweapon Fighting
7 Power Attack (-3 to attacks/+6 to main hand damage, and +3 to off-hand and bite)
9 Weapon Focus (bite)
11 Improved Multiweapon Fighting
13 Greater Multiweapon Fighting
15 Combat Reflexes
17 Double Slice
19 Two Weapon Rend (If he hits with 2 different weapons against one guy in one round, that dude takes 1d10+24)

:::::::War Hulk Class Features::::::::

Great Swing (Ex): Starting at 2nd level, the war hulk is able to make a great, sweeping swing with a melee weapon. In melee, as a full-round action, the war hulk can choose three squares adjacent to each other (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk rolls a critical hit, only the first creature suffers the critical hit.

Walls and similar obstacles can block the great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for the great swing.

The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row -- an enemy, an ally, and another enemy -- the war hulk can choose those three squares for the great swing but strike only the enemies.

If the war hulk drops one of his foes with a great swing, he may cleave normally. However, he may cleave only once for every time he swings, even if he drops more than one foe.

If the war hulk deals sneak attack damage, it applies only to the first creature struck with each attack.

MightyRock Throwing (Ex): Starting at 3rd level, the war hulk gains a powerful rock throwing skill. The war hulk can throw rocks that deal 2d8 damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must be approximately 50 pounds in weight.

Mighty Swing (Ex): Starting at 4th level, the war hulk can make mighty swings. A mighty swing is like a great swing except that it is an attack action rather than a full-round action. Thus, the war hulk can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.


Last edited by Admin on Sat Apr 14, 2012 7:42 pm; edited 1 time in total
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PostSubject: BIG Fuckin' Gerky   Gerky the Warhulk I_icon_minitimeThu Apr 12, 2012 8:30 pm

Gerkey the WarHulk CR 21 (Athatch 8/ Barbarian 1/ War Hulk 10)

Gargantuan

Str 64 +27
Dex 17 +3
Con 30 +10
Int 4 -3
Wis 10 --
Cha 4 -3

Size/Type: Gargantuan Aberration
Alignment: Chaotic Evil
Initiative: +6
Speed: 40 ft. in medium armor (8 squares); base speed 50 (60 Barbarian)

Hit Dice: 14d8 + 11d12 (472 hp)
Armor Class: 24 (10 Base -4 Size +2 Dex + 4 hide armor +12 Natural), Touch 8, Flat-footed 22

Base Attack: +11/6/1
CMB/CMD: 42(11+4+27)/54
Attack: +1 Lightning Morningstar +34 melee (4d6+28 + 1d6 shock) or rock +27 ranged (3d8+16)
FULL ATTACK: +1 Lightning Morningstar +32/27/22 melee (4d6+28 + 1d6 shock), and 2 Hand Axes +31/26/21 melee (3d6+27), and BITE +30 melee (3d8+13 plus poison);
or rock +25 ranged (3d8+27), and 2 rocks +25 ranged (3d8+27)

Space/Reach: 20 ft./20 ft.

Special Attacks:
BITE Poison (Ex) Injury, Fortitude DC 27, 1d2 Str, 1/round for 6 rounds, 1 save

Special Qualities: Darkvision 60 ft.

:::::Saves:::::
23 Fort 4 2 7 10
10 Ref 4 0 3 3
14 Will 9 0 3 0 2

Skills: (19/25)
42 Climb 27 12 3
19 Jump 4 12 3
36 Swim 27 6 3

Feats:
1 Alertness
3 Cleave
5 Multiweapon Fighting
7 Power Attack (-3 to attacks/+6 to main hand damage, and +3 to off-hand and bite)
9 Weapon Focus (bite)
11 Improved Multiweapon Fighting
13 Greater Multiweapon Fighting
15 Combat Reflexes
17 Double Slice
19 Two Weapon Rend (If he hits with 2 different weapons against one guy in one round, that dude takes 1d10+40)
21 Iron Will
23 Blind Fight
25 Improved Initiative

:::::::War Hulk Class Features::::::::

Great Swing (Ex): Starting at 2nd level, the war hulk is able to make a great, sweeping swing with a melee weapon. In melee, as a full-round action, the war hulk can choose three squares adjacent to each other (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the war hulk rolls a critical hit, only the first creature suffers the critical hit.

Walls and similar obstacles can block the great swing. Start with one square that the war hulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can't be chosen as adjacent squares for the great swing.

The war hulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row -- an enemy, an ally, and another enemy -- the war hulk can choose those three squares for the great swing but strike only the enemies.

If the war hulk drops one of his foes with a great swing, he may cleave normally. However, he may cleave only once for every time he swings, even if he drops more than one foe.

If the war hulk deals sneak attack damage, it applies only to the first creature struck with each attack.

MightyRock Throwing (Ex): Starting at 3rd level, the war hulk gains a powerful rock throwing skill. The war hulk can throw rocks that deal 2d8 damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments.) The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must be approximately 50 pounds in weight.

Mighty Swing (Ex): Starting at 4th level, the war hulk can make mighty swings. A mighty swing is like a great swing except that it is an attack action rather than a full-round action. Thus, the war hulk can move and make a mighty swing or (if he can make multiple attacks) make multiple mighty swings in a single round.

Sweeping Boulder (Ex): Starting at 6th level, the war hulk is able to throw his rocks with such force that they affect two adjacent squares. (The second square must be farther away from the war hulk than the first -- they cannot be equidistant from him.) Make one attack roll; the roll applies to each target. Only the first creature can be hit for critical damage or sneak attack damage.

As with great swing, there must be line of effect from one square to the next.

Toughness: At 8th, 9th, and 10th level, a war hulk gains the Toughness feat.

Massive Sweeping Boulder (Ex): Starting at 9th level, the war hulk is able to throw his rocks with such force that they affect four squares in a line. (Each successive square chosen must be farther away from the giant.) Only the first creature can be hit for critical damage or sneak attack damage.

As with great swing, there must be line of effect from one square to the next.

Massive Swing (Ex): At 10th level, the war hulk can lash out all around himself. Massive swing works like mighty swing except that it is not limited to three squares. The war hulk's swing affects all squares he threatens that have a line of effect between them.
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