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Summary[]

Ramtigerrrrr


RAM TIGER Player Sanzuo
Gnoll Fighter (Evil) Level 3 (XP 2796)
Initiative +4
Passive Insight 12 Passive Perception 19; Senses Low-light vision
HP 46 Bloodied 23 Surge Value 11; Surges Per-Day 11
AC 21 (bloodied 20) Fortitude 19 Reflex 15 Will 12
Speed 6 Size Medium
Str 18 Dex 16 Wis 12
Con 14 Int 8 Cha 10
Racial Abilities Ferocious Charge, Blood Fury, Pack Attack
Class Features Combat Challenge, Combat Superiority, Fighter Talent: Brawler Style
Battack Basic Attack +10 vs. AC, 1d6+5 damage
Branged Ranged Basic Attack none
Feats Claw Fighter, Toughness
Skills Athletics +9, Intimidate +8, Perception +9
Languages Alarian, Abyssal
Powers
Grappling Strike (At Will Standard Melee ✦ Martial, Weapon)
Requirement: You must have a hand free
Target: One creature
Attack: +10 vs. AC
Weapon: Rhythm Blade Claw Fighter Claw +1
Hit: 1d6 + 5 damage and you grab the target. The grab ends automatically at the end of your next turn.
Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Critical: 1d6 + 11 damage.
Cleave (At Will Standard Melee ✦ Martial, Weapon)
Target: One creature
Attack: +10 vs. AC
Weapon: Rhythm Blade Claw Fighter Claw +1
Hit: 1d6 + 5 damage, and an enemy adjacent to you other than the target takes damage equal to your strength modifier (+4).
Critical: 1d6 + 11 damage.
Combat Challenge (At Will Immediate Interrupt Melee ✦ Martial, Weapon)
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy.
Ferocious Charge (Encounter Standard )
Effect: You charge and deal an extra 2 damage on a successful attack. If you are bloodied, deal 4 extra damage and gain 4 temporary hit poitns.
Takedown Attack (Encounter Standard Melee ✦ Martial, Weapon)
Requirement: You must have a hand free
Target: One creature
Attack: +10 vs. AC
Weapon: Rhythm Blade Claw Fighter Claw +1
Hit: 1d6 + 5 damage, and you knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.
Critical: 1d6 + 11 damage.
Forceful Drag (Encounter Move ✦ Martial)
Requirement: You must have a creature grabbed
Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
Slamming Rush (Encounter Standard ✦ Weapon) Martial
Target: One Creature Grabbed by You
Attack: +10 vs. Fort (unarmed)
Weapon: Rhythm Blade Claw Fighter Claw
Hit: 1d6+5 damage, and you knock the target prone. If the target is next to blocking terrain add +3 to the damage.
Effect: You move your speed. For each square you move, you slide the target 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the target during this movement.
Seize and Stab (Daily Standard Melee ✦ Martial, Reliable, Weapon)
Requirement: You must have a hand free
Target: One creature
Attack: +10 vs. Reflex
Weapon: Rhythm Blade Claw Fighter Claw +1
Hit: 2d6 + 5, and you grab the target. The target cannot attempt to escape the grab until the end of its next turn.
Critical: 1d6 + 17 damage.
Ansar Force Crystal (Encounter Standard ) Consumable
Target: Area burst 1 within 10
Attack: +8 vs. Reflex; 1d6 force damage, and ongoing 2 force damage (save ends).
Rhythm Blade Claws +1 ({{{Frequency}}} {{{ActionType}}} )
Weapon: Light Blade
Critical: +1d6
Properties: While you wield this weapon on your off-hand, your shield bonus to AC and Reflex increases by 1.
Agile Scale Armor +1 ({{{Frequency}}} {{{ActionType}}} )
Properties: When you are not bloodied, you gain a +1 item bonus to AC.

Mini Stat Blocks[]

[sblock=Statblocks][B]RAM TIGER, Male Gnoll Fighter 3[/B]
[B]Passive Perception:[/B] 19, [B]Passive Insight:[/B] 12
[B]AC:[/B] 21 (20 bloodied), [B]Fort:[/B]19, [B]Reflex:[/B]15, [B]Will:[/B]12 --
[B]Speed:[/B]6
[B]HP:[/B]46/46, [B]Bloodied:[/B]23, [B]Surge Value:[/B]11, [B]Surges left:[/B]11/11
[B]Initiative:[/B] +4, [B]Action Points:[/B] 1
[B]Powers:[/B] [COLOR=Green]Grappling Strike[/COLOR], [COLOR=green]Cleave[/COLOR], [COLOR=green]Combat Challenge[/COLOR], [COLOR=red]Takedown Attack[/COLOR], [COLOR=red]Ferocious Charge[/COLOR], [COLOR=red]Forceful Drag[/COLOR], [COLOR=red]Slamming Rush[/COLOR], [COLOR=red]Second Wind[/COLOR], [COLOR=gray]Seize and Stab[/COLOR]

[B]Opportunity Attack:[/B] [COLOR="Green"]Grappling Strike[/COLOR]; +11 vs. AC; 1d6+5 damage and the target is grabbed (until escape or until EONT), the target's movement stops for that action and it is marked until EONT.[/sblock]

Fluff[]

Description:

The impression you get from this creature is that of a homicidal ball of potential energy, tense and quavering, ready to explode in a bristly furor of murder and violence. Its fur is matted with dried mud, blood and more malodorous substances, its teeth bared in a silent snarl and its clawed hands flex and gouge furrows into the ground in seething anticipation of raking and rending flesh. Good thing it's asleep.

This gnoll is perhaps one of the most feral of its kind you have seen. Still, it has managed to dress itself in magical scale armor and carry several simple bags and satchels, though you can't imagine what they might contain. There is what appears to be the severed head of a githyanki dangling off to one side of the gnoll's mane, its hair braided into his. On the gnoll's neck, trailing what looks like a torn leash is a well-made leather collar. Riveted onto the collar is a metal plate. Stamped into the plate in broad, bold lettering is a name - RAM TIGER.


Background:

One can only speculate about RAM TIGER's origins. He seems to have no idea or is otherwise unable to talk about where he comes from. It's safe to assume he once belonged to a pack of gnolls who may have ostracized or exiled him for being simply too out of control. The collar and dangling leash might suggest that he had some kind of master or trainer who considered him a simple wild animal. The various minor weapon wound scars across his hide might also suggest that he was possibly a pit fighting slave or something similar. Whatever he did prior to now, it is clear he is loose and free.


Hooks:

  • Is easily swayed by offerings of food or treasure and often will take to following those who offer him treats or gifts.
  • Though seemingly feral, he possess enough intelligence to understand language and to identify friend from foe.
  • Cunning enough to know when something may work towards his advantage, and know when someone may be taking advantage of him.
  • Has hoarding tenancies similar to many monstrous creatures and is primarily motivated by accumulating treasure and power.
  • A progressive adventuring party might recognize RAM TIGER as a good asset in the front lines.


Kicker:

  • Whoever lost RAM TIGER is probably interested in getting him back. RAM TIGER himself is not interested in being "owned" any longer and whoever seems interested in repossessing him will quickly find themselves the target of his claws and stomach.

Math[]

Attributes[]

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 16 18 0 0 18 4
Con 2 12 2 0 14 2
Dex 5 14 2 0 16 3
Int 0 8 0 0 8 -1
Wis 2 12 0 0 12 1
Cha 0 10 0 0 10 0
Totals 25   9



Strength: 18 Base (16 points)

Dex: 14 Base + 2 Gnoll (5 points)

Con: 12 Base + 2 Gnoll (2 poins)

Int: 8 Base

Wis: 12 Base (2 points)

Cha: 10 Base

16 + 5 + 2 + 2 = 25 points spent total

Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 3/-1 dex/int 0 0 0 0 8 Agile Scale Armor +1, Rhythm Blade +1 1 Brawler Fighter 1 20
Fortitude4/2str/con2000002Brawler Fighter1 19
Reflex3/-1dex/int000 01Rhythm Blade +1001 15
Will1/0wis/cha000 000001 12



AC: 10 Base + 6 Armor + 1 Enhancement (magic armor) + 1 item (armor property when not bloodied) + 1 Brawler Style + 1 Half Level + 1 Rhythm Blade property = 21 (20)

Fort: 10 Base + 4 Strength + 2 Fighter + 2 Brawler Style +1 Half Level = 19

Reflex: 10 Base + 3 Dexterity +1 Half Level +1 Rhythm Blade property = 15

Will: 10 Base +1 Wisdom +1 Half Level = 12


Hitpoints[]

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 15 14 6 0 5 Toughness 0 0 0 0 46 23 11



15 Base + 14 Constitution + 12 Level + 5 Toughness = 46 hp

Surges: 9 Base + 2 Constitution = 11

Saving Throws[]

Attacks[]

Basic[]

Melee Attack: +4 Strength + 3 Proficiency + 1 Half Level + 2 Enhancement = +10

Melee Damage: 1d6 Claw Fighter Claw + 4 Strength +1 Enhancement = 1d6+5

Powers[]

Grappling Strike Attack: +4 Strength + 3 Proficiency + 1 Half Level + 2 Enhancement = +10

Grappling Strike Damage: 1[W] (1d6) + 4 Strength +1 Enhancement = 1d6+5

Cleave Attack: +4 Strength + 3 Proficiency + 1 Half Level + 2 Enhancement = +10

Cleave Damage: 1[W] (1d6) + 4 Strength +1 Enhancement = 1d6+5

Takedown Attack: +4 Strength + 3 Proficiency + 1 Half Level + 2 Enhancement = +10

Takedown Attack Damage: 1[W] (1d6) + 4 Strength +1 Enhancement = 1d6+5

Seize and Stab Attack: +4 Strength + 3 Proficiency + 1 Half Level + 2 Enhancement = +10

Seize and Stab Damage: 2[W] (2d6) + 4 Strength +1 Enhancement = 2d6+5

Class Features[]

Combat Challenge(Mark foes when attack), Combat Superiority(+Wis to opportunity attacks, stop movement), Brawler Style (+2 to grab attacks and attacks to move a creature grabbed by you, +1 AC and +2 Fort when off-hand is free)


Racial Features[]

Blood Fury(+2 damage while bloodied), Pack Attack(+2 damage on melee attacks against enemy with 2+ allies adjacent)


Skills[]


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics03dex000-1Agile Scale Armor13
Arcana 0 -1 int 0 0 0 0 0 1 0
Athletics54str000-1Agile Scale Armor19
Bluff00cha0000011
Diplomacy00cha0000011
Dungeoneering01wis0000012
Endurance02con000-1Agile Scale Armor12
Heal01wis0000012
History0-1int0000010
Insight01wis0000012
Intimidate50cha2000018
Nature01wis0000012
Perception51wis2000019
Religion0-1int0000010
Stealth03dex000-1Agile Scale Armor13
Streetwise00cha0000011
Thievery03dex000-1Agile Scale Armor13



Fighter Skills: Athletics, Perception, Intimidate

Feats[]

Level 1 Feat: Claw Fighter (proficient with Gnoll Claw Fighter Claws)

Level 2 Feat: Toughness (5 extra hp)


Regional Benefits[]

Background:

Foe Hunter: Perception as class skill (Dragon #373)

Equipment[]

Equipment Name Price Weight
Agile Scale Armor +1 1000gp 45 lbs.
Standard Adventurer's Kit 15gp 33 lbs.
Rhythm Blade Claws +1 680gp -
Potion of Healing 50gp -
Ansar Force Crystal 50gp -

Money

882 gp, 5 sp 17 lbs.
Total Weight 95 lbs.


Wish List

Exclamation Points are order of priority

!!!!! Cloak of the Walking Wounded +1 (Level 4 - spend two surges on second wind)

!!!! Iron Armbands of Power (Level 6 - +2 melee damage)

!!! Demonskin Tatoo (Level 3 - Resist 5 when AP, just like a demon)

!! Acrobat Boots (Level 2 - +1 Acrobatics, stand up from prone as a minor action)

! Headband of Perception (Level 1 - +1 Perception)

Advancement Tracking[]

The Lost Workshop[]

Delivery of Death[]

Changes[]

Overhaul[]

  • Replaced "Threatening Rush" with "Cleave"
  • Replaced "Combat Agility" with "Combat Superiority"
  • Replaced "Bash and Pinion" with "Takedown Attack"
  • Replaced "Flanking Assault" with "Seize and Stab"
  • Replaced background, changed skill
  • Moved some stats around.

Level Up[]

Level 2: +6 hp, Toughness, Forceful Drag

Level 3: +6 hp, Slamming Rush

Approval[]

Level 1[]

Approval 1[]

Approval from ScorpiusRisk

Approval 2[]

Approval from renau1g

Level 2[]

Approval 1[]

Approval from renau1g:

Approval 2[]

Approval from (Someone)

Athletics in he summary should be +10, not +9 (+4 Str, +5 training, +1 level)

Otherwise looks good.

Level 3[]

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