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Kardswann

Raxus Half-blood's page

797 posts. Alias of Doomed Hero.


Full Name

Raxus

Classes/Levels

Fort +11, Ref +5, Will +6, Rage rounds 25/26, Power 11/11

Size

Meduim (barely) 8'4", 340 lbs

Age

22

Special Abilities

Rage, Darkvision 60', Evasion

Alignment

Chaotic Good

Languages

Common, Draconic, Giant

Strength 26
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 10

About Raxus Half-blood

1/2 Ogre Brutal Pugilist Hurler Barbarian 8, Far Strike Monk 2
Mythic Champion 4

Init +6

Perception

Move: 30

HP: [12 +7d12 barbarian, +2d8 monk, +20 con, +20 Champion, +10 favored class]
DR 2

===== Defense =====

Spoiler:

AC 14 (+6 mithril breastplate, +1 enhancement, +2 dex)

CMD 17
...+1 vs Grapple (pit fighter)
...Always get AoO vs. Grapple. +2 to CMD vs grapple if AoO vs. grapple attempt is successful (savage grapple)

+11 Fort (+6 barbarian, +3 monk, +2 Con,)
+5 Ref (+2 barbarian, +3 monk)
+6 Will (+2 barbarian, +3 monk, +1 wis)
...Immune to Possession/Mind Control form Evil sources (as per Protection form Evil)

=====Offense=====

Spoiler:

BaB +9/+4,
CMB +10
...+1 CMB for Grapple and Dirty Trick (pit fighter)

Unarmed Strike (+9 bab, +2 brawling, +7 str

Huge Masterwork Adamantine Flying Talon w/ effortless Lace (+9 bab, +7 str, +1 enhancement,

Grapple (+10 bab, +1 pit fighter, +2 imp grapple, +2 greater grapple, +2 competence, +2 gauntlets,

Silver Armor Spikes

Cold Iron Spiked Gauntlet

=====Traits, Feats and Powers=====

Spoiler:

-------Traits---------

-------Feats and Rage Powers----------
--Feats--
Power Attack (1st)
Imp. Unarmed Strike (monk 1)
Imp. Grapple (monk 1)
Quick Draw (far strike 1)
Quick At Hand (3rd)
Combat Reflexes (5th)
Hamatula Strike (7th)
Final Embrace (9th)
Greater Grapple (monk 2)

--Mythic Feats--
Mythic Combat Reflexes (Tier 1)
Extra Path Ability (Tier 3)

--Rage Powers--
Lesser Hurling (2nd)
Raging Grappler (4th)
Hurling Charge (6th)
Hurling (8th)

=====Skills=====

Spoiler:

4 class, -1 int, 1 favored class
40 total

+ Perception (10 ranks, +1 wis, +3 class, +1 trait)
+ Acrobatics (10 rank, +3 class -3 ACP)

+ Survival (10 rank, +3 class, +1 wis, +2 equipment)

=====Monk Abilities====

Spoiler:

Flurry of Throws (Ex) A far strike monk can make a flurry of blows as a full-attack action as long as he's attacking with thrown weapons. He can't make a flurry of blows with his unarmed attacks or any other weapons.
A far strike monk's flurry of blows otherwise functions as the standard monk class feature.
A far strike monk can't use Rapid Shot when making a flurry of blows with a thrown weapon.
This ability alters flurry of blows.

Evasion (Ex) At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

=====Barbarian Abilities=====

Spoiler:

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Skilled Thrower (Ex) The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet.

This ability replaces fast movement.

Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Savage Grapple (Ex) At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded.

This ability replaces uncanny dodge.

Improved Savage Grapple (Ex) At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature.

This ability replaces improved uncanny dodge.

Pit Fighter (Ex) At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD.

This ability replaces trap sense.

=====Mythic Abilities=====

Spoiler:

Champion 4

-Champion Strike-
Sudden Attack (Ex) As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

-Path abilities-
Limitless Range (Ex) Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment. (1st)

Meat Shield (Ex) You can use a creature you're grappling to protect you from harm. If you're grappling a creature and are attacked with a melee or ranged attack, as an immediate action you can attempt a grapple combat maneuver check against your grappled opponent. If you succeed, the incoming attack targets your grappled opponent instead of you. If you fail, the grappled opponent breaks free from the grapple and the incoming attack targets you as normal.(2nd)

Uncanny Grapple (Ex) Upon making a successful grapple combat maneuver check against a creature you are grappling, you can perform one of the following actions: throw, crush, or swing. For a throw, you can throw the target of your grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, you deal 1d6 points of non-lethal damage per tier.

For a swing, you can use the target as a weapon against another creature, treating the grappled creature as a twohanded weapon. If you succeed at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack + 1-1/2 × your Strength modifier. (3rd)

Master Grappler (Ex) While using the uncanny grapple path ability, if you throw a creature into a solid object, that object takes the same amount of damage as the creature; if this is enough to break the object, the creature continues to move through it. If you throw the creature into another creature, resolve the attack as a bull rush by you, except the thrown creature moves with the bull rush and does not incur any attacks of opportunity for moving through threatened squares. If you crush the creature, you can choose to deal either 1d6 points of lethal damage per tier or 1d8 points of nonlethal damage per tier, and you can limit the damage you deal to the amount required to render the target unconscious. If you swing the creature as a weapon, add your tier to the amount of damage you deal to both creatures; if you score a critical hit, the target of the swing attack also takes damage from a melee natural attack from the creature you are swinging (if it has one; choose randomly if it has more than one). You must have the uncanny grapple champion path ability to take this ability.(4th)

Penetrating Damage (Su) Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature's damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means. (extra path ability feat)

-Base Mythic Abilities-

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score. (Dex, both times)

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

=====Equipment=====

Spoiler:

Weapons: Large size Flying Talon w/ Effortless Lace (15' reach)

Armor: +1 Brawling Mithril Breastplate (4k)
Shield:
Head:
Eyes: Eyes of the Eagle (
Neck: Swarmbane Clasp
Shoulders:
Waist: Anaconda's Coils (14k)
Body: Quickrunner's Shirt
Vest:
Wrist: Spring Loaded Wrist Sheathes (both with Cure Serious)
Hands: Gauntlets of Skilled Maneuver (4k)
Ring: 3x per day Shrink Person
Ring: of Mind Shielding
Feet:

Unslotted:
Serpentine Tattoo (2k)
Belt of Mighty Hurling (21k)
Wayfinder w/ Clear Spindle ioun Stone (protects against possession as per protection from evil)
200 feet of Iron Rope in 20 foot lengths, tied around the waist.

Permanency Effects: Enlarge Person

Kukri
Flint and Steel
bed roll
Food and water
50' rope
Outdoorsman garb
Survival knife (mw survival tool)
Dragontooth necklace

Cash:

62,000

Background

Spoiler:

Raxus was raised by Ogres. He was smaller, weaker, unfit, and they never let him forget it. It did not matter that he was the son of the chief and his favorite bed-slave. That just made it worse. By all rights he should not have survived his childhood, but his mother was not just the chief's concubine. She was also a healer. A lesser priestess of Shelyn before she was taken, her Goddess' blessings ensured that both she and her son could survive their ordeals to be abused another day.

As a child he found solace among animals when he could and watched birds with envy, always dreaming of one day flying away. He would practice leaping as high as he could, often from dangerous heights just for the sensation of flight.

On his ninth birthday his mother gave him a necklace of beads, one of them a small dragon's tooth, once part of a headdress his father had discarded months ago. When his father saw it, he was furious that his concubine would presume to give away his possessions. He beat her to death. Raxus tried to stop him and received a split skull for his trouble.

He buried her himself. His father seemingly forgetting her the moment she was gone, ignoring the necklace his son wore as if it was of no importance. It was nearly a week before the next beating, this time at the hands of a weak but full-blooded member of the tribe who was simply angry at the world and wanted to hurt someone.

Without his mother's healing it took him weeks to recover. The day he could walk again, he left.

He managed to survive on his own for nearly a month, but was not prepared for the cunning traps human hunters lay for prey. Caught in a net meant for a large beast, unable to reach his knife, he hung there until he was discovered by a trio of enormous dogs and an amused Keshite named Val whom Raxus surprised by speaking his mother's tongue.

Raxus was reluctantly taken in by the community of frontiersmen, spending the next decade unlearning the harsh lessons of his childhood. He quickly became something of a guardian angel to the youths of the community, never letting a larger boy pick on a smaller. His temper and stubbornness were only tolerated because of his genuine concern and kindness toward anyone smaller than himself and his useful prodigious strength.

He learned to ride in the years before he outgrew even the strongest of horses, and loved it with a passion, still finding as much, if not more, companionship among beasts of burden than he does among men.

Now, he has taken Val's place as a hunter and hound master, venturing near his old homeland to bring back food for his new people. He is often gone for weeks on end, still an outsider despite the best efforts of Val and the now-grown children he once helped to include him. He is well liked, but his own damaged sense of self worth has never allowed that fact to sink in.

Few know the wilderness as well as he, so it was no surprise when he was sought out and asked to join an expedition. It failed. Maxus was the lone survivor. He returned to Oleg's Tradepost, unsure of what else to do. When word traveled that the expedition was lost, another came in it's place. It too was doomed to failure.

This happened four times, Raxus surviving and returning to Oleg, who is beginning to wonder if Raxus is bad luck.

Raxus is disheartened and tired of losing people just as he started to get close to them. Maybe the next group will listen to him better than the last few.

Description

Spoiler:

Raxus is enormous. He tops eight feet and is thickly proportioned. His features are almost comically masculine, but somehow his eyes, lips and cheeks have an element of softness to them. He would be an attractive man if he were half as large, but the combination comes across as simply odd.

His eyes are a deep red and his skin a dark honey-brown reminiscent of well-cured leather. He has very little body hair, being both naturally bald and unable to grow facial hair. His muscles do not have the intense definition of one who exercises regularly. Instead he has the figure of one who keeps in shape by working. His hands are calloused and scarred but rarely ever dirty. In spite of his brutish appearance he seems to be careful about his cleanliness and hygiene.

Scar Record

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Notes

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