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Lucendar's page

1,945 posts (11,357 including aliases). No reviews. No lists. No wishlists. 41 aliases.


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Updated, thanks Ulfric. I had not accounted for Nezz' armor.


Hey JD, thanks for selection bro! I have to fix Falrick, as I realized he was built only on a 20-pt buy instead of 25. I might change some skill points too to fit in with group. Hope to have fun gaming with all of you!


Yeah, Cham is quite popular. LOL..


Dotting...


I present to you, Galen Surtova, swashbuckler/rogue, competing for the non-ranged slot. This is not a 3 musketeer type swashbuckler making jokes or puns during combat. This a is killer who looks for a weakness in your defenses before swinging, all the while striking fear in your heart telling you how much he is going to enjoy drinking and bathing in your blood when you're dead. :)

Party role: Mobile front line fighter, trap disabler, debuffer (free demoralize checks on combat hits, which if successful, will impose –2 penalty on enemies' attack rolls, saving throws, skill checks, and ability checks), flanking buddy, and number of skills to aid or help the bard/party (diplomacy, intimidate, perception, and stealth). His alignment will not be a hindrance as he wants to work with others. In a kingdom, his role would be Royal Enforcer or Spymaster. His future class progression would follow rogue leading to assassin.

Background:
Galen was born into the noble Surtova house in Port Ice. He was a good looking kid but shy and not too smart, so he became a headache for the family. Growing up, his family paid for swordsmanship lessons but he grew bored of his Aldori Swordlord and other teachers, who refused to deal with him. By this time, Galen had became enamored with the culture of Katapesh, adopting their fashion and weapons, especially the scimitar. He begged his family to have private teachers versed with that weapon instruct him but none could be found. However, the clergy of Sarenrae was proficient in the scimitar and a local warrior-priest named Dominus agreed to teach the young lad, after a generous contribution from the family's coffers of course. Galen found that despite his lack of physical strength, he was quick and agile and he flourished in the style with his graceful thrusts. However, he found Dominus too rigid and strict in his training and would often blow off steam by drinking excessively and spending the family's gold on whores and vices, especially with other brigands, who took advantage of the young noble. On one of his wild binges, he agreed with some associates to rob another pirate in Port Ice. The plan went awry, as there was an altercation in a bar and several brigands and innocents ended up dead. Galen, scared out of his mind, turned to Dominus for counsel and advice, terrified of his family's reaction if he confided in them. Unfortunately, Dominus reported him and his associates to the authorities! Only his family's influence prevented him from hanging from the gallows, as his associates did. Galen spent a year in jail nurturing his hatred for Dominus. The experience hardened him, causing him to become quite terrifying when needed. When he could not intimidate his way out of a situation, his silver tongue kept him alive, as he was able to befriend several thieves while detained. When he was released, the Surtova family considered him an embarrassment, cut off his funds, and exiled him to Restov. Galen left Port Ice but silently swore revenge on Dominus and the Surtova family. To survive financially in Restov, he joined a local thieves' guild, recommended by one of his friends in jail. His skills were a perfect match to serve as hired muscle, as he was quite frightful. He learned the ways of stealth and traps. After several months, he departed the guild when he heard of a charter seeking adventurers to form a new kingdom. This is Galen's chance to exact revenge on his enemies, assuming the new kingdom's founders are agreeable to his plan.

Personality and motivation:
Though once a shy and quiet person and of neutral alignment, Galen is now a cold-blooded killer. He loves inflicting fear on his enemies and in battle, seeks to drive his scimitar into his enemies' throat and see the life slip from their eyes. He harbors a special hatred for all things Sarenrae related and will go out of his way to kill her worshipers, with Dominus at the head of that list. He dreams of the day he can march into Restov, burn the Church to the ground, and dance on its ashes. He is confident his demeanor or his silver tongue will save him in social situations and his swordsmanship skills will save him in combat. He will work with others, as it suits him to grow in power so he can return to Port Ice and kill Dominus and the rest of his family.

Crunch:

Galen Surtova
Human rogue (thug) 1/swashbuckler 3
NE Medium humanoid (human)
Init +8; Senses Perception +9
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +2 shield)
hp 35 (4 HD; 1d8+3d10+8)
Fort +5, Ref +9, Will +3
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scimitar +9 (1d6+5/18-20+3 Precision plus 1d6 sneak attack)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3), sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 8, Wis 14, Cha 16
Base Atk +3; CMB +3; CMD 18
Feats Great Fortitude, Slashing Grace, Weapon Focus (scimitar)
Traits Noble born - Surtova, reactionary, trustworthy
Skills Acrobatics +11, Bluff +3 (+4 to fool others), Diplomacy +9, Disable Device +13, Intimidate +10, Perception +9, Perform (dance) +8, Stealth +10; Racial Modifiers frightening
Languages Common
SQ swashbuckler finesse
Other Gear +1 mithral chain shirt, +1 buckler, +1 scimitar, ioun torch ioun stone, potion of cure light wounds (x3), belt pouch, flint and steel, masterwork backpack, masterwork thieves' tools, mess kit, mirror, soap, trail rations (2), waterskin, 51 gp
--------------------
Special Abilities
--------------------
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Scimitar) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dmg.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+3) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed.
Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Kip-Up At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.
Menacing Swordplay At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level (+3+ to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost.
Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks.

Visual depiction of character

He is 5'9" and about 165 lbs, with average physique. He sports a beard with brown hair and hazel eyes.

If there is anything I missed, let me know. :) I will make the appropriate profile if I am selected.


Will post my submission later today.


Too bad, I liked the dawnflower dervish. Have fun guys!


Falrick's backstory:

At birth, Falrick was said to have been blessed by the gods and the Fates. He did not feel blessed when at the age of 3, his little town was raided by orcs and wiped out, causing the loss of his entire family. He was saved by a grumpy (if there any other kind?) dwarf warrior from Lastwall named Grogan Earthstriker, one of the only other survivors of the raid. Thankfully, Grogan raised the young halfling as his child, teaching him in the ways of hunting orcs, fueling the halfling's thirst for vengeance.

Falrick did not feel blessed by the gods or Fates when at the age of 10, Grogan died at the hands of orcs while on an expedition and he lost another "parent". Falrick fled and collapsed from exhaustion and hunger. He should have died in the cold wilderness but he was rescued by some merchants, who found the young halfling and delivered the orphan to the local Temple of the Dawnflower in Vigil. There, the young halfling child found his calling in the goddess Sarenrae and learned to dance and fight with her favored weapon, the scimitar. Now 6 years later, Falrick has emerged from the Temple, with a new surname, honoring his dwarf parent and his goddess, and has ventured into orc territory on a mrchant caravan, visiting his cousin Cham, who runs the Ramblehouse in Trunau.

It is time the young halfling, afraid to form lasting relationships, sheds his fears and strives to take vengeance on the orc race. He owes them much pain..a dance of death in fact! It is time to learn if he is truly a favored son of Fate....

Good luck all! Again, will create alias and profile if chosen.


I have never played this AP and as such, I present Falrick Dawnstriker, Dawn of Dervish bard. Role in party: Knowledge monkey, front line fighter if needed (he can boost his AC into the low 20s if he fights defensively or if needed, offensively, can reach +7-10 hit a number of times per day), battlefield control, and secondary healer. Background to come tomorrow. Knowledge (history) and Perform are background skills.

Falrick:

Falrick Dawnstriker
Halfling bard (dawnflower dervish) 1 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +5 (1d4+4/18-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)— cure light wounds, grease (DC 13)
. . 0 (at will)—dancing lights, detect magic, prestidigitation, resistance
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 15
Base Atk +0; CMB -1; CMD 13
Feats Cautious Fighter, Dervish Dance
Traits dwarf-trained, Fate's Favored
Skills Acrobatics +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Perform (dance) +6, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ adaptable luck, battle dance
Other Gear studded leather, crossbow bolts (30), light crossbow, scimitar, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], trail rations (5), waterskin, 18 gp, 9 sp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fate's Favored You gain an additional +1 when under the effects of a luck bonus.


Hello BT! Since my last dwarf initiated in your campaign has made it to 20th level, will try out another dwarf! :) I am thinking a shamed exiled beardless dwarf rogue (unchained) who committed some atrocities in the Darklands in his past that he cannot remember. Skill monkey with high survivability (11 hit points at 1st level), trapfinding, and high initiative. He is a tough SoB, very harcore, killer type (this pic sums up my image of him). Will spend gold and create alias if chosen.

image

Statblock:

Nezzarim
Dwarf rogue 1 (unchained)
CG Medium humanoid (dwarf)
Init +9; Senses darkvision 90 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +1; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred, sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 15, Int 12, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7 (+3 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +5, Disable Device +6, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +1, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ minesight, trapfinding +1
--------------------
Special Abilities
--------------------
Darkvision (90 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Traits: Twitchy (+2 initiative), Accelerated Drinker


I posted a human monk (post 48 on page 1).


Here is the crunch (will work on background):

Monk:

Haydar Muzzafar
Versatile human monk (qinggong monk, weapon adept) 1
LN Medium humanoid (human)
Init +2; Senses Perception +8
—————
Defense
—————
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 10 (1d8+2)
Fort +5, Ref +4, Will +6
—————
Offense
—————
Speed 30 ft.
Melee temple sword +3 (1d8+3/19-20) or
temple sword flurry of blows +2/+2 (1d8+3/19-20) or
unarmed strike +3 (1d6+3) or
unarmed strike flurry of blows +2/+2 (1d6+3)
Special Attacks flurry of blows
—————
Statistics
—————
Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +3; CMD 20
Feats Dodge, Great Fortitude, Improved Unarmed Strike, Perfect Strike
Traits martial manuscript (+2 confirmation rolls), undead crusader (+1 damage vs. undead)
Skills Acrobatics +6, Knowledge (religion) +5, Perception +8, Sense Motive +8
Languages Common
SQ versatile human
Other Gear monk’s outfit, temple sword, belt pouch, waterskin, 3 gp
—————
Special Abilities
—————
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.


Hey BT, glad to have you back! I am thinking some kind of monk maybe. I will play with the numbers and post a concept.


BT, how great to hear that you are back and doing well!! I will definitely be checking out that Mummy's Mask game. :)


Dotting - thinking of a barbarian/cleric


Dotting.


Sorry guys, but Ialda's departure kind of killed my motivation. My apologies and I wish you all well.


Hi DM MP, thanks for the selection. I apologize I only posted the concept - thought I had more time (he will be a dwarf zen archer monk). I have the crunch done, will post it immediately. About me, I am an immigration attorney in Miami, FL and I have been playing since Unearthed Arcana came out for D&D. I am also a fan of rping video games, mainly Dragon Age, Oblivion, and Skyrim. I look forward to the game, as I have never played this mod.


FYI: I am working on a 16th level monk (Zen archer).


Dotting for interest. I am thinking an inquisitor/rogue.


HUGE DOT
Old school is too hard to pass up!
4d6 ⇒ (4, 5, 5, 4) = 18 14
4d6 ⇒ (4, 5, 3, 2) = 14 12
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (5, 3, 4, 3) = 15 12
4d6 ⇒ (1, 2, 1, 5) = 9 08


1 person marked this as a favorite.

I help where I can. :)


Rommin Hawkridge wrote:

Excellent! Thanks for taking us on.

And Lucendar, great to be at the table again with you!

Same, MoB!


Max hps at 1st level (10) plus 3d8 ⇒ (8, 1, 8) = 17= 27 hps at 4th level.
Sheet will be up soon without wealth.


Yes, I understand your concern. My job does get extremely busy at times and it has affected me in GMing games, but never as a player. I always post faithfully and that is never interrupted. I am applying as a player here. However, I can bow out, if necessary. It just seemed like a fun group to join. Let me know.


Hey all, thanks for invite Corsario. A cleric of Pharasma sounds good to me. :)


Hello all, just checking if there is still interest in this game. I am back from my RL work issues.


Yeah, we did. Thanks all! Happy gaming!


No problem, I understand. I am sure the rest share your sentiment.


Great group, it was a fun read. I was going to pitch in but I am glad you found someone. If you need a divine 5th, I'd be happy to pitch in. :)


Are you guys still interested in this? I feel bad I left it off at the big PC vs. NPC fight.


I understand how RL can interfere with a game and I wish you best.
Jericho


Update follows tonight.


I posted update, if anyone is still around. LOL.


Thread updated, in case anyone still around.


Got a little delayed again, update coming tonight.


Guys, I have been busy with work and I apologize for not posting before. I will pick this game up on Monday, if you are still interested.


I am still around! Happy holidays! Will update tonight...


I will propose a halfling swashbuckler. Crunch is done, working on background. I will post later.


19d10 ⇒ (7, 6, 1, 4, 10, 7, 9, 2, 3, 5, 8, 10, 10, 3, 7, 9, 4, 3, 6) = 114 for hps


Dotting.


I will withdraw application. Happy gaming.


Here is the backstory. I tried it to make it heroic but it came out being a bit of a love story. :)

Kaegan's story:
Kaegan Fellhammer, 8th son of Gorek Fellhammer, a notable dwarf noble and warrior of his clan, knew it would be many years before he was next in line for any title of nobility, so he lived his life lazily and with reckless abandon and irresponsibility. He was a ladies’ man (as much as a dwarf could be with 8 charisma) and was an overall disappointment, much to the chagrin of his father and his clan. Kaegan the Selfish became his honorary title. However, all that changed when he met Anora Twin-Axe, a beautiful young female priestess in training of Torag. It was love at first sight, but she had no time for the spoiled rich dwarf and resisted his advances at every turn. Even when he was so desperate for her attention that he joined the priesthood! She still resisted him. Determined to win her heart at any means necessary and desperate, Kaegan turned to his father for help. Gorek smiled at his son’s decision to change his life for the love of a female. Determined to teach his son the values of responsibility, honor, and clan, Gorek suggested that Kaegan, now a junior acolyte, travel with a band of dwarves on their way to assist the warriors in Mendev. Kaegan, having never before left the clan’s mountain retreat, was shocked at the horrors he saw on the battlefield. He assisted in tending to the wounded and that was the extent of his duties until the fateful night when devils overran the dwarves’ encampment and Kaegan and the survivors were forced to retreat to the ruins of a fort, warhammers in hand, until morning when reinforcements arrived. That night, fearing it would be his last, the selfish Kaegan finally heard the voice of his god and realized that the priesthood was his calling. He inspired the troops with his magic, healed their wounds until his magic was used up, and battled alongside his brothers in arms. He learned what it meant to be a dwarf. In the morning, still alive, Kaegan came upon Grundelyr, famed Warhammer of Defense. For his heroism, Kaegan was allowed to keep the hammer, since it had chosen its champion. Shortly thereafter, the battle-tested dwarf returned to his clan to the cheers of his family and the respect of Anora. Months later, that respect turned to love and then marriage at the young age of 50. A year later, the couple was blessed with Thargrim, a son. 30 years later, Thargrim, a curious dwarf full of wanderlust, journeyed to Korvosa with his uncle, Jergen, on business. Three months later, Thargrim disappeared, said to have been lured by the wiles of a criminal named Gaedren. Upon hearing the news of his son’s disappearance, a frantic Kaegan grabbed Grundelyr and swore to Anora that he would bring their son back or die trying. He has since traveled to Korvosa, looking for his son.


1 person marked this as a favorite.

Hi GM, I am interested. A dwarf cleric laying claim to the Warhammer. Backstory will be up later today, if you don't mind.

Crunch:

Kaegan Fellhammer
Male dwarf cleric of Torag 2
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura deflection aura (2 ft.)
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 18 (2d8+5)
Fort +6, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and
compulson
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Special Attacks channel positive energy 2/day (DC 10, 1d6), hatred
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—touch of good (+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, entropic shield , shieldD, shield of faith
0 (at will)— create water , detect magic , detect poison , stabilize
D Domain spell; Domains Protection (Defense subdomain), Good
—————
Statistics
—————
Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Extra Channel
Traits birthmark, missing child (son or daughter), seeker
Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +7,
Knowledge (religion) +4, Perception +9 (+11 to notice unusual stonework), Sense Motive +7; Racial
Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual
stonework
Languages Common, Dwarven
Other Gear
—————
Special Abilities
—————
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense)
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflection Aura (2 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.


I completely understand, Kor. My schedule has made this last section stop and go. I am still here and determined to finish it. If you ever change your mind, you are welcome to return.


Ok back to regular posting.


No, just got hit by a wave of work. Will update tonight. Thanks.


Rorek: Resistance bonuses with your saves do not stack. Also Craftsman Feat does not work for Forge Rings, have to be caster. And that point build is over 30 points (even with 3 points of leveling). You started with 19 Str at 1st level? :)


Here is my brawler build, working on the story. When is the deadline?

Character build:

Anton "Wolf" Steele
Male human brawler (mutagenic mauler, shield champion) 15
NG Medium humanoid (human)
Init +4; Senses tremorsense 20 ft.; Perception +26
—————
Defense
—————
AC 32, touch 14, flat-footed 28 (+9 armor, +4 Dex, +9 shield)
hp 199 (15d10+105)
Fort +19, Ref +17, Will +14
Defensive Abilities evasion, fortification 25%
—————
Offense
—————
Speed 30 ft.
Melee +5 called ghost touch impervious heavy shield bash +28/+23/+18 (3d8+18) or
+5 called ghost touch impervious heavy shield bash flurry of blows +26/+26/+21/+21/+16/+16 (3d8+15) or
unarmed strike +21/+16/+11 (2d6+6) or
unarmed strike flurry of blows +19/+19/+14/+14/+9/+9 (2d6+6)
Ranged shield: +22/+17/+12
Flurry: +20/+20/+15/+15/+10/+10
Damage: 3d8+10
Range: 10'
Special Attacks brawler's flurry, close weapon mastery, knockout 2/day (DC 23)
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Statistics
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Str 22, Dex 19, Con 22, Int 10, Wis 16, Cha 8
Base Atk +15; CMB +21; CMD 35
Feats Greater Shield Focus, Greater Weapon Focus (shield, heavy), Greater Weapon Specialization(shield, heavy), Improved Shield Bash, Improved Unarmed Strike, Improved Vital Strike, Iron Will, Missile Shield, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-weapon Fighting, Vital Strike, Weapon Focus (shield, heavy), Weapon Specialization (shield, heavy)
Traits unstable mutagen, Shield-trained
Skills Acrobatics +20, Climb +15, Intimidate +10, Knowledge (local) +4, Perception +26, Sense Motive +21
Languages Common
SQ brawler's cunning, champion's defense, martial training, mutagen (+6/+4/-2, +4 natural armor, 150 minutes), mutagen damage bonus, mutagen discoveries (greater mutagen, preserve organs), returning
shield, throw shield
Combat Gear mutagen (greater) , wand of enlarge person , acid (3); Other Gear +5 mithral chain shirt , +5 bashing adamantine heavy steel shield , belt of physical perfection +4 , cloak of resistance +4 , eyes of the eagle, golembane scarab , headband of inspired wisdom +4 , ring of evasion , ring of freedom of movement, tremor boots, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, grappling hook, ink, black, inkpen, mess kit, pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 1047 gp.
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Special Abilities
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Brawler's Flurry +13/+13/+8/+8/+3/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapons.
Champion's Defense (1/day) (Ex) When reduced to 0 hp by weapon attack, attempt Fort save to absorb half damage with shield.
Close Weapon Mastery (Ex) Weapons of the close group deal damage as unarmed strike at -4 levels.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty to two attributes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Vital Strike - Three times weapon damage.
Knockout (2/day, DC 23) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 150 minutes.
Mutagen Damage Bonus +3 (Su) When in mutagenic form, gain a bonus to melee damage.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is normal.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Shield Focus +1 Shield AC
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Unstable Mutagen (1/day) You discovered or were given a secret to make your mutagens more unstable—but also more potent. Once per day, you can create an unstable mutagen. It is like a normal mutagen in most ways, but also gains a single benefit or hindrance due to its instability.
Vital Strike Standard action: x2 weapon damage dice.


Will update tonight, thanks!

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