Chraël-Här (3.5e NPC)
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Briefing of Background
Relations with other races
Just like many Doppelgängers, Chraël-Här condisers other as its playtools, but some race suprisignly find some soft spot in his heart. Chraël has no clear memory of its genitors. His "Homeland" was mostly habitated by humans, lizardfolks and orcs. In its opinion, humans are naïve tools to use, lizardfolks are somewhat exotic and pretty in some kind of aquarium, and orcs are brutish, dumb, clearly not deserving the right to be honored by its presence.
Chraël soon had some contacts with Aphélisse, a nymph - or more specificly, the abandonned daughter of the Love Goddess - with who he shared common interests, like men, luxury and sometimes fashion. Because of this encounter, Chraël do like the presence of nymphs, althrough he sometimes belive most of them are dumb, "cute faces". The Anti-Paladin recieved some influence from Metweld, a friend Wizard Drow, from who he retains some hartred against elves. Soon devlopping a courtesan-like reputation with the Drow, they devlopped some kind of strange friendship, based on mutual help. Chraël-Här's Shape Changing abilities interested deeply the perverted Drow. Garrett Blackhood, a human rogue, didn't have this chance ; despite being forced to work together by the Great Kora, they always had some kind of rivality, and are often found backstabbing each other, at the Deity's despair.
Because of the brutish, and very conservator look upon their lives, Chraël-Här doesn't get along with dwarves. Neither does he get along with Halflings, but this is rather due to his bad habit to suggest they are cute, or forget that they don't like to be reminded they are small. In contrast, it gets along with Gnomes, with who he loves to play prank to other peoples. Especially Garrett.
For the following races, the base attitude of Chraël is modified : Dwarves (Unfriendly) Orcs (Unfriendly, or Hostile depending of its mood) Elves (Hostile) Drows (Friendly if male, Unfriendly if female) Nymphs (Friendly) Lizardfolks (Friendly) Neko/Catfolk (Friendly)
|Size/Type:||Medium Monstrous Humanoid (Shapechanger)||Large Magical Beast|
|Hit Dice:||4d8+24 plus 5d8+30 plus 8d10+48 (195 hp)||8d8+24 (64 hp)|
|Speed:||20 ft. (4 squares)||40 ft. (12 squares)|
|Armor Class:||27 (+4 natural, +8 Full plate, +4 Tower Shield, +1 Dex), touch 11, flat-footed 26||28 (–1 size, +8 Full plate, +1 Dex, +10 natural),, touch 10, flat-footed 27|
|Attack:||Greataxe +11 melee (1d12+12/x3)||Claw +19 melee (1d8+19)|
|Full Attack:||Greataxe +11 melee (1d12+12/x3)||2 claws +19 melee (1d8+19) and bite +19 melee (2d6+12)|
|Space/Reach:||5 ft./10 ft.||10 ft./5 ft.|
|Special Attacks:||Detect Thoughts, Smite Good 2/day,||—|
|Special Qualities:||Change shape, darkvision, immunity to sleep and charm effects||Low-light vision, scent|
|Saves:||Fort +23, Ref +15, Will +16||Fort +9, Ref +6, Will +4|
|Abilities:||Str 22, Dex 14, Con 22, Int 16, Wis 16, Cha 22||Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6|
|Skills:||Climb +8, Handle Animal +11, Intimidate +11, Jump +10, Listen +6, Ride +4, Spot +4, Survival +6, Swim +16, Tumble +3||Concentration +11, Listen +5, Spot +4|
|Feats:||Endurance, Iron Will, Power Attack, Cleave, Great Cleave|
|Organization:||Solitary or with members of his team||Solitary or with members of his team|
|Treasure:||Magical breastplate, greataxe, 1100 gold, mundane equipment||(same as dwarf form)|
|Alignment:||Always lawful evil||Always chaotic evil|
|Advancement:||By Anti-Paladin class|
Fast Movement (Ex): Brimir’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying Brimir’s speed because of any load carried or armor worn.
Illiteracy: Brimir does not know how to read and write.
Rage (Ex): Brimir can fly into a rage a certain number of times per day. In a rage, Brimir temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases Brimir’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, Brimir cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has. A fit of rage lasts for a number of rounds equal to 3 + Brimir’s (newly improved) Constitution modifier. Brimir may prematurely end his rage. At the end of the rage, Brimir loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Brimir can fly into a rage only once per encounter. Brimir can use this ability twice per day.
Improved Uncanny Dodge (Ex): Brimir can not be flanked. This defense denies a rogue the ability to sneak attack Brimir by flanking him, unless the attacker has at least four more rogue levels than Brimir has barbarian levels.
- Low-Light Vision: Brimir can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Brimir may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: Brimir gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Heal, Knowledge (nature), and Survival checks: Brimir knows a great deal about what lives in the jungle, and ais adept at finding it (or avoiding it, as the case may be).
- +2 racial bonus on Spot checks: Brimir has keen eyesight.
Alternate Form (Su): Brimir can shift into animal form as though using the polymorph spell on himself, though his gear is not affected (except for his magical breastplate that is made to change with the form), he does not regain hit points for changing form, and only the black bear can be what he shifts into. He does not assume the ability scores of the black bear, but instead adds the black bear’s physical ability score modifiers to his own ability scores. Brimir also can assume a bipedal hybrid form with prehensile hands and animalistic features.
As a natural lycanthrope, Brimir has full control over this power.