Race: Llethu
Type/Subtype: Giant
Align: Neutral
Size: Large
Speed: 30' (40')
Classes: Champion 1
XP Have: Need:
HD: 3d8+1d12
HP: 40
StatsAbility Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 24 +7 24 +7 Fort: 9 = 5 + 4 + 0 + 0
Dex: 8 -1 8 -1 Ref: 2 = 3 + -1 + 0 + 0
Con: 18 +4 18 +4 Will: 3 = 3 + 0 + 0 + 0
Int: 10 +0 10 +0 Initiative
Wis: 10 +0 10 +0 Total = Dex + Misc
Cha: 16 +3 16 +3 -1 = -1 + 0
Special:Combat
Total Armor Shield Dex Size Nat Defl Misc
AC : 19 = 10 + 9 + 0 - 1 - 1 + 2 + 0 + 0
Touch: 8 Flat-Footed: 19
Total Base Str Misc Total Base Dex Misc
Melee : 9 = 3 + 7 - 1 Ranged : 1 = 3 - 1 - 1
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
MWork Scythe +10 2d6+10 x4 5' 20lb Lrg S/P Trip
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Battle Plate Heavy Exotic +9 -7 +1 50 30' 250lbs
Notes: LanguagesFeats1) Mighty Thewed
3) Powerful Diplomacy
Racial Features8 Strength, +4 Constitution, -4 Dexterity, +4 Charisma: Llethu are renowned for their great
strength and diplomatic skill.
Large: As Large creatures, Llethu receive a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They must use much larger weapons than humans would, and their lifting and carrying limits are double thoseof a Medium character. In addition, Llethu have an increased reach of 10 feet in melee combat as described on page 132 of the Player’s Handbook.
Giant type: Llethu are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Llethu have darkvision to a range of 60 feet.
Llethu base land speed is 40 feet.
Natural Armor: Llethu gain a +2 natural armor bonus to AC.
Racial Hit Dice: Llethu begin play with 3 Hit Dice, giving them 3d8 hit points, a +2 Base Attack Bonus, base saves Fort +3, Ref +1, Will +1, and two starting feats of choice.
Racial Skills: A Llethu’s giant-type levels give him 4 + Int modifier skill points per level (x4 at first). His class skills are Acting, Athletics, Diplomacy, Intimidate, Investigation, Perception, and Warcraft
Racial Proficiencies: A Llethu is proficient with all simple and martial weapons, and light and medium armor.
Born Leader: Trained almost from birth to lead lesser beings, a Llethu can do so almost without thought. Whenever he uses the Warcraft skill, he can do so as a swift action instead of a standard or a move action.
Reassuring Pose: Your physical size makes you an icon for your allies, as much as your enemies. Once per round as a swift action, you can make a DC 20 Warcraft check. If you do, all allies within 30 feet who can see you can attempt a second saving throw against any mind affecting spell or ability currently affecting them. They gain a +1 bonus on this saving throw attempt for every 5 points you beat the DC by. No matter how many times you use this ability, an ally will only gain one additional saving throw against a given effect.
Crash of Combat: Sometimes, it takes nothing more than the imposing sight of a Llethu battering through his opponents to encourage his allies. Whenever the Llethu successfully lands a critical hit, trip, bull rush, or overrun, all allies within 30 ft. immediately may either gain temporary hit points equal to the Llethu's Charisma modifier, take a 5 ft. step towards the nearest enemy, or gain a damage bonus on their next attack equal to the Llethu's Charisma modifier (if the attack misses the bonus is wasted). Each ally chooses for themselves
The temporary hit points last for 5 rounds, and do not stack with themselves or with another source of temporary hit points.
Favored Class: Champion
Automatic Languages: Llethu, Trade Common.
Bonus Languages: Any Arhosan.
Class FeaturesWeapon and Armor Proficiency: Champions are proficient with all simple, martial, and exotic weapons, light, medium, heavy, and exotic armors, and all shields, including exotic.
Fusillades: Champions are warriors of skill unsurpassed, able to disembowel their foes with the flick of a blade, or bowl them over with a mighty charge. To do this, they study a form of fighting that focuses around the use of Fusillades, martial strikes that the champion designs in the moment.
The champion starts play with access to one style of fusillades, chosen at 1stlevel. He gains access to another style at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th levels, until he knows all styles. The martial points used to initiate a fusillade are given on the table above. His fusilier level is equal to his class level, and he can spend a maximum number of martial points equal to his fusilier level.
Style: The Basics.
Martial Points: 10
Max Spend: 2
Forte (Ex): At 1st, 5th, 10th, and 15th level, the champion chooses an aspect of his martial talents that he has spent the last time studying, and gains the benefits thereof. Once made, this choice is permanent. The champion may choose any forte from the Martial list of Fortes, found in Chapter 3.
Have: 1. Qualify for: None.
Combat Eternal (Ex): A champion is hardly a champion if he can no longer fight. On a successful strike with a fusillade, he can choose to either heal two hit points or recover one martial point. At 5th, 10th, 15th, and 20th level, these benefits increase by two hit points or one martial point, to a maximum of ten hit points or five martial points at 20th level. A fusillade can never recover more martial points than 50% of the total spent upon it.
SkillsMax Ranks(7); CC Max Ranks(4); ACP(-7)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Athletics* Str 7 = 7 + 7 - 7
Appraise Int 0 = 0 + 0 + 0
Autohypnosis Wis 0 = 0 + 0 + 0
Balance* Dex 0 = 0 + 0 + 0
Bluff Cha 0 = 0 + 0 + 0
Climb* Str 0 = 0 + 0 + 0
Concentration Con 0 = 0 + 0 + 0
Craft Int 0 = 0 + 0 + 0
Decipher Script Int 0 = 0 + 0 + 0
Diplomacy Cha 17 = 3 + 7 + 7
Disable Device Int 0 = 0 + 0 + 0
Disguise Cha 0 = 0 + 0 + 0
Escape Artist* Dex 0 = 0 + 0 + 0
Forgery Int 0 = 0 + 0 + 0
Gather Information Cha 0 = 0 + 0 + 0
Handle Animal Cha 0 = 0 + 0 + 0
Heal Wis 0 = 0 + 0 + 0
Hide* Dex 0 = 0 + 0 + 0
Intimidate Cha 17 = 3 + 7 + 7
Jump* Str 0 = 0 + 0 + 0
Knowledge (Arcana) Int 0 = 0 + 0 + 0
Knowledge (Ar. & En.)Int 0 = 0 + 0 + 0
Knowledge (Dungeon.) Int 0 = 0 + 0 + 0
Knowledge (Geo.) Int 0 = 0 + 0 + 0
Knowledge (History) Int 0 = 0 + 0 + 0
Knowledge (Local) Int 0 = 0 + 0 + 0
Knowledge (Nature) Int 0 = 0 + 0 + 0
Knowledge (Nobility) Int 0 = 0 + 0 + 0
Knowledge (Planes) Int 0 = 0 + 0 + 0
Knowledge (Psionics) Int 0 = 0 + 0 + 0
Knowledge (Religion) Int 0 = 0 + 0 + 0
Listen Wis 0 = 0 + 0 + 0
Martial Lore Int 0 = 0 + 0 + 0
Move Silently* Dex 0 = 0 + 0 + 0
Open Lock Dex 0 = 0 + 0 + 0
Perform Cha 0 = 0 + 0 + 0
Profession Wis 0 = 0 + 0 + 0
Psicraft Int 0 = 0 + 0 + 0
Ride Dex 0 = 0 + 0 + 0
Search Int 0 = 0 + 0 + 0
Sense Motive Wis 0 = 0 + 0 + 0
Sleight of Hand* Dex 0 = 0 + 0 + 0
Spellcraft Int 0 = 0 + 0 + 0
Spot Wis 0 = 0 + 0 + 0
Survival Wis 0 = 0 + 0 + 0
Swim* Str 0 = 0 + 0 + 0
Tumble* Dex 0 = 0 + 0 + 0
Use Magic Device Cha 0 = 0 + 0 + 0
Use Psionic Device Cha 0 = 0 + 0 + 0
Use Rope Dex 0 = 0 + 0 + 0
Warcraft Int 7 = 0 + 7 + 0
*Skill suffers armor check penalty (Penalty is doubled for Swim) Equipment
Mundane Gear
Masterwork Scythe
Battle Plate
Magical Gear
Valuables