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Boris, Honorary Kordite's page

344 posts. Alias of Feral.


Gender

Male

About Boris, Honorary Kordite

CN Medium humanoid (shapechanger, skinwalker)
Init +1; Senses low-light vision; Perception +17
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Defense
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AC 23, touch 13, flat-footed 22 (+8 armor, +1 Dex, +2 natural, +2 deflection)
hp 114 (4d10+7d8+51)
Fort +13, Ref +11, Will +7
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Offense
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Speed 30 ft.
Melee +1 mithral longsword +17/+12 (1d8+11/19-20) and
. . bite +12 (1d8+4) and
. . 2 claws +12 (1d6+4) and
. . masterwork cold iron longsword +17/+12 (1d8+7/19-20) and
. . unarmed strike +19/+14 (1d6+12)
. . flurry +17/+17/+12 (1d6+12)
Ranged bomb +11 (5d6 Fire)
Special Attacks bomb 7/day (5d6+0 fire, DC 13), brawler's flurry
Alchemist (Beastmorph) Spells Prepared (CL 8th; concentration +8):
. . 1st—cure light wounds, shield, shield, shield, shield
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Statistics
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Str 25, Dex 13, Con 16, Int 11, Wis 8, Cha 10
Base Atk +9; CMB +18 (+25 grapple); CMD 30 (32 vs. grapple)
Feats Brew Potion, Extra Discovery[APG], Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack, Rapid Grappler[UC], Throw Anything, Toughness
Traits bred for war (shoanti), quain martial artist
Skills Climb +13, Escape Artist +0 (+1 competence to break a grapple), Intimidate +17, Knowledge (nature) +4, Perception +17, Perform (Bedroom) +1, Perform (sing) +1, Profession (herbalist) +13, Sense Motive +8, Survival +11, Swim +11; Racial Modifiers +2 Climb
Languages Common, Skald
SQ advanced mutagens (burly), alchemy, change shape (+1 natural armor), change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), mutate, beastform mutagen, discoveries (feral mutagen, healing touch, spontaneous healing, tumor familiar), martial flexibility, mutagen, mutagenic form, poison use, fast poisoning, unarmed strike
Other Gear +2 brawling mithral breastplate, +1 mithral longsword, masterwork cold iron longsword, amulet of mighty fists +1, armbands of the brawler, belt of giant strength +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +2, alchemist's kit, 150 gp
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Special Abilities
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armbands of the brawler +1 to Escape Artist to break a grapple.
Bomb 4d6+0 (7/day, DC 13) (Su) Thrown Splash Weapon deals 4d6+0 fire damage.
Brawler's Flurry +7/+7/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Burly +1 (Ex) In mutagenic form gain bonus to Str/Con checks, Str skills, and CMB/CMD.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Martial Flexibility (Move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 min.
Mutagenic Form (Chaotic Neutral) (Ex) Mutagenic form has a different alignment and personality from normal form.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.


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