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Rock

Page history last edited by innhaven@... 4 mos ago

 

 


 

 

Mannerisms & Appearance

 

Rock is a tall and imposing Warforged with a metal and wood frame covered by a patchwork of hide armor as well as plant growth.  Vines and branches cris-cross his frame, growing out from his joints but seemingly not affecting his mobility.  His face belies no emotion, but the glowing light in his eyes changes depending on his mood, taking on a dim blue tint when he is introspective and burning bright red when he is angered.

 

Rock does not understand humans and their ilk well at all and has no concept of etiquette, often reacting inappropriately in social situations due to his ignorance.

 

Character Background

 

A mechanical soldier with no recollection of his past, Rock was abandoned in the Ashgrove Forest where his body began to decay as the plant life grew across his body and the soil sought to reclaim him.  However, the light in his eyes flickered on one day as he found the forest spirits and animals tending to his damaged frame, replacing some of his broken parts with naturally fashioned pieces.  He felt a kinship with these primal beings and lived for years among the trees and the beasts, using his hammer to defend the forest from the powers who sought to exploit its resources.

 

However, when the empire brought its power down upon the Ashgrove Forest during the testing of a flame-based steamtek artillery weapon, Rock found himself alone again amidst the smoldering ruins of his new home.  Flying into a rage, Rock destroyed the machine that brought ruin to the forest and crushed the imperial soldiers taking part in the project.  Now with nowhere to go he has left to wander the world, searching for a purpose.

 

Fighting Style & Abilities

 

Rock charges into the heat of battle, looking to destroy the nearest enemy and quickly move on, his next target already in mind as he brings his massive hammer to bear.  He relies heavily on charge attacks, often switching his target to a new foe that is on the other side of the battlefield.

 

 

General Stats

 

  • Name: Rock
  • Level: 1
  • Class: Barbarian
  • Total EXP: 4,820/5,500
  • Race: Warforged
  • Size: Medium
  • Age: ?
  • Gender: ~Male
  • Height: 6'6"
  • Weight: 300 lb.
  • Alignment: Good
  • Deity: ?
  • Languages: Common

 

Ability Scores

 

  Score Mod Mod +1/2 lv
STR 21
+5
+5
CON 16 +3
+3
DEX 13 +1 +1
INT 8 -1 -1
WIS 10 0 0
CHA 10 0 0

 

 

 

 

 

 

 

 

 

 

Combat Parameters

 

Hit Points

 

  • Max HP: 49  (Bloodied: 15)
  • Surge value: 12
  • Surges/day: 11

 

Defenses

 

  Total Base 1/2 lv Stat Class Equipment Race
AC 18 10 2 1 DEX 1 4 0
Fortitude 19 10 2 5 STR 2 0 0
Reflex 14 10 2 1 DEX 1 0 0
Will 13 10 2 0 WIS 0 0 1

 

Initiative

 

  Total DEX 1/2 lv
Misc
Initiative +3 1 2 0

 

Movement

 

  Total Base Armor Item Misc
Movement 6 6 0 0 0

 

Basic Attacks

 

  Attack Defense Damage Range
Maul +11 AC 2d6+6 M

Maul

(while charging)

+12 AC 2d6+8 M
Throwing Hammer
+10 AC 1d6+5 5/10

 

 

Senses

 

  • Vision: Normal

 

  Total Base Skill Bonus
Passive Insight 10 10 0
Passive Perception 15 10 5

 

 

Features

 

Racial (Warforged)

 

  • Construct: You have the construct keyword, so you are considered to be a construct for effects that relate to that keyword.
  • Living Construct: As a living construct, you have the following traits.

    ✦ You gain a +2 bonus to saving throws against ongoing damage.

    ✦ You can use attached components and embedded

    components made for warforged (see Equipment, page 33, Dragon 364).

    ✦ You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any combat effect.

    ✦ Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion

    state, you are fully aware of your surroundings

    and notice approaching enemies and other events as normal.

    ✦ When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.

  • Warforged Mind: You gain a +1 racial bonus to your Will defense.
  • Warforged Resolve: Gain Warforged Resolve power.

 

Class (Barbarian)

 

  • Armor Proficiencies: Cloth, leather, hide
  • Weapon Proficiencies: Simple melee, military melee
  • Barbarian Agility: While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex.  This bonus increases to +2 at 11th level and +3 at 21st level.
  • Rageblood Vigor: Gain Swift Charge power.  Whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modfiier +5.  The number of temporary hit points equals 10 + your Constitution modifier at 11th level and 15 + your Constitution modifier at 21st level.
  • Rage Strike: Gain Rage Strike power at 5th level.
  • Rampage: Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action.  You do not have to attack the same target that you scored a critical hit against.

 

 

Skills

 

  Total Training 1/2 lv
Ability Mod Check Other
Acrobatics (DEX) 2   2 1 -1  
Arcana (INT) 1   2 -1    
Athletics (STR) +11 +5 2 5 -1  
Bluff (CHA) 1   2 0    
Diplomacy (CHA) 1   2 0    
Dungeoneering (WIS) 2   2 0    
Endurance (CON) +10 +5 2 2 -1 +2
Heal (WIS) 2   2 0    
History (INT) 1   2 -1    
Insight (WIS) 2   2 0    
Intimidate (CHA) 4   2 0   +2
Nature (WIS) 2   2 0    
Perception (WIS) +7 +5 2 0    
Religion (INT) 1   2 -1    
Stealth (DEX) 2   2 1 -1  
Streetwise (CHA) 2   2 0    
Thievery (DEX) 2   2 1 -1  

 

 

Feats

 

  • Weapon Expertise (Hammers) (Level 1 Feat)
    • +1 to attack with hammers.  Increases to +2 at 11th level and +3 at 21st level.
  • Powerful Charge (Level 2 Feat)
    • +2 damage and +2 to Bull Rush when charging.
  • Improved Rageblood Vigor (Level 4 Feat)
    • +5 temporary HP from Rageblood Vigor.

 

Powers

 

At-Will

 

  • Howling Strike (Barbarian Attack 1)
    • At-Will ✦ Primal, Weapon
    • Standard; Melee Weapon vs 1 creature
    • Requirement: Must be wielding a 2-handed weapon.
    • Attack: Strength (=+11) vs. AC (+10 when charging)
    • Hit: 1[W] +1d6 + STR mod damage (=2d6 +1d6+6) (2d6+1d6+8 when charging)
    • Special: When charging, you can use this power in place of a melee basic attack.  If you are raging, you can move 2 extra squares as part of the charge.
  • Pressing Strike (Barbarian Attack 1)
    • At-Will ✦ Primal, Weapon
    • Standard; Melee Weapon vs 1 creature
    • Effect: Before the attack, you shift 2 squares.  You can move through an enemy's space during the shift, but you can't end there.
    • Attack: Strength (=+11) vs. AC
    • Hit: 1[W] + STR mod damage and you push the target 1 square.  If you are raging, the attack deals 1d6 extra damage.  (=2d6+6)  (=2d6+1d6+6 when raging)

 

Encounter

 

  • Avalanche Strike
  • Hammer Fall

 

Daily

 

  • Swift Panther Rage

 

Utility

 

  • Combat Sprint

 

 

Equipment

 

  • Money: nada!
  • Weight:
    • Normal load ? lb.
    • Heavy load ? lb. (both hands, but no speed penalty)
    • Max drag ? lb.

 

Worn Items

 

  • Armor: Bestial Hide Armor +1 (+4 AC, -1 Check, 680 GP, 25lb)
  • Armor Power (Daily): Free Action. Use this power when you hit

    a target after a charge. Make a melee basic attack with a

    +2 power bonus against the same target.

  • Weapon: Flaming Maul +1 (+2 Proficiency, +1 Enhancement, 2d6+1 damage, +1d6 Fire damage on critical, 1000 GP, 12lb, Hammer, Two-handed)
  • Weapon Power (At-Will * Fire): Free action.  All damage dealt by this weapon is fire damage.  Another free action returns the damage to normal.
  • Weapon Power (Daily * Fire): Free action.  Use this power when you hit with the weapon.  Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).
  • Weapon (secondary): Throwing Hammer x 5 (+2 Proficiency, 1d6 damage, Range 5/10, 5GP ea., 2lb ea., Hammer, Off-hand, Heavy Thrown)
  • Arms: Counterstrike Guards Lv4 (840 gp)
  • Arms Power (Daily): Immediate Reaction. Use this power when

    a melee attack misses you. You make a melee basic

    attack against the attacker.

 

Other Items

 

  • Adventurer's kit (33 lb.)

 

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