The Demented One
2008-06-17, 08:56 PM
Daunt, 1st-level Barbarian
Size/Type: Medium Outsider (Native)
Hit Dice: 1d12+1 (7 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: (
Base Attack/Grapple: +1/+3
Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Full Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming fury, rage
Special Qualities: Abyssal blood, daunt traits, fast movement
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 8, Cha 9
Skills: Intimidate +5, Jump +8, Listen +3
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By class level (Favored Class: Barbarian)
Level Adjustment: +0
Daunts are Planetouched of demonic lineage, children with some dilute portion of Tanar’ri blood that flows in their veins. Demons stripped of their abyssal savagery, the Daunts remained fierce and bloodthirsty fighters. They take an almost sadistic level of pleasure in violence and pain. Daunts resemble humans or half-orcs, but have cat-slit eyes, and some have small horns or barbs that erupt from their skin, betraying their demonic heritage.
Flaming Fury (Su)
Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.
Abyssal Blood (Ex)
For all effects related to race, a Daunt is considered a Tanar'ri.
Daunt Traits (Ex)
A Daunt gains a +1 racial bonus on all attack rolls made against good-aligned outsiders, and receives a +2 racial bonus on all saves against poison.
Skills
A Daunt receives a +2 racial bonus on Intimidate and Jump checks.
Racial Traits
+2 Str, -2 Wis. While fierce and might, the Daunts are anything but sane..
Outsider. Daunts are Outsiders with the Native subtype.
Medium size.
Base land speed 30 ft.
Flaming Fury (Su): Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.
A Daunt gets a +2 racial bonus on all saves against poison.
A Daunt gets a +1 racial bonus on attack rolls against Archons.
A Daunt gets a +4 racial bonus on all Intimidate and Jump checks.
Abyssal Blood: For all effects related to race, a Daunt is considered a Tanar'ri.
Automatic Languages: Abyssal, Common. Bonus Languages: Aquan, Auran, Celestial, Draconic, Ignan, Infernal Terran.
Favored Class: Barbarian.
Size/Type: Medium Outsider (Native)
Hit Dice: 1d12+1 (7 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: (
Base Attack/Grapple: +1/+3
Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Full Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming fury, rage
Special Qualities: Abyssal blood, daunt traits, fast movement
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 8, Cha 9
Skills: Intimidate +5, Jump +8, Listen +3
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By class level (Favored Class: Barbarian)
Level Adjustment: +0
Daunts are Planetouched of demonic lineage, children with some dilute portion of Tanar’ri blood that flows in their veins. Demons stripped of their abyssal savagery, the Daunts remained fierce and bloodthirsty fighters. They take an almost sadistic level of pleasure in violence and pain. Daunts resemble humans or half-orcs, but have cat-slit eyes, and some have small horns or barbs that erupt from their skin, betraying their demonic heritage.
Flaming Fury (Su)
Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.
Abyssal Blood (Ex)
For all effects related to race, a Daunt is considered a Tanar'ri.
Daunt Traits (Ex)
A Daunt gains a +1 racial bonus on all attack rolls made against good-aligned outsiders, and receives a +2 racial bonus on all saves against poison.
Skills
A Daunt receives a +2 racial bonus on Intimidate and Jump checks.
Racial Traits
+2 Str, -2 Wis. While fierce and might, the Daunts are anything but sane..
Outsider. Daunts are Outsiders with the Native subtype.
Medium size.
Base land speed 30 ft.
Flaming Fury (Su): Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.
A Daunt gets a +2 racial bonus on all saves against poison.
A Daunt gets a +1 racial bonus on attack rolls against Archons.
A Daunt gets a +4 racial bonus on all Intimidate and Jump checks.
Abyssal Blood: For all effects related to race, a Daunt is considered a Tanar'ri.
Automatic Languages: Abyssal, Common. Bonus Languages: Aquan, Auran, Celestial, Draconic, Ignan, Infernal Terran.
Favored Class: Barbarian.