Background missing.
Bhoom "Stonecrusher" HokopahuCG Goliath Fighter 6/Totemist 1Racial adjustments: +4 Str -2 Dex +2 Con
32 point buy, items included
Str 18 [16p] +4 racial +1 level = 23
Dex 12 [4p] -2 racial = 10
Con 16 [10p] +2 racial = 18
Int 8 [0p]
Wis 10 [0p]
Cha 8 [0p]
HD: 6d10+1d8+28 (70 hp)
Saves: F +11, R +4, W +2
AC: 18 (+5 armor, +1 shield, +2 natural), touch 10, flat-footed 18
Initiative: +2
Senses: Listen +6, Spot +6
BAB/Grapple: +6/+16
Attacks: Large Guisarme +12 (2d6+9,20/x3)
Bull Rush: +6 Str + 4 size + 4 feat + 6 mauling gauntlets = +20
Goliath:- +4 Strength, –2 Dexterity, +2 Constitution
- Type: Monstrous Humanoid, proficient with all simple weapons.
- Powerful Build: Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath can use weapons designed for a creature one size larger without penalty.
- Mountain Movement: Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the –5 penalty on the Climb check.
- Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
- +2 bonus on Sense Motive checks.
Fighter:- Bonus Feats at 1st and 4th.
- Dungeoncrasher -- +4 AC & saves vs traps, +10 bonus to break objects, bull rush opponent into a wall to do 8d6+3*Str. Replaces bonus feats at 2nd and 6th.
- Hit and Run Tactics -- Lose heavy armor & tower shield prof, gain +2 bonus to initiative and add Dex bonus to damage vs flat-footed opponent.
Totemist:- Wild Empathy
- Illiteracy
- Meldshaping (2 melds, 1 essentia, 0 chakra binds)
1st -- Power Attack, Improved Bull RushB
3rd -- Shape Soulmeld (Mauling Gauntlets)
4th -- KnockbackB
6th -- Bonus Essentia
Handle Animal 6 ranks -1 Cha = +5
Ride 6 ranks
Sense Motive +2 racial
Hands -- Mauling Gauntlets
Arms -- Riding Bracers
Waist -- Wormtail Belt
WBL: 27k
Stick the Pegasus [3000 gp]
Chain Shirt Barding [400 gp]
Exotic Military Saddle [60 gp]
+1 chain shirt [1250 gp]
Large Warning Guisarme of the Celestial Host [10318 gp]
Truedeath Crystal, Least [1000 gp]
Third Eye Clarity [3000 gp]
Anklets of Translocation [1400 gp]
Healing Amulet (reslotted from belt) [1125 gp]
Ring of Featherfall [2000 gp]
Haversack [2000 gp]
Tent [10 gp]
Bedroll [.1 gp]
Tanglefoot bag x5 [250 gp]
Torch bug paste x5 [125 gp]
Liquid smoke x5 [100 gp]
Marbles [.2 gp]
Insectbane candle x5 [.5 gp]
Everfull Mug [200 gp]
Feather Token: Tree [400 gp]
Everlasting Rations [350 gp]
Remaining wealth: 2 gp 2 sp
Large Magical Beast
Hit Dice: 4d10+12
Hit Points: 34/34
Initiative: +2 (+2 Dex)
Speed: 60 ft., fly 120 ft. (average)
Armor Class: 18 (-1 size, +2 Dex, +3 natural, +4 barding), touch 11, flat-footed 16, +2 vs ranged attacks
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: Flyby Attack, Wingover
Alignment: CG
Challenge Rating: 3
SLAs: At will—detect good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks
Before, there was the stone.
The stone knew of the small creatures that roamed on its surface. They tended the moss and cleared the rockfalls, and the stone felt them and loved them. The stone sheltered the creatures in its nooks and caves, gave them its substance for their tools and art.
Then the stone felt the rumblings deep inside, and the stone knew that it had little time left. It left messages for the Speakers and Dreamers to find, and when the creatures found the messages they understood. The creatures left the stone, and as the rumblings grew and shook the stone, it was glad to know that the creatures it had held and loved were safe.
Then the stone opened itself up and let the hot molten essence touch the air for the first time.
The child was born on the day of the eruption, brought into the world at the same time their ancestral home exploded forth into hot fire. And so the child was named "Bhoom".
He was big and strong, as they all were, and as soon as he could hold a hammer he would sneak out to the quarry to hit rocks. He would throw a rock into the air and strike it with the hammer, crushing it to pieces.
When it came time for the ceremony, the boy was named "Stonecrusher", and everyone laughed and cheered at the Dreamer's wisdom. And when Stonecrusher got the wanderlust and prepared to go down into the low lands, the boys gave him weapons and the girls snuck him kisses, because they knew their brother would bring the clan great fortune when the wanderlust was over and he returned home.
And so Bhoom "Stonecrusher" went down the mountain, looking for his story.