Cassen

A brute with a hammer.

Background

Fascinated with the History of the Shoanti Barbarians since his childhood, when he was told the stories of the Shoanti by a slave in far Osirion.

Learnt to fight with large hammers like the Shoanti Barbarians.

Appointed guard duty for the priesthood and got to know Ankhefensekhmet_II, with whom he travels the world.

Stats

STR 18 + 6 [belt] = 24
DEX 14
CON 16 + 2 [vest] = 18
INT 13
WIS 12
CHA 13
BABInitiativeFortitudeReflexWillHP
Fighter 16+7+4+29 + 4(+3)4+2(+3)4+1(+3)124 (110 + 14 — vest of CON)

Typical Attack Options

Armor Class 25 / 32 with shield ; Touch AC 11

Skills

Equipment of Note

Feats

Dungeon Crasher (2 Feats)

Survival in a dungeon requires more than skill at arms and a stout shield. Traps, hazards, falling portcullises, and other threats can pose as much danger as an enraged troll. But you cannot help your impetuous nature. When others might move ahead cautiously and search for traps and other hidden dangers, you charge forward, ignoring the traps you set off and splintering doors and obstacles.

Level: 2nd.

Replaces: If you select this alternative class feature, you do not gain the fighter bonus feats at 2nd level and at 6th level.

Benefit: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.

In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).

At 6th level, the bonuses when dealing with traps increase to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.

Shock Trooper

You are adept at breaking up formations of soldiers when you rush into battle.

Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6.

Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.

Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.

Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.

Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be –5 or worse. In addition to normal charge modifiers (which give you a –2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.

Special: A fighter may select Shock Trooper as one of his fighter bonus feats.

Combat Brute

You employ strength and leverage to great effect in battle. Prerequisites: Improved Sunder, Power Attack, base attack bonus +6.

Benefit: The Combat Brute feat enables the use of three tactical maneuvers.

Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.

Sundering Cleave: To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt (see page 158 of the Player’s Handbook). If you do so, you gain an immediate additional melee attack against the foe. The addi- tional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.

Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be –5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty × 1-½, or × 3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a –6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you’re using a two-handed weapon or a one-handed weapon wielded in two hands.