This is where I'm going to keep track of summary info on Rass in his current state. I didn't do a good job of doing that before, but this page will have condensed info from all the various pages.
Always-On Buffs |
Fast Healing 6 |
Immune Acid, Cold, Electricity, Petrification |
Resist Fire 10 |
Extra damage against evil (1d6) or undead/evil outsiders (1d8); they take this damage when they hit me as well |
DR 10/evil |
Low-light, darkvision |
Resist poison +4 saves |
Tongues always on |
DC +2 on spells and abilities |
Guidance, Resistance, Virtue, Bless at will |
Immune Fear
|
Never flat-footed (cunning, legacy item) |
WIS +4 item, CHA +2 item, Resistance +2 item |
Natural attacks are treated as magical |
Current Buffs
Owl's Insight - WIS bonus - 60 mins 3 elapsed
Shifting / Enhanced Shifting (increased WIS) - 24 rounds 18 elapsed
Bite of the Werewolf (attributes, natural armor, etc.) - extended 24 rounds 11 elapsed
Master Air (fly speed) - extended 24 rounds 18 elapsed
Embrace the Wild - 120 mins, 3 elapsed
Wild Instincts - 12 minutes 5 elapsed
Sheltered Vitality - 12 minutes = 72 rounds =45 elapsed
Top Elemental - 12 rounds, 10 elapsed
Middle Elemental - 12 rounds, 9 elapsed
Bottom Elemental - 12 rounds, 8 elapsed
Current Maneuvers and Stances
Stance - Assassin's Stance
Crusader
1 Revitalizing Strike
2 Soaring Raptor Strike
3 Mountain Hammer
4 Shadow Stride
5 Crusader's Strike
Granted: Revitalizing Strike, Shadow Stride, Soaring Raptor Strike, Crusader's Strike
Swordsage
1 Shadow Blade Technique
2 Sudden Leap - USED
3 Iron Heart Surge
4 Action Before Thought
Attributes
STR 22
CON 30
DEX 18
INT 14
WIS 32
CHA 18
Hit Points
218
Saves
Fort 17 // Reflex 13 // Will 26
AC
50 Normal
39 Touch
(never flat-footed due to legacy item but if something supresses it ...)
34 Flat-Footed
25 Flat-Footed, Touch
Speed
50
Attacks
BASE:
Greataxe +24 to hit (2d6+9) + 1d6 (if evil) or +1d8 (if evil outsider or undead)
FULL:
Greataxe +22 to hit (2d6+9) + 1d6 (if evil) or +1d8 (if evil outsider or undead)
Greataxe +17 to hit (2d6+9) + 1d6 (if evil) or +1d8 (if evil outsider or undead)
Armor Spikes +21 to hit (1d6+6) + 1d6 (if evil) or +1d8 (if evil outsider or undead)
Bite +17 to hit (1d6+9) +1d6 (if evil) or+1d8 (if evil outsider or undead)
Skill |
Check |
Balance |
11 |
Climb |
6 |
Jump |
36 |
Tumble |
9 |
K(religion) |
10 |
Concentration |
19 |
K(nature) |
17 |
Spellcraft |
17 |
Spot |
25 |
Listen |
20 |
Survival |
26 |
Hide |
27 |
Move Silently |
7 |
Intimidate |
9 |
Heal |
13 |
Search |
7 |
Chastise Spirits
Per-day uses: 7 (used 3)
Damage: 6d6
DC: 22 (will half)
Spells
First 8
Entangle, Shifter Prowess, Spider Hand
Second 8 - used 2
Embrace the Wild, Master Air, Wild Instincts
Third 8 - used 2
Enhanced Shifting, Bite of the Werewolf, Evard's Menacing Tentacles
Fourth 9 - used 3
Sheltered Vitality, Moon Bolt, Meteoric Strike
Fifth 6 - used 1
Owl's Insight, Haste
Sixth 4 - used 3
Summon Nature's Ally 6
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