Kensai Ogre Mage
Male ogre mage Fighter 5/Kensai 3
LE Large Giant
Init +5;
Senses Darkvision 90-ft, low-light vision; Listen +7, Spot +7
Languages Common, Giant, Infernal, Orc
AC 25 (-1 Size, +1 Dex, +10 armor, +5 natural), touch 10, flat-footed 24
hp 131 (13 HD); regeneration 5
SR 19
Fort +16,
Ref +6,
Will +8
Speed 40-ft, fly 40-ft (good)
Melee +3 Large human bane thundering greatsword +21/+16 (4d8+10/17-20)
Space/Reach 10-ft/10-ft
Base Atk +10;
Grp +14
Atk Options Cleave, Combat Expertise, Great Cleave, Power Attack
Combat gear potion of cure serious wounds, potion of haste, potion of fire resist 20
Spell-Like Abilities (CL 9th)
At will -
darkness, invisibility
1/day (DC 19) -
cone of cold
1/day (DC 16) -
charm person, sleep
1/day -
gaseous form, polymorph
Abilities Str 26, Dex 12, Con 20, Int 14, Wis 12, Cha 20
Feats Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword)
Skills Concentration +15, Diplomacy +10, Intimidate +14, Listen +7, Ride +6, Sense Motive +3, Spellcraft +8, Spot +7
Possessions combat gear plus
+3 great armor, +3 Large human bane thundering greatsword, cloak of resistance +2
Flight (Su): Cease or resume flight as a free action. While using
gaseous form, he can fly at his normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage.
Power Surge (Ex): As a move action, the kensai ogre mage can make a DC 15 Concentration check. If he succeeds, he gains a +8 bonus to his strength for 1-rd. Each time after the first that he successfully uses this ability in a 24-hr period, the check DC increases by 5.