Jabbyr

(Generated 24 times)
Namelist None
Tags
Rank Veteran
Race Halfling (Dark Sun)
Cult rank None
Notes dressed as a court executioner with a stitching up the eyehole in the hood that one-eyed Jabbyr no longer needs. Before Combat As soon as combat begins, Jabbyr rages. During Combat Jabbyr follows Pilts’s commands exactly, attacking whomever the emperor orders him to. Left to his own devices, Jabbyr tends to focus on whatever enemy is closest. The single exception to this is gnomes, as Jabbyr attacks other gnomes only in response to being attacked by one of them first. Pilts knows better than to order the insane barbarian to attack another gnome, in any event. Morale Jabbyr fights to the death. If he discovers that Pilts has been killed, he freezes in shock for 1 round before continuing his rage (this round of no actions still depletes his available rounds of raging as normal). On the other hand, if Pilts surrenders in Jabbyr’s presence, something inside the gnome snaps and he focuses his wrath on the ex-emperor. Surrendering is tantamount to treason in Jabbyr’s mind, and he’d rather have his master slain at his own hands than live with the ignominy of such a defeat. He might even demand that the PCs help him put Pilts into the Tall Knife, although whether the PCs can understand the demented little gnome’s tongueless babbling is left for you to determine (at your discretion, this may require a successful DC 20 Sense Motive check). Gear +1 leather armor, +1 greataxe, amulet of natural armor +1, belt of giant strength +2 Darkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot). Hatred: Gnomes receive a +5 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid types because of their special training against these hated foes. Artful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll. Dodge You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. 6m move due to barbarian fast movement Clear Mind A barbarian may reroll a failed Will save. This power can only be used once per rage. Guarded Stance The barbarian gains a +2 bonus to her AP against melee attacks for a number of rounds equal to the barbarian’s current Constitution/6 round up (minimum 1). Activating this ability is a reactive action. Swift Foot The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. No Escape The barbarian can move up to double her normal speed as an action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks as normal during this movement. This power can only be used once per rage. Defensive Combat Training You gain a +5 bonus to all rolls to resist special effects done to you. Uncanny Dodge: A barbarian can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible. Improved Uncanny Dodge: The barbarian can no longer be flanked. This defence denies a rogue the ability to sneak attack the character by flanking her. Trap Sense: A barbarian gains an intuitive sense that alerts her to danger from traps, giving her a +10 to Evade and +2 AP. Damage Reduction: A barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. While in rage, a barbarian gains • a +5 bonus to STR and CON, as well as a +10 bonus on WIL saves.(added) • The Size of your weapon counts as 1 step larger for the purpose of penetrating parries. (added) • You are immune to all the detrimental effects of Serious Wounds and Fatigue. A Major Wound will still incapacitate. • All attempts to Parry or Evade are 1 step more difficult. • You may not benefit from the Artful Dodger talent. • The increase to Constitution not only grants the barbarian an extra hit per location, but also allows their Hit Points to be calculated using STR+CON+SIZ. but these disappear when the rage ends and are not lost first like temporary hit points. (+4 HP per location)
Creatorskarza
Stats
STR 20
CON 20
SIZ 9
DEX 14
INT 10
POW 12
CHA 5
D20Hit locationArmor
01-03 Right leg 2+1+2+1
04-06 Left leg 2+1+2+1
07-09 Abdomen 2+1+2+1
10-12 Chest 2+1+2+1
13-15 Right arm 2+1+2+1
16-18 Left arm 2+1+2+1
19-20 Head 2+1+2+1
Attributes
Movement 6m (7.5)
Natural armor Yes

Standard skills

Athletics STR+DEX+45 Brawn STR+SIZ+40 Endurance CON+CON+45
Evade DEX+DEX+40 Perception INT+POW+50 Stealth DEX+INT+20
Unarmed STR+DEX+50 Willpower POW+POW+60

Combat styles

babbling furySTR+DEX+55

Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 1
Gnomish great axe+1 (1)

Ranged weapons

Amount: 0

Shields

Amount: 0
Buckler Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Gnomish great axe+1 2h-melee 2d4+3 H M - Bleed, Sunder Y N 9 12