Seltyiel

Max Gain's page

332 posts. Alias of DoubleGold.


Full Name

Max Gain

Race

Half-Elf:

Classes/Levels

Fighter-Powerattack 12(Ranger & Barbarian Archetype) LG: Spd:25, AC:34(36 Shield, Hardness:10, ♥️:80/80), ♥️:188/188, 4 Slashing, 10 fire, & 6 Cold Resistance, Fort:23(Juggernaunt)***, Ref:21**, Will:17**(Bravery), Per:18(20 for init)***-Lowlight

Gender

Male

Size

M

Age

29

Alignment

LG

Deity

Iomedae

Location

Arcadia

Languages

Common, Draconic, Dwarven, Elven, Goblin.

Occupation

Second Chance Champion

Strength 20
Dexterity 18
Constitution 18
Intelligence 16
Wisdom 10
Charisma 10

About Max Gain

Ulfen Human
(1st) Elf Atavism: Artic Elf (First Ancestry Feat)
(1st) Elven Verve: While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round. (Second Ancestry Feat)
(3rd) Nimble Elf: +5 to speed. (Third Ancestry Feat)
(5th) Ancestral Suspicion: Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Fourth Ancestry Feat)
(7th) Natural Ambition-Exacting Strike (Fifth Ancestry Feat)
(9th) Pinch Time-I can cast Haste once per day targeting myself (Sixth Ancestry Feat)
(11th) Multitalented: Barbarian Archetype-Gained Religion, Rage and Red Draconic Barbarian, I wish to destroy red dragons. (Seventh Ancestry Feat)
Fighter Feats and abilities
(1st) Power Attack
(2nd) Ranger Dedication
(4th) DoubleShot
(6th) Basic Hunter's Trick > Hunted Shot
(8th) Felling Strike
(10th) Agile Grace
(12th) Advanced Hunter's Trick > Gravity Weapon
(Ftr1) ShieldBlock
(Ftr1) Attack of Opportunity
(Ftr3) Bravery-Expert in Wisdom Saving throws. Bonuses vs Fear
(Ftr5) Fighter Weapon Master, Hammers
(Ftr7) Battlefield Surveyor
(Ftr7) Weapon Specialization: +2 weapon damage if expert, +3 master, +4 legendary.
(Ftr9) Combat Flexibility: Prepare a fighter feat of 8th level or lower > Triple Shot
(Ftr9) Juggernaut > Master in Fort Saves
(Ftr9) Fighter Expertise-Fighter class DC increases to Expert
Skill and General Feats:
(1st) CatFall
(2nd) Additional Lore (Trolls)
(4th) Acrobatic Performer
(6th) Steady Balance
(8th) Quick Jump
(10th) Recognize Spell
(12th) Powerful Leap
(3rd) Feather Step-Step in difficult terrain.
(7th) Toughness
(11th) Assurance Arcana (result is 28)
First Ability score Increase: Str, Dex, Con, Int. Second ASI: Str, Dex, Con, Int.

Skills and Proficiencies
Trained Skills: Acrobatics, Athletics(Expert), Arcana(Master), Crafting(Master), Nature, Occultism, Religion Society, Stealth, Survival, Gladiatorial Lore, Trolls Lore(Master).
Trained other: Advanced Weapons.
Expert other: Simple Weapons, Martial Weapons, Reflex Saves, Wisdom Saves(bravery), All armor, Fighter class DC.
Master other: Perception-Lowlight, Fort Saves(Juggernaut)

Skill Totals
1. Acrobatics: 19
2. Athletics: 21
3. Arcana: 21
4. Diplomacy: 0
5. Deception: 0
6. Crafting: 21
7. Intimidation: 0
8. Gladiatorial Lore: 17
9. Medicine: 0
10. Nature: 14
11. Occultism: 17
12. Religion: 14
13. Society: 17
14. Stealth: 17
15. Survival: 14
16. Thievery: 4
17. Performance: 0
18. Perception: 18
19. Trolls Lore: 21

Equipment
1. +2 Resilient Half Plate (11th level)
2. +2 light hammer with a regular striking rune (10th level)
3. Ring of Greater fire resistance (invested) (10th level)
3. Healer's Gloves Greater (invested) (9th Level)
5. Lesser Sturdy Shield (7th level)
6. Flaming rune attached to hammer (invested) (8th level)
7. Bracelet of Dashing (invested): 58 GP
8. +1 Composite Longbow of Striking: 100 GP
9. Bag of Holding 1: 75 GP
10. Adventurer's Pack: 0.7 GP
11. Basic Crafter's Book: 0.1 GP
12. Winter Clothing: 0.4 GP
13. Cookware: 1 GP
14. Levered Crowbar: 20 GP
15. Superb Repair Kit: 25 GP
16. 3 Sheaths: 0.03 GP
17. Writing Set: 1 GP
18. 70 Arrows: 0.7 GP (used 19)
19. Cloak of Elvenkind: 360 GP
20. 82.07 Gold left over (includes the 24 downtime gold)
21. Additional 24 gold downtime

Attacks
Botting Instructions, use one of the tricks listed for the weapon he has out. Example, he has out longbow, use doubleshot, trippleshot, felling strike. If he has out light hammer, use power attack or exacting strike
1. Light hammer: 25 to hit. 2d6+8 blunt damage+1d6 fire. Agile. Can use Powerattack or Exacting strike. Critical=Prone. 22 to hit with second attack. 19 to hit with third attack.
2. Longbow: 21 to hit. 2d8+4 dmg. 100 feet. Volley. Deadly 10. 16 to hit on 2nd attack. 11 to hit on 3rd attack. Can use Doubleshot, Triple Shot and Felling Strike

Backstory
Max had some loving and rich parents. This doesn't mean, however he got everything he wanted. His parents pushed him through school, taught him how to repair some things and even sent him to karate school. Max not only excelled in school, but learned some karate school and good fighting techniques. When he got older, he decided to join the Pathfinder Society and take on some tasks. He ran into quite a few things, from spiders, to goblins, to trolls and many other things. Some things he learned, you must always burn a troll, and never to go face to face with a troll if nobody is there to back you. Trolls are deadly and hard to kill, so he decided to study them. He remembers that mission a few months ago, though it wasn't his last mission. The one where he almost died to a stationary troll, and then a demon. At least he disable the storm, him and his friends, but he does wonder if that demon or other demons will come back. After that he decided to join the Ruby tournament, why not a break from adventuring, plus it gave him some experience in fighting as well as a way to prove himself. He thought if he can become famous, the Pathfinder society would send him on more dangerous missions. He made it halfway through the tournament. His biggest mistake is that he would deliver the punches but rarely would he block. He played offensively very much, punching when he should have blocked, but neglected his defense. His idea of trying to knock out the opponent before the opponent knocked him out only lasted against the weaker opponents. The ones just as strong as him took him down quickly, as they blocked some of his punches and he blocked very few. Max returned to adventuring to gain more skills and experience fighting. He thought if he learned how to dodge and block against monsters he would do better in the tournament. Here he is years later, hopefully he learned his lesson, as well as picked up many other maneuvers to help him win.

Personality
Max is easy going, loves to tell jokes and always does what is right. He will try to push everyone to get the mission done at all costs, even at the cost of their own lives, as to him the mission comes first.