Stick

Human male 40th-level barbarian fighter

Armor Class: -9 (-10 w/martial arts)
Movement: 15
Hit Points: 237
THAC0: -10 (-18)
No. of Attacks: 3 or 2
Magic Resistance: 80% (from Player's Option: Skills & Powers)
Alignment: Lawful neutral (strong chaotic tendencies)

STR 18/71 (24), DEX 18, CON 25, INT 16, WIS 17, CHR 17, COM 18

Barbarian Abilities (from The Complete Barbarian's Handbook): Back Protection 95, CW 95, Running Leap 2D6+28, Running Spring 1D6+6, Standing Leap 2D4+8, Standing Spring 1D4+3.

Weapons of Proficiency: Stick has trained in all forms of weaponry and combat for more than four centuries, and is a Grandmaster in the quarterstaff.

Having been taught and besting two former Grandmasters, Stick is without a doubt the real Grandmaster of martial arts. Stick knows all of the traditional martial art styles and all of their special maneuvers.

He has also created his own unique form of martial arts, which he calls Tijjen Do (AC modifier: -1, damage: 1d4). This special style can be learned in various forms, and has been broken up into many smaller sub-styles. The parent style has all of the following special maneuvers: Block 1,2,3,4; Strike 1,2,3; Push 2; Kick 1,2,3; Lock 1,2,4; Throw 1,2,3,4; Movement 1,2,4,5; Vital 1,2,3,4; Mental & Physical Training 2,4,5,6.

Nonweapon Proficiencies: An indefinite number, certainly including: alertness; danger sense; endurance; escape; healing; herbalism; hold breath; juggling; iron will; modern languages (speaks/signs Northern Barbarian, Common, Dwarven, Elven, and Orc); observation; quick study; reading/writing (any he can speak); running; size control*; spellcraft; style analysis; swimming, tightrope walking; tumbling.

High level abilities (from Player's Option: High Level Campaigns): Adaptation, all around attack, death blow, inner focus, intimidation, and signature items (defending bo staff +5 & tabard of blending).

Equipment: Standard barbarian adventuring gear.

Magical Items: A defending bo staff +5, bracers of protection +8, a tabard that functions as a robe of blending, a bronze, ring of warmth, and boots of striding & springing.

Combat/Tactics: Stick never speaks during combat, and fights using his staff in combination with martial arts. He is without a doubt, the deadliest unarmed fighter in the Realms! Completely confident in his skills, Stick enters combat totally without fear. He can stun, paralyze, or knockout an opponent from up to 40-feet away! With a quick jab of his finger, Stick can paralyze an opponents limb.

Even when prone, he can kick an opponent and flip to his feet in a flash. With a flick of his wrist, Stick can slap aside weapons, as long as he can see them coming. He can use any weapon without penalty, including mundane items (such as a spoon or his hat).

Stick has been alive for centuries and as such, he can fight in any non-racial specific fighting style with maximum proficiency. With his superior awareness of this body, Stick fights and strikes things as if he had a 24 Strength.

Appearance: Stick is a tall (6' 6"), muscular barbarian from the North. He has a short top-knot of golden-blonde hair and dull blue eyes. Stick's eyes glow with power when he's excited or upset! He normally wears semi-loose clothing and is never without his oak staff, oriental style rice hat, and his favorite tabard.

Personality: Quiet and caring, Stick rarely concerns himself with the business of others. He never leaves the Pool of the Star*, but would gladly have his family come see him! Stick has diligently protected the Pool for more than four centuries. To Stick, the most important things in life are Duty, Loyalty, & Family.

Unique Abilities:

  • Grandmaster: As the Grandmaster of the Realms, Stick has developed some powerful abilities. His abilities to discern small movements and sense others around him, allow him to detect invisible objects with 95% accuracy. His reflex training and high Dexterity, enable him to haste himself for up to 4 turns (this speed maneuver can be used with this ability), once per day.

    He can enter a meditative trace at will. When out of this trace, he perceives things around him as if he had true seeing; this effect lasts for 1 hour for every 2 hours he spent in the trace. Inaddition to this, Stick's body heals at an astounding rate (1 hit point per turn).

    Stick's meditative powers also allow him to stop the bleeding of his wounds, allowing him to heal 6d4 hit points of damage to himself once per day. This effect also reduces the damage suffered by Stick in combat (this reduces his damage taken from non-spells by 2 hitpoints per die).

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