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Sir Rekkart Cole

Ptolmaeus Arvenus's page

Pathfinder Society Member. 593 posts (4,057 including aliases). 1 review. 1 list. No wishlists. 1 Pathfinder Society character. 24 aliases.


Full Name

Proxy

Race

Meat Popsicle

Classes/Levels

Feng Shui Failure 7 / Rogue 6 / Dabbler 12

Gender

Male

Age

22

About Ptolmaeus Arvenus

WORKSHOP

Human Aberrant Aegis/Rogue (Physical Exemplar/Scout)
TN Medium humanoid (human)
Init +4; Senses Darkvision 60ft, Perception +7
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Defense
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AC 18, touch 14, flat-footed 16 (+3 armor, +4 Dex, +1 Natural Armor)
hp 39 (3d10+9)
Fort +7, Ref +8, Will +5
DR 2/-
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Offense
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Speed 30 ft.
Melee Greatsword +9, 3d6+7, 19-20x2
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Statistics
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Str 20, Dex 19, Con 14, Int 14, Wis 12, Cha 8
Base Atk +3; CMB +8; CMD 22
Feats Extra Customization, Power Attack, Intimidating Prowess
Traits Bruising Intellect, Indomitable Faith, Pride, Know the Land
Skills Acrobatics: 10, Climb: 11, Craft (Cooking): 8, Disable Device: 10, Knowledge (Dugeoneering): 8, Knowledge (Local): 8, Intimidate: 14, Perception: 7, Profession (Gambler): 7, Sleight of Hand: 10, Survival: 7, Stealth: 10
Languages Common, OPEN, OPEN, OPEN
SQ Transformed Body, Brawn, Hardened Strikes, Darkvision, Nimble, Powerful Build, Vim, Damage Reduction, Invigorating Suit, Intimidate, Prowess, Exercise, Evasion, Rogue Talent, Combat Trick, Sneak Attack
Other +1 Studded Leather, +1 Cloak of Resistance, 475 gp

Abilities:
Transformed Body An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases by 1.

An aberrant can modify his form in a fashion similar to the aegis’s customization, but his options are more limited. He can choose customizations from the customization list below, as well as new customizations exclusive to the aberrant. Because the aberrant is modifying his own body, he can wear armor as normal.

The aberrant gains Hardened Strikes and Brawn as a free customization. At 2nd level, the aberrant gains Darkvision as a free customization. At 10th level, the aberrant gains Improved Damage Reduction as a free customization.

Brawn The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.

Hardened Strikes The aegis is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage. In addition, the aegis’s unarmed strikes can deal slashing or piercing damage, chosen at the time the customization is selected, instead of bludgeoning damage.

Darkvision The aegis gains darkvision out to a range of 60 feet.

Nimble The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.

Powerful Build The aegis gains the powerful build trait while wearing his astral suit. Whenever the aegis is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the aegis is treated as one size larger if doing so is advantageous to him. The aegis is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The aegis can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Vim The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus.

Damage Reduction Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/?, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.

Invigorating Suit An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Intimidate Beginning at 2nd level, an aberrant gains a +1 bonus to Intimidate checks. At 6th level and every four levels thereafter, this bonus increases by 1.

Prowess At 1st level, the physical exemplar gains a +1 bonus to Fortitude and Reflex saves. Additionally, the physical exemplar gains 1 extra hit point at every level.

Exercise At 2nd level, the physical exemplar increases her Strength, Dexterity, or Constitution by +1. The physical exemplar gains an additional ability score increase (which in all cases must be to Strength, Dexterity, or Constitution) at 6th level and every 4 levels thereafter. This is in addition to (but otherwise treated exactly the same as) the ability score increases all characters receive at 4th level and every 4 levels after that.

Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

Combat Trick A rogue that selects this talent gains a bonus combat feat

Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every four rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Bruising Intellect Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Pride You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Know the Land Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

Extra Customization You gain one additional customization point.

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Languages: Common,
Medium
Initiative: 4
Senses:
Land Speed:
Favored Class: Aegis (3/4 customization)
Health: 39
Power Points: 6/6

Defense:
AC: 18
Touch: 13
Flat-Footed: 16
DR: 2/-
Fort: 7
Ref: 8
Will: 5
CMD: 23

Offense:
BAB: 3
CMB: 9

Mstwrk Large Greatsword:
Attack: +9 (+8)
Damage: 3d6+7 (+3)
Crit: 19-20x2

Skills:
(Class+Bonus+Ranks+Misc)
Acrobatics: 10 (3+4+3)
Climb: 11 (3+5+3)
Craft (Cooking): 8 (3+2+3)
Disable Device: 10 (3+4+3)
Knowledge (Dugeoneering): 8 (3+2+3)
Knowledge (Local): 8 (3+2+3)
Intimidate: 14 (3+2+3+6)
Perception: 7 (3+1+3)
Profession (Gambler): (3+1+3)
Sleight of Hand: 10 (3+4+3)
Survival: 7 (3+1+3)
Stealth: 10 (3+4+3)

Equipment:
GP: 475

+1 Studded Leather
+3 AC
Max Dex: +5

Cloak of Resistance +1

Abilities:
Aegis (Aberrant)
-Transformed Body: Nat Armor +1, Customizations: (0/6 pts)
--Brawn 1 (Free) Brawn 2 (2 pts)
--Hardened Strikes (Free)
--Darkvision 60ft (Free)
--Nimble (2 pts)
--Powerful Build (2 pts)
-Vim: Can use vim as a psi-like ability as long as psionic focus is maintained
-Damage Reduction: dr 2/-
-Invigorating Suit
-Intimidate: +1

Rogue (Scout/Physical Exemplar)
-Prowess: +1 Fort and Reflex, +1 HP at every level
-Exercise: +1 str
-Evasion
-Rogue Talent
--Combat Trick
-Sneak Attack: 1d6

Racial:
-Dual Talent

Traits:
Bruising Intellect: Use intelligence instead of charisma to intimidate
Indomitable Faith: +1 to Will Saves
Pride
Know the City (Know the Land): +1 to survival, class skill

Feats:
1st:
-Level: Extra Customization
2nd:
-Combat Trick: Power Attack
3rd:
-Level: Intimidating Prowess

Background:
It is safe to say that they do not make them like Palls and to those in the know, that is generally understood to be a good thing. Palls is a monster, this is not a metaphor. Towering at eight feet tall and with skin like rough leather, muscles like steel cords, a terrible smile, and unexpected anatomy that gently deviates from human norms. Thankfully, he is a polite monster and well-behaved.

Palls did not join the Agency so much as show up one day, oddities like him are not uncommon in the melting pot of Auralis. He claims to be something unique and most are inclined to agree. What is known is that he is a force to be reckoned with when the Agency decides to let him off the chain. He amounts to something like an urban apex predator, lurking in the shadows of darkened alleys and choosing his moment to hurl himself into the enemy ranks. He knows the city better than he knows himself. Granted his opinions of the occupants of the city ranges from indifference to limited tolerance.

Just what Palls does with the money he gets is something of a mystery, as he shows up in the same rags he wears every day. The few curious enough to try and tail him quickly end up turned around and lost. Well-behaved but paranoid.


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