Name: Thud<br/>Alias(es): The Pummeler, The Unstoppable Force, Big Guy<br/><br/>Base race: Human<br/>Levels: Fiendish Brute 4/True Fiend 1 (True Fiend taken at 4th level)<br/><br/>Alignment: CE<br/>Base Point Buy stats: STR 18 DEX 10 CON 18 INT 8 WIS 10 CHA 8<br/><br/>Modified with levels and buffs stats: STR 27 DEX 8 CON 24 INT 8 WIS 10 CHA 8 (+2 STR/CON with levels, +2 STR/-2 DEX size, +1 STR at 4th)<br/><br/>HP: 70 (4d10+1d8+35 (-6)) AC: 20 (10 + 5 armor +7 natural -1 DEX -1 Size)<br/><br/>Feats: 1st (free): Power Attack<br/>1st: Improved Bull Rush<br/>1st (bonus): Improved Overrun<br/>2nd: Dungeon Crasher<br/>3rd: Cleave<br/>4th: Sting of the Scorpion<br/>5th: Large Size<br/><br/>Class Features:<br/><br/><br/>Natural Weapons: A Fiendish Brute has 2 claw attacks, one attached to each arm (or its two front legs if it is a quadruped, if it has no limbs at all it grows two vestigial arms that have claws at the end). These claws are natural weapons and inflict damage normal for the creature's size.<br/><br/>Natural Armor: A Fiendish Brute has a natural armor bonus of 3 plus its class level. So a 7th level Fiendish Brute has a natural armor bonus of +10.<br/><br/>Attribute Boost: At 1st level and every odd numbered level afterwards, the Fiendish Brute's physical attributes improve, as if it had gained several character levels. Every time the Fiendish Brute gains an attribute boost, two of his physical attributes irrevocably increase by 1.<br/><br/>Bonus Feat: At every even numbered level, the Fiendish Brute gains a bonus feat. This feat may be any [Fiend], [Monstrous], or [General] feat, and the Fiendish Brute must meet the prerequisites.<br/><br/>Immortality (Ex): Like a pizza on the counter, the True Fiend only gets worse with age.<br/><br/>Fiendish Traits: A True Fiend is a member of one of the iconic aristocracies evil. Starting at first level she has gains access to the distinctive abilities of her race, as befits her plane of origin:<br/><br/>The Abyss : Tanar'ri Traits:<br/>Bonus Feat: Forged with unbridled Chaos, every Tanar'ri is unique. Upon gaining access to its Fiendish Traits, a Tanar'ri gains one bonus feat of any [Fiend] feat that it qualifies for.<br/>Immunity to Electricity: A Tanar'ri takes no damage from electricity of any kind.<br/><br/>Non-standard feats:<br/>Sting of the Scorpion [Fiend]<br/>You have a viciously barbed tail that carries a lethal poison.<br/>Benefit: You have a stinger as a natural weapon that carries a poison that inflicts initial and secondary damage of 1d6 Con. The save DC is Constitution based. You may only inject a number of doses of poison per day equal to your Con bonus.<br/><br/>Large Size [Fiend]<br/>Your size increases to Large.<br/>Prerequisites: Character level 5.<br/>Benefits: If your size would normally be Medium without this feat, it increases to Large (with all the usual changes).<br/><br/>Dungeon Crasher<br/>2nd level ability (replaces the Bonus Feat)<br/>+2 to saves and AC vs traps, and +5 to break walls/doors down.<br/>Also, if you Bullrush someone into a wall, you deal 4d6+double your Str bonus in Bludgeoning.<br/><br/>Ravages:<br/>Spell-like Abilities (All): A demon who gains with ravage may select additional spell-like abilities based on the grade of ravage possessed.<br/><br/>Common: Select 6 + Cha modifier levels worth of spells. Spells of 1st-4th are useable at will, 5th-7th are useable 3/day, and 8th-9th level are useable 1/day. (Taking Bull’s Strength, Bear’s Endurance, and True Strike)<br/><br/><br/>Powerful Build (Common): A demon with this ravage gains the powerful build special ability.<br/>Powerful Build (Ex)<br/>The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant 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 half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.<br/>Skills: Jump, Climb, Swim, +16 Spot +7<br/>Saves: Fort: +13 Ref: +5 Will: +3<br/>Speed: 30’<br/>Init: -1<br/>BAB: +3 Melee: +11 Ranged: +2<br/><br/>Attack (1x Claws): +11 (1d6+8)<br/>Full attack (2x claws, 1x tail) +11/+11/+6 (1d6+8/ 1d4+4+1d6/1d6 Con poison, DC 19)<br/><br/>+21 on Bull Rush/Overrun attempts.<br/><br/>Equipment: +1 Spiked Chain Mail<br/>Brute Gauntlets (Has three charges a day, adding bonuses to my STR based checks and melee damage for one round; +2 for 1 charge, +3 for 2 charges, +4 for all three charges. Swift action to activate.)<br/>Brute Ring (As a standard action, can make a bull rush, using my modifier, against any target within 30’, twice per day.)<br/>Crystal of Mind Cloaking (+3 vs. mind affecting spells and abilities)<br/><br/>Remaining: 700gp, roughly.<br/><br/>Description: Thud doesn’t speak often; he usually doesn’t have to. Cracking his knuckles is enough to send almost anything smaller than him running. At just under ten feet tall, this heavy set, battle-hungry warrior is an intimidating presence, his deep, gravelly voice surprisingly quiet for something of his size… until he reaches battle, where it booms over the field like thunder, inarticulate roars of fury and battle-lust.<br/><br/>In appearance, he resembles an ogre, though his skin is much deeper in color, the decaying brown of dried blood, except for the wicked tail he sports, as long and dangerous looking as a manticore’s. Upon closer inspection, though few ever bother to get that close, he has a small pair of horns sprouting from just over his low brow. Although one might expect his eyes to be dull and simple, they are keen and constantly moving, searching for signs of movement, for something to be pounded into the ground.<br/><br/>Thud’s armor more resembles that of a drunken porcupine than anything else; sharp points extend in all directions, seemingly at random, often with small pieces of meat still dangling from them. He shows little regard for his own safety, or that of others, as he wades into battle; it is often advisable for his allies to give a wide berth, or else they may end up trampled or pinned to a wall as well.