General Gorstav

Thundering Bull's page

285 posts. Organized Play character for Gummy Bear.


Race

HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2

Classes/Levels

Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Gender

CN Male Shoanti Siegebreaker 5.2

About Thundering Bull

Statistics:
Male Human (Shoanti) Siegebreaker (Fighter) 5
CN Medium
Init +1; Senses Perception +2
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DEFENSE
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 dex, +1 shield, +1 deflection, +1 trait)
hp 44
Fort +7, Ref +3, Will +4
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OFFENSE
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Speed 20 ft.

Melee
+1 Adamantine Battleaxe +11 (1d8+8) x3
PA +9 (1d8+14) x3

Range Throwing Axe +7 (1d6+5) x2 10ft
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STATISTICS
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Str 19, Dex 12, Con 14, Int 7, Wis 14, Cha 12
Base Atk +5; CMB +11 +2 overrun/bullrush; CMD 22 +2 overrun/bullrush, +5 trip/grapple
Feats Power Attack, Improved Overrun, Improved Bullrush, Step Up, Advanced Weapon Training (Defensive Weapon Training)
Skills Climb +8, Profession (Chef) +7, Swim +8

Languages Common, Shoanti

Gear/Possessions:

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GEAR/POSSESSIONS
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Ring of Protection +1
Cloak of Resistance +1
Mwk Cold Iron Battleaxe
+1 Adamantine Battleaxe
Silver Morningstar
+1 Full-Plate, spiked, locked gauntlet, spiked gauntlets
Throwing Axe (5)
Dagger
150ft knotted/coiled rope
Bucket w/ Lid (Food)
Fried Chickens (4)
Trail Rations (5)
Hammock
Grappling Hook
Cheese (4)
Bread (6)
Alchemist's Fire (4)
Air Crystal (2)
Alkali Flask (2)
Antiplague (4)
Antitoxin (4)
Backpack (Gear)
Alexandrite Gem (3rd level spell, CL5th Continual Flame)
Wand of Cure Light Wounds 45

Special Abilities:

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SPECIAL ABILITIES
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Traits - Bred for War (+1 CMB), Defender of the Society (+1 AC)

Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled.

Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up or Disruptive as his bonus feat, but need not meet the prerequisites.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Axes) (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Build Notes:

1 Power Attack, Improved Overrun
3 Improved Bullrush
4 Step Up
5 AWT: Defensive Weapon Training
6 Bulette Charge Style
7 Bulette Leap, AAT: Armor Mastery (Poised Bearing)
9 Bulette Rampage, AWT: Combat Maneuver Defense
10 Breaker of Barriers
11 Quick Bullrush, AAT: Unmoving vs Grapple

Wish List (Feats prioritize Overrun, so items prioritize Bullrush)
Rampaging on +2 armor
Impact on +2 weapon
Gauntlets of the Skilled Maneuver (Bullrush)
Crimson Thorny Ioun Stone
Silver Thorny Ioun Stone
Boots of the Mastodon

Accounting
Picks up from physical sheets
2625.76gp
22/26pp