Haskeer, Large Giant
NB Male Troll Rouge 2 Assassin 6 CR 13Exp: 212.000 / 295.000 (Stand: 25.03.2009)
Patron Deity: The Fury, The Mockrey
Organization: none
Region: Droaam
Init +8;
Perception +17
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DEFENSE___________________________________________________________________________________________________
Spoiler (Anzeigen)
AC: 26; touch: 14; flat footed: 26 (-1 size, +6 Armor, +4 Dex, +6 nat, +1 Ring)
CMB (defensiv): 39
HP: 165, 14HD
Fort: +15 Ref: +15 Will: +6
Special: Evasion, Improved Uncanny Dodge, +3 vs. Poison, Regeneration 5
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OFFENSE___________________________________________________________________________________________________
Spoiler (Anzeigen)
Spd 30 ft. (6 squares)
B.-At.: +9/+4 CMB: +24
Space/Reach 10ft/10ft
Attack Options: Dazzling Display +21 vs 10+HD+Wis
Mellee: +1 Shortsword +21 (1d8+12, 19-20) or Claw +19 (1d6+11)
Mellee Full Attack: +1 Shortsword +19/+14 (1d8+12, 19-20) and +1 Shortsword +20/+15 (1d8+13, 19-20) and bite +14 (1d6+5) or 2 claws +19 (1d6+11) and bite +14 (1d6+5)
Special Attacks: Sneak Attack +4d6, Bleeding Attack, Death Attack, Poison use
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STATISTICS___________________________________________________________________________________________________
Spoiler (Anzeigen)
Str 32 (+11) Dex 19 (+4) Con 22 (+6) Int 14 (+1) Wis 10 (0) Cha 6 (-2)
Alle Attributserhöhungen in Dex, Angaben inklusive Headbeand vast Intelligence +2 und Belt of giant Strength +2
Feats: Improved initiative, Two-Weopan-Figthing, Double Slice, Weapon Focus (Shortsword), Dazzling Display, Stunning Defense, Improved Two-Wopan-Figthing
Skills: Perception +17 (14 ranks), Stealth +17 (14 ranks), Disguise Self +0 (2 ranks), Disable Device +23 (14 ranks), Acrobatics +21 (14 ranks), Sleigth of hands +15 (8 ranks)
Languages: Giant, Common
Gear: Belt of Giant Strength (4.000gp), Headband of vast Intelligence (4.000 gp), Ring of Protection +1 (2.000 gp), +2 Mithral Chain Shirt (5.100gp), Cloak of protection +2 (4.000 gp), Masterwork Thieves' Tools (100 gp), two +1 Shortsword (2.310 gp), Amulett of natrual Armor+1 (2.000 gp)
Potion: Displacement (750 gp), Potion: Fly (750 gp), 2*Potion: Haste (1.500 gp), 2*Potion: Cure serious Wounds (1.500 gp), 10*Potion: Cure ligth Wounds (500 gp), 2*Potion of resist Energy (one fire, one acid) (600 gp), Potion: Cat's Grace (300 gp)
2*Scroll: Invisibility (300 gp), 2*Scroll: Darkness (300 gp), 2*Scroll:Spiderclimb (300 gp)
Gold: 380 gp
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Magic___________________________________________________________________________________________________
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Rouge and Assasin talents/Class features___________________________________________________________________________________________________
Spoiler (Anzeigen)Rouge:- Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. Rogues are proficient
with light armor, but not with shields.
- Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target
would be denied a Dexterity bonus to AC (whether the target
actually has a Dexterity bonus or not), or when the rogue
f lanks her target. This extra damage is 1d6 at 1st level, and
it increases by 1d6 every two rogue levels thereafter. Should
the rogue score a critical hit with a sneak attack, this extra
damage is not multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can
make a sneak attack that deals nonlethal damage instead
of lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The rogue must be able to see the target well enough
to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature
with concealment or striking the limbs of a creature whose
vitals are beyond reach.
- Trapfinding: Rogues (and only rogues) can use the
Perception skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 10, or
higher if it is well hidden. Finding a magic trap has a DC
of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device
skill to disarm magic traps. A magic trap generally has a
DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a
Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.
- Evasion (Ex): At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Ref lex saving throw against an attack
that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if the
rogue is wearing light armor or no armor. A helpless rogue
does not gain the benefit of evasion.
- Bleeding Attack (Ex): A rogue with this ability can cause
living opponents to bleed when hitting them with a sneak
attack. This attack causes the target to take 1 additional
point of damage each round for each die of the rogue’s
sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding
creatures take that amount of damage at the start of each
of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point
damage. Bleeding damage from this ability does not stack
with itself.
Assassin:- Death Attack: If an assassin studies his victim for 3
rounds and then makes a sneak attack with a melee weapon
that successfully deals damage, the sneak attack has the
additional effect of possibly either paralyzing or killing
the target (assassin’s choice). While studying the victim,
the assassin can undertake other actions so long as his
attention stays focused on the target and the target does not
detect the assassin or recognize the assassin as an enemy.
If the victim of such an attack fails a Fortitude save (DC
10 + the assassin’s class level + the assassin’s Int modifier)
against the kill effect, she dies. If the saving throw fails
against the paralysis effect, the victim is rendered helpless
and unable to act for 1d6 rounds plus 1 round per level of
the assassin. If the victim’s saving throw succeeds, the
attack is just a normal sneak attack. Once the assassin has
completed the 3 rounds of study, he must make the death
attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes
her save) or if the assassin does not launch the attack within
3 rounds of completing the study, 3 new rounds of study are
required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison
and never risk accidentally poisoning themselves when
applying poison to a blade.
- Save Bonus against Poison: The assassin gains a
natural saving throw bonus to all poisons gained at 2nd
level that increases by +1 for every two additional levels
the assassin gains.
- Uncanny Dodge (Ex): Starting at 2nd level, an assassin
retains his Dexterity bonus to AC (if any) regardless of
being caught f lat-footed or struck by an invisible attacker.
(He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class,
the character automatically gains improved uncanny
dodge (see below).
- Hidden Weapons (Ex): At 4th level, an assassin becomes a
master at hiding weapons on his body. He adds his assassin
level to all Sleight of Hand skill checks made to conceal
weapons and to prevent others from noticing them.
- Improved Uncanny Dodge (Ex): At 5th level, an
assassin can no longer be f lanked, since he can react to
opponents on opposite sides of him as easily as he can
react to a single attacker. This defense denies rogues the
ability to use f lank attacks to sneak attack the assassin.
The exception to this defense is that a rogue at least four
levels higher than the assassin can f lank him (and thus
sneak attack him).
If a character gains uncanny dodge (see above) from a
second class, the character automatically gains improved
uncanny dodge, and the levels from those classes stack to
determine the minimum rogue level required to f lank the
character.
- Quiet Death: At 6th level, whenever an assassin kills
a creature using his death attack, he can also make an
opposed Stealth check to prevent anyone in the vicinity
from identifying him as the assailant. If successful, those
nearby might not even notice that the target is dead for
a few moments, allowing the assassin to avoid detection.
This ability cannot be used during combat.
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Troll Racial Traits___________________________________________________________________________________________________
Spoiler (Anzeigen)Troll characters possess the following racial traits.
- +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –4 Charisma.
- Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A troll’s base land speed is 30 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
- Racial Skills: A troll’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
- Racial Feats: A troll’s giant levels give it three feats.
- +5 natural armor bonus.
- Natural Weapons: Claw (1d6) and bite (1d6).
- Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.
- Special Qualities: Regeneration 5, scent.
- Automatic Languages: Giant. Bonus Languages: Common, Orc.
- Favored Class: Fighter.
- Level adjustment +5
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Background___________________________________________________________________________________________________
Spoiler (Anzeigen)Beschreibung:
Haskeer ist ein wenig kleiner als die meisten seiner Artgenossen, macht diese jedoch durch seinen für einen Troll sehr aufrechten Gang mit nur leicht nach vorne hängenden Schultern mehr als weg. Er ist noch muskulöser als die meisten seiner Artgenossen, was ihm ein breiteres Kreuz verleiht. Die Haut an den grünen Arme sind mit kunstvoll angebrachten Narben, was nur durch schmerzhafte Behandlungen von Feuer und Säure möglich ist, und Tätowierungen verziert, die schnellen ungesehen Tod versprechen. Der Körper ist durch ein erstaunlich leichtes Kettenhemd geschützt, dessen silbriger Glanz unter einem schwarzen, abgetragenen Umhang verborgen wird. Auf dem Rücken ragen die Griffe zweier Kurzschwerter hervor, auch wenn mancher Mensch wohl zwei Hände bräuchte um sie zu schwingen.[ Doch das was sein Auftreten verglichen mit einem normalen Troll gefährlich macht ist die unnatürliche Intelligenz in seinen Augen, ein Punkt in dem er oft unterschätzt wird und zu zu seinem Vorteil zu nutzen weiß.
Hintergrund:
Für einen Troll gibt es nur zwei Arten in einem Stamm unter seines gleichen zu leben. Für die Mehrheit blieb nur das Leben als einfacher Troll. Auch wenn man damit den meisten Wesen in seiner Umgebung bei weitem überlegen war und in der Nahrungskette weit über den Rest stand, gab es doch einem, den man zu folgen hatte. Für Haskeer war früh klar, er war dazu geboren einen Stamm zu führen, nicht zu dienen. Doch auch dies zu erreichen gab es viele Wege. Der eine lag darin, frontal den derzeitigen Führer anzugreifen und zu töten. Auch der andere lag im Tod des Vorgängers, doch auf subtile Weise heimlich, ohne sich der Gefahr einer eigenen Verletzung aus zusetzten. Er entschied sich für das Zweite. Geduldig wartete er, bis alle Rivalen, die ihm ansonsten noch hätten gefährlich werden können getötet waren. Doch grad, als er bereit war, seine Pläne in die Tat um zusetzten, kam etwas dazwischen. Die Töchter Sora Kells riefen zum Kriegszug und sein Stamm folgte. In der blutigen Zeit darauf , hatte er genug damit zu tun die Feinde der Vetteln zu töten, diejenigen wenigen, die dumm genug waren sich ihnen in den Weg zu stellen. Dabei wurde des öfteren sein besonderes Geschick ausgenutzt, schnell, heimlich und lautlos zu töten, bis er es darin zu einer waren Meisterschaft gebrecht hatte. Nachdem die Herrschaft der Vetteln hergestellt hatte verlor er jedoch sein Interesse einen Stamm zu führen, statt dessen diente er weiter den Vetteln, um in ihrem Namen unliebsame Querulanten und Aufsässige auszuschalten. Vor kurzem wurde er nach Grauwall versetzt und dient dort in der Wache des Gedankenschinders, ebenso treu wie zuvor in Hochklippe.