(Nota: Si se preguntan porqué el arma de electrochoque logró dejarlo inconsciente, hay que considerar que previamente había recibido unos 120 puntos de daño de caída, más unos 50 daños de embestida del carro)
(stats en Google Drive: Thor Odinson)
You must not give up. You must finish what you've started. |
THOR ODINSON
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CR 18
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Male Human
Barbarian 10 / Ranger 10
CG Medium humanoid (human)
Init +3; Senses Perception +25
DEFENSE
CG Medium humanoid (human)
Init +3; Senses Perception +25
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex, ),
Combat Expertise
hp 185 (10d12)+(10d10)+50
Fort +16, Ref +12, Will +8
Defensive Abilities Evasion
DR 2/-
OFFENSE
hp 185 (10d12)+(10d10)+50
Fort +16, Ref +12, Will +8
Defensive Abilities Evasion
DR 2/-
OFFENSE
Speed 40 ft., Fast Movement,
Woodland Stride
Space 5 ft.; Reach 5 ft.
Special Attacks Brawler, Brawler, Greater, Favored Enemy (Dragon) +2, Favored Enemy (Humanoid (Giant)) +6, Favored Enemy (Outsider (Water)) +2, Reckless Abandon
STATISTICS
Space 5 ft.; Reach 5 ft.
Special Attacks Brawler, Brawler, Greater, Favored Enemy (Dragon) +2, Favored Enemy (Humanoid (Giant)) +6, Favored Enemy (Outsider (Water)) +2, Reckless Abandon
STATISTICS
Str 48, Dex 14, Con 14, Int
13, Wis 15, Cha 14
Base Atk +20; CMB +39 (+41 bullrush) (+41 grapple) (+43 trip); CMD 51 (53 vs bullrush) (53 vs grapple) (53 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Combat Expertise, Death from Above, Death or Glory, Endurance, Greater Trip, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (Warhammer), Improved Grapple, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Warhammer)
Skills Acrobatics +25, Acrobatics (Jump) +29, Appraise +1, Bluff +2, Climb +19, Craft (Untrained) +1, Diplomacy +7, Disguise +2, Escape Artist +7, Fly +7, Heal +2, Intimidate +25, Knowledge (Nobility) +6, Knowledge (Planes) +6, Perception +25, Perform (Untrained) +2, Ride +10, Sense Motive +2, Sleight of Hand +7, Spellcraft +9, Stealth +25, Survival +25, Survival (Follow or identify tracks) +30, Swim +19,
Languages Celestial, Common
Archetypes Brutal Pugilist, Skirmisher,
Special Qualities Bonus Feat, Damage Reduction, Fast Movement, Favored Terrain (Plane, aligned) +2, Favored Terrain (Urban) +4, Hateful Attack, Hunter's Tricks, Hunting Companions, Improved Savage Grapple, Low-Light Vision, Night Vision, Pit Fighter, Rage, Rattling Strike, Savage Grapple, Skilled, Swift Tracker, Track +5, Upending Strike, Wild Empathy +12, Woodland Stride
SPECIAL ABILITIES
Base Atk +20; CMB +39 (+41 bullrush) (+41 grapple) (+43 trip); CMD 51 (53 vs bullrush) (53 vs grapple) (53 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Combat Expertise, Death from Above, Death or Glory, Endurance, Greater Trip, Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (Warhammer), Improved Grapple, Improved Trip, Improved Two-Weapon Fighting, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus (Warhammer)
Skills Acrobatics +25, Acrobatics (Jump) +29, Appraise +1, Bluff +2, Climb +19, Craft (Untrained) +1, Diplomacy +7, Disguise +2, Escape Artist +7, Fly +7, Heal +2, Intimidate +25, Knowledge (Nobility) +6, Knowledge (Planes) +6, Perception +25, Perform (Untrained) +2, Ride +10, Sense Motive +2, Sleight of Hand +7, Spellcraft +9, Stealth +25, Survival +25, Survival (Follow or identify tracks) +30, Swim +19,
Languages Celestial, Common
Archetypes Brutal Pugilist, Skirmisher,
Special Qualities Bonus Feat, Damage Reduction, Fast Movement, Favored Terrain (Plane, aligned) +2, Favored Terrain (Urban) +4, Hateful Attack, Hunter's Tricks, Hunting Companions, Improved Savage Grapple, Low-Light Vision, Night Vision, Pit Fighter, Rage, Rattling Strike, Savage Grapple, Skilled, Swift Tracker, Track +5, Upending Strike, Wild Empathy +12, Woodland Stride
SPECIAL ABILITIES
Brawler While raging, the barbarian is treated as if
she has Improved Unarmed Strike. If she already has the feat, her unarmed
strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if
she has Two-Weapon Fighting when making unarmed strike attacks.
Damage Reduction (Ex) You gain damage reduction. Substract
2 from the damage you take each time you are dealt damage from a weapon or
natural attack. Damage reduction can reduce damage to 0 but not below 0.
Evasion (Ex) You can avoid damage from many area-effect
attacks. If you make a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, you instead take no damage.
Evasion can only be used if you are wearing light armor or no armor. If you are
helpless, you do not gain the benefit of evasion.
Fast Movement (Ex) Your land speed is faster than the norm for
your race by +10 feet. This benefit applies only when you are wearing no armor,
light armor, or medium armor, and not carrying a heavy load.
Favored Enemy (Humanoid (Giant)) (Ex) You gain a +6 bonus on Bluff,
Knowledge, Perception, Sense Motive, and Survival checks when using these
skills against giants. Likewise, you get a +6 bonus on weapon attack and damage
rolls against such creatures. You may make Knowledge Skill checks untrained to
identify such creatures. You have a +2 bonus against Dragons and Outsider
(water)
Favored Terrain (Urban) (Ex) You gain a +4 bonus on Knowledge
(Geography), Perception, Stealth, and Survival checks when using these skills
in urban terrain (buildings, streets, and sewers). Likewise, you get a +4 bonus
on initiative checks when in this terrain. If you desire, you leave no trail in
this terrain and cannot be tracked.
Hateful Attack (Ex) The ranger can use this trick as a
free action when he makes an attack against one of his favored enemies. The
ranger doubles the threat range of his weapon for this attack. This does not
stack with other abilities that increase a weapon's threat range.
Hunter's Tricks At 5th level, a skirmisher ranger learns the use
of hunter's tricks, which typically grant a boon or bonus to the ranger or a
nearby ally. At 5th level, the ranger learns one trick, selected from the list
below. At 7th level, and every two levels thereafter, he learns another trick.
A ranger can use these tricks a total number of times per day equal to 1/2 his
ranger level + his Wisdom modifier. Tricks are usually swift actions, but
sometimes move or free actions that modify a standard action, usually an attack
action. Once a trick is chosen, it can't be retrained. A ranger cannot select
an individual trick more than once. This ability replaces the ranger's spells
class feature. Skirmishers do not gain any spells or spellcasting ability, do
not have a caster level, and cannot use spell trigger and spell completion
magic items. The following is a list of hunter tricks and their effects.
Hunting Companions (Ex) You form a powerful band with your
companions. You may spend a move action to grant half your favored enemy bonus
against a single target to all allies within 30 feet who can see or hear you
for 2 rounds. This bonus does not stack with any favored enemy bonuses
possessed by your allies; they use whichever bonus is higher.
Improved Savage Grapple (Ex) At 5th level, the brutal pugilist
takes no penalties to Dexterity, attack rolls, and combat maneuver checks when
she has the grappled condition. She also is treated as one size larger than her
actual size when determining whether she can grapple or be grappled by another
creature. This ability replaces improved uncanny dodge.
Killer You made your first kill at a very young age
and found the task of war or murder to your liking. You deal additional damage
equal to your weapon's critical hit modifier when you score a successful
critical hit with a weapon; this additional damage is added to the final total,
and is not multiplied by the critical hit multiple itself. This extra damage is
a trait bonus.
Low-Light Vision (Ex) Your senses sharpen and you gain
low-light vision while raging.
Night Vision (Ex) Your senses grow incredibly sharp while raging
and you gain darkvision 60 feet.
Pit Fighter (Ex) At 3rd level, the brutal pugilist has learned
combat tricks from fighting in pit brawls and gladiatorial arenas. She selects
one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in
that maneuver. This bonus increases to +2 if the barbarian is wearing no armor
(shields are allowed). At every three levels after 3rd, the barbarian may
select another combat maneuver and add this bonus on her CMB or to her CMD.
This bonus can be applied to each maneuver no more than twice, once on CMB and
once to CMD. This ability replaces trap sense.
Rage (Ex) You can call upon inner reserves of strength
and ferocity, granting you additional combat prowess. You can rage for 24
rounds per day. You can enter rage as a free action. The total number of rounds
of rage per day is renewed after resting for 8 hours, although these hours do not
need to be consecutive. While in rage, you gain a +4 morale bonus to your
Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on
Will saves. In addition, you take a -2 penalty to Armor Class. The increase to
Constitution grants you 40 hit points, but these disappear when the rage ends
and are not lost first like temporary hit points. While in rage, you cannot use
any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics,
Fly, Intimidate, and Ride) or any ability that requires patience or
concentration. You can end your rage as a free action and are fatigued after
rage for a number of rounds equal to 2 times the number of rounds spent in the
rage. You cannot enter a new rage while fatigued or exhausted but can otherwise
enter rage multiple times during a single encounter or combat. If you fall
unconscious, your rage immediately ends, placing you in peril of death.
Rattling Strike (Ex) The ranger can use this trick as a
free action before he makes a melee attack. If the attack hits, the target is
shaken for 1d4 rounds.
Reckless Abandon (Ex) While raging, the barbarian can take
a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases
by -1 and the attack roll bonus increases by +1 at 4th level and every four
levels thereafter.
Savage Grapple (Ex) At 2nd level, the brutal pugilist
takes only half the normal penalties to Dexterity, attack rolls, and combat
maneuver checks when she has the grappled condition. She can make an attack of
opportunity against creatures trying to grapple her even if they possess the
Improved Grapple feat or the grab special attack. If she hits with this attack
of opportunity, she gains a +2 circumstance bonus to her CMD against the
grapple attempt. She cannot make these attacks of opportunity once a grapple
has succeeded. This ability replaces uncanny dodge.
Swift Tracker (Ex) You can move at your normal speed while using
Survival to follow tracks without taking the normal -5 penalty. You take only a
-10 penalty (instead of the normal -20) when moving at up to twice normal speed
while tracking.
Track (Ex) You gain +5 to Survival checks made to follow
or identify tracks.
Upending Strike (Ex) The ranger can use this trick as a
free action just before he makes a melee attack. If the attack hits, he may
make a free trip combat maneuver against the target.
Veteran of Battle (Odin) You have fought in several battles,
and each time felt the presence of Gorum guiding your sword-arm, making you
ready to act at a moment's notice. You gain a +1 trait bonus on Initiative
checks, and if you are able to act during a surprise round, you may a draw a
weapon (but not a potion or magic item) as a free action during that round.
Wild Empathy (Ex) You can improve the attitude of an animal. This
abilty functions just like Diplomacy check made to improve the attitude of a
person. You roll 1d20+12 to determine the Wild Empathy check result. The
typical domestic animal has a starting attitude of indifferent, while wild
animals are usually unfriendly. To use Wild Empathy, you and the animal must be
within 30 feet of one another under normal circumstances. Generally,
influencing an animal in this way takes 1 minute, but as with influencing
people, it might take more or less time. You can use this ability to influence
a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty
on the check.
Woodland Stride (Ex) You may move through any sort of
magical undergrowth (such as natural thorns, briars, overgrown areas, and
similar terrains) at your normal speed and without taking damage or suffering
any other impairment. Thorns, briars, and overgrown areas that have been
magically manipulated to impede motion, however, still affect you.