Grand Necromancer

Alexander Mavis's page

15 posts. Alias of Duboris.


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"Dot-Vival"


Alright gentlemen, story time. About a day after I claimed that I'd be coming back, my father decided to pay me yet another visit in yet another foul mood. I'll spare you the details, but I moved to Richmond. Now that that's out of the way, I've finally returned. I also made it a point to finish reading the gameplay thread only to learn that it was ended, to my shame and dismay.

Needless to say I would absolutely adore a game with you guys yet again. I know my posting rate was the reason for this one's death, and that I'm probably not a good candidate, but, with my move, stable job, and new location with very little stress and lack of college to get in the way, I think I'm officially set.

I can understand, however, if you'd prefer I go through the recruitment thread normally.


So, in rue of my latest created Adventure path with a hefty number of tweaks, I believe I've finished my first encounters. So, without further ado, I was wondering what some of you might think of these. The quest all of htese creatures are met on bridges the gap between levels 5 and 6, and while all of the equipment they have doesn't count for all the gold that 6 PC's need, there is stuff along the way that bridges that for them.

These are all goblins from the "Stonethieves" tribe, and are actually quite competent, boasting a good number of goblin heroes just north of Ostenso, which is East of Cheliax. Essentially these goblins destroyed a Caravan on the way to a fort they "Liked the look of" and killed almost everyone, save for a man known as Cleb, an Aristocrat 4, and a young Warrior 5 that was knocked unconscious, but failed his saving throw against woundweal which prevented him from healing naturally. He's been in a coma since.

The Bugbear is met in the forest prior, just 2 miles away from the fort and acts as a watcher for the players. He'll shoot exactly 1 arrow after using his true-strike of the day, going so far as to aim for the lighter armored of the bunch with a sleep arrow before sounding his horn and warning the fort ahead.

If the goblins go on alert, every single hero is at their respective posts, wide awake and ready to defend their new home from the humans, going so far as to make use of traps that may or may not be ready. That said, they're more than ready... unless the players remain hidden among the forests, or other places. The goblins don't respond intelligently, and if the players wait too long they'll send the dumber of the heroes first, starting with the Goblin Fighter 5 (Also known as Shiny) who usually defends the storage room in the lower levels of the fort.

Regardless, here's the complete spoiler for all of these goblins and I would greatly appreciate your opinions on them in regards to 6 level 5 players during combat. These goblins are never met alone, and usually have an entourage of Level 4 Warrior Goblins made with 20 point buy, as well as level 2 Goblin Bards that bolster the entire fighting force in certain areas.

At the moment there are 4 ways into the Fortress, which I'll try to explain as clearly as possible.

On the eastern cliffside is a set of drainage pipes about the size of a small creature, though a medium one could easily squeeze through with a respectable amount of difficulty. The wall is rather sheer, however, but the pipes lead to the Lou, which is surprisingly well washed due to recent rainfall, in direct opposition the rest of the fortress which is covered in a remarkable amount of filth.

On the western side of the fort is the secret entrance that important high ranking officials would use to enter and leave as they pleased, and leads to a hidden area within the fort itself, in the crafting area.

Finally the other 2 are the Northen and Southern portcullises, both of which consists of 2 large metal doors that only people from inside can open, though a respectable strength check that effects both doors (As they're connected) can raise them. The DC is a staggering 26, however, but can be assisted with the aid another action. I somewhat homebrew the aid another action, however, as 2 people will roll a check that physically effects the door, and whichever rolls higher is the one doing the skill, and the other is aiding. Basically an impromptu teamwork feat.

The only other way in is to climb over the walls, but that'll alert the whole complex (Which is over 40 goblins strong, and the weakest enemies are the level 4 warriors.

Below are the "Main" enemies of the complex made to give the players their respective phat loots. In the form of weapons and whatnot. Enjoy, and please, again, tell me what you think.

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Bugbear Ranger 5 CR 6
XP 2,400
Bugbear Ranger 5
NE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +11
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Defense
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AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 natural)
hp 56 (5d10+3d8+16)
Fort +6, Ref +8, Will +2
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Offense
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Speed 20 ft.
Melee unarmed strike +10/+5 (1d3+3 nonlethal)
Ranged +1 heavy crossbow +8 (1d10+5/19-20)
Special Attacks favored enemies (elves +2, humans +4)
Ranger Spells Prepared (CL 2nd; concentration +2):
1st—horn of pursuit
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Statistics
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Str 16, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Base Atk +7; CMB +10; CMD 21
Feats Deadly Aim, Endurance, Precise Shot, Rapid Reload, Toughness, Weapon Focus (heavy crossbow)
Skills Handle Animal +10, Heal +4, Intimidate +14, Perception +11, Stealth +14, Survival +11 (+13 to track); Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ combat styles (crossbow), favored terrain (forest +2), hunter's bonds (hunter's bond [companions]), track, wild empathy +4
Combat Gear potion of blur, potion of heroism; Other Gear +1 hide armor, +1 heavy crossbow
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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CR 5 Goblin Dog CR 5
XP 1,600
Goblin Dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 55 (1d8+15)
Fort +6, Ref +6, Will +2
Immune disease
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Offense
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Speed 55 ft.
Melee bite +5 (1d6+3) and
. . unarmed strike +5 (1d3+2 nonlethal)
Special Attacks allergic reaction
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Statistics
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Str 15, Dex 14, Con 15, Int 3, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Armor Proficiency (Light), Fleet, Toughness
Skills Stealth +9
Other Gear hide shirt
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Special Abilities
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Allergic Reaction (DC 14) (Ex) Non-goblins touching you must make a Fort save or take a -2 DEX and CHA penalty for 1 day.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Goblin Barbarian 6 CR 5
XP 1,600
Goblin Barbarian 6
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 68 (6d12+24)
Fort +8, Ref +4 (+2 bonus vs. traps), Will +2
Defensive Abilities improved uncanny dodge, trap sense +2
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Offense
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Speed 40 ft.
Melee (M) +1 longsword +9/+4 (1d8+5/19-20) and
. . unarmed strike +10/+5 (1d2+3 nonlethal)
Special Attacks rage (17 rounds/day), rage powers (guarded stance +2, powerful blow +2, reckless abandon)
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Statistics
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Str 17, Dex 14, Con 16, Int 8, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 20
Feats Furious Focus, Power Attack, Toughness
Skills Climb +12, Intimidate +8, Perception +9, Survival +9
Languages Goblin
SQ eat anything, fast movement
Other Gear +1 longsword
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Eat Anything +4 to Survival to forage for food & save vs. nauseated or sickened.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +2 (3 rds) (Ex) Gain a +2 dodge bonus to AC vs. melee attacks while raging.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals extra damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

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Goblin Chief Fighter 6
Goblin Fighter 6
CE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 68 (6d10+18)
Fort +9, Ref +8, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee +1 horsechopper +9/+4 (1d8+1/×3) and
. . unarmed strike +12/+7 (1d2 nonlethal)
Special Attacks weapon trainings (heavy blades +1)
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Statistics
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Str 10, Dex 20, Con 16, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes, Mounted Combat, Ride-by Attack, Spirited Charge, Vital Strike, Weapon Finesse, Weapon Focus (horsechopper)
Skills Ride +13, Stealth +17, Survival +11
Languages Goblin
SQ armor training 1
Combat Gear potion of bull's strength, potion of cure moderate wounds; Other Gear +1 hide armor, +1 horsechopper, belt of tumbling, cloak of resistance +1, 125 gp
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Special Abilities
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Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Ride-by Attack You can move - attack - move when charging mounted.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Goblin Fighter 5
Goblin Fighter (Phalanx Soldier) 5
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 25, touch 12, flat-footed 24 (+8 armor, +5 shield, +1 size, +1 dodge)
hp 59 (5d10+25)
Fort +7, Ref +4 (+1 bonus vs. Trample attacks), Will +0
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Offense
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Speed 20 ft.
Melee gauntlet (from armor) +7 (1d2+3) and
. . masterwork horsechopper +9 (1d8+5/×3) and
. . unarmed strike +7 (1d2+3 nonlethal)
Special Attacks phalanx fighting, ready pike
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Statistics
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Str 16, Dex 16, Con 16, Int 9, Wis 8, Cha 11
Base Atk +5; CMB +5; CMD 26 (27 vs. bull rush, 27 vs. drag, 27 vs. overrun, 27 vs. trip)
Feats Dodge, Shield Focus, Shield Specialization, Toughness, Weapon Focus (horsechopper), Weapon Specialization (horsechopper)
Skills Intimidate +8
Languages Goblin
SQ stand firm
Other Gear half-plate, tower shield, masterwork horsechopper, 150 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Focus +1 Shield AC
Shield Specialization (Tower Shield) You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie
Stand Firm +1 (Ex) +1 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.

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Goblin Rogue 5 CR 4
XP 1,200
Goblin Rogue 5
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 19, touch 17, flat-footed 13 (+2 armor, +5 Dex, +1 size, +1 dodge)
hp 26 (5d8)
Fort +1, Ref +9 (+1 bonus vs. traps), Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 dagger +8 (1d3+3/19-20) and
. . masterwork punching dagger +8 (1d3+1/×3) and
. . unarmed strike +9 (1d2+2 nonlethal)
Special Attacks sneak attack +3d6
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Statistics
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Str 14, Dex 20, Con 10, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +4; CMD 20
Feats Dodge, Mobility, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +13, Bluff +7, Climb +10, Disable Device +15, Escape Artist +13, Knowledge (local) +10, Perception +8 (+10 to locate traps), Ride +9, Sense Motive +8, Sleight of Hand +13, Stealth +21, Swim +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ rogue talents (bleeding attack, finesse rogue), trapfinding +2
Other Gear masterwork leather armor, +1 dagger, masterwork punching dagger
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Special Abilities
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Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Goblin Slayer 6 CR 5
XP 1,600
Goblin Slayer 6
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 43 (6d10+6)
Fort +6, Ref +9, Will +2
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Offense
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Speed 20 ft.
Melee (M) +1 shortspear +9/+4 (1d6+4) and
. . unarmed strike +9/+4 (1d2+2 nonlethal)
Special Attacks favored target, sneak attack +2d6
--------------------
Statistics
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Str 14, Dex 18, Con 13, Int 16, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Combat Expertise, Improved Feint, Power Attack, Vital Strike, Weapon Focus (shortspear)
Skills Acrobatics +11 (+7 jump), Bluff +8, Climb +9, Heal +9, Knowledge (local) +12, Perception +13, Sense Motive +9, Stealth +15, Survival +9 (+12 to track), Swim +9
Languages Goblin
SQ combat styles (two-handed weapon), slayer talents (bleeding attack, ranger combat style, weapon training), track
Combat Gear potion of cure moderate wounds; Other Gear masterwork hide armor, +1 shortspear, 34 gp
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Special Abilities
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Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Target (+2, 2 at a time, Move) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +3 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.

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Goblin Sorcerer 5
Goblin Sorcerer 5
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +1 size, +1 deflection)
hp 36 (5d6+14)
Fort +2, Ref +4, Will +6
Resist fire 10
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d2-1 nonlethal)
Special Attacks bloodline arcana: elemental
Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—elemental ray
Sorcerer Spells Known (CL 5th; concentration +9):
2nd (5/day)—frost fall (DC 17), pyrotechnics (DC 16), scorching ray (bloodline energy type)
1st (7/day)—burning hands (bloodline energy type) (DC 17), disguise self, enlarge person (DC 15), mage armor, shocking grasp
0 (at will)—acid splash, bleed (DC 14), ghost sound (DC 14), light, mage hand, resistance
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Statistics
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Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 18
Base Atk +2; CMB +0; CMD 14
Feats Elemental Focus, Eschew Materials, Spell Focus (evocation), Toughness
Skills Disguise +9, Ride +7, Spellcraft +6, Stealth +17; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bloodlines (elemental)
Combat Gear wand of cure light wounds (17 charges); Other Gear ring of protection +1, 150 gp
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+2 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Wand of cure light wounds (17 charges) Add this item to create a wand of a chosen spell.


*Sigh* 5/5 Unsurprising atleast.


Surely to goodness I'm not the only one that would mind a slight touch of direction in these last few hours, no? Also of the 4 that posted, I do rather enjoy the stories. I believe I was far too winded with mine.


Considering the situation, would everyone who's submitted their character, by request of myself, just post up something? I'd very much like to read everyone's backgrounds and crunch. Besides, having it all on the front page might be of some assistance, no?

Also, Dak, I would still love to give you the .por file. I'm just not sure where to send it.


Gm Dak, how would you prefer we give you our .por file? I've no way of sending it to you unless you have an email, really.

Also, I was under the impression we would be allowed to roleplay prior to the final decision. Is that not going to occur? I would really enjoy atleast sampling the platter of people that have applied. It would most certainly be fun and perhaps help you come to a decision.


Good luck to everyone as well!


Life in Cheliax; Background:

In the Southern-most reaches of Cheliax lies the exceptionally quaint, lucrative, and auspicious House of Mavis, Venerators of the Fallen Angel, Lilith. Out of these seven houses, Alexander belongs first and foremost, quite proudly, to the 2nd House of Pride. Prior to the establishment of the House of Mavis as a minor faction, Alexander merely sought out enemies of the house and subjugated them, and if possible, outright killed them. He became quite the headhunter, seeking out local holy clerics, his blade cleaving through their necks as well as their faith.

While he truly enjoyed this, and frankly kept to himself, his habits and shortcomings were still rather well-known. Alexander sought those that were of good fortitude, and worthy of being talked about. Truly, nothing stained his blade worse than the blood of the unworthy of such skill as his.

With the installation of the Mavis house as a faction, he has had to peel back on the murders, and finds himself walking back to local lodges with half-dead, greasy fools over his shoulder more than just the heads, now. While he doesn't particularly enjoy such a thing, the man frequently finds conflict now, something he is quite fond of.

Before long, Cheliax found itself in a rare moment of peace and low-key political fighting. Given the present circumstances, Alexander found himself rather restless... Sensing this fact, the House was gracious enough to send him elsewhere, to the far away city of Magnimar.

Learning this, he took to the books, learning Thassilonian hoping to find something interesting enough to bring back to the House to add to the treasury and further his renown within the house. While he enjoyed learning Thassilonian, he still prefers the wonderful language of Infernal, or Abyssal, both of which go over quite well in the Locale of Cheliax. Taking up his scythe, he finds himself off to Magnimar, ready to expand the renown of the great House of Mavis, as well as his own. His blade is steeled, and he sharpens it, even now, as he moves slowly towards his destination, a wide, eerie smile across his lips.

While it is a qwerk, Alexander has developed the somewhat strange habit of speaking directly to his weapon. He has named it "Isis for reasons that people aren't quite sure of.

"I do pray there is someone of merit in this godforsaken place..." he said, looking deep into the reflection upon his blade. "You'll get your turn, lovely... oh yes."

Motivation:

First and foremost, Alexander is in Magnimar for only 3 reasons. To further his martial prowess against strong enemies, complete the tasks that are assigned to him in the name of the House of Pride, and potentially return to Cheliax with a powerful artifact, if the situation presents itself.

Personality:

Alexander is aloof, alien, and altogether strange. He projects, upon first impressions, an aura of Arrogance and pride. Later people will learn that he never stops doing this, and frankly doesn't much care about his somewhat refined, cocky demeanor.
While he may be arrogant, he rarely blends that with insubordination. Alexander is reasonable, for certain, and doesn't doubt himself in his actions. He does, however, have quite the issue with taking orders from un-proven equals.

Moral Line:

Out of all the things Alexander will not do, it merely depends on the martial prowess of the other party. Those of magical aptitude fall into this as well, and I need not mention the divine. More than anything, Alexander enjoys slaying worthy opponents. It doesn't matter if that person is 13 years old. If they prove themselves worthy, he will cut them. Not otherwise. The Innocent and defenseless he will not cut down. Every fight must be worthy. Memories are golden.

Alexander Mavis:

Alexander Mavis
Male Human (Chelaxian) Fighter (Two-Handed Fighter) 1
LE Medium Humanoid (human)
Init +1; Senses Perception +0
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +0
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Offense
--------------------
Speed 20 ft.
Melee Scythe +6 (2d4+6/x4)
--------------------
Statistics
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Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2, Weapon Focus (Scythe)
Traits Exchange Agent (Linguistics), Killer
Skills Acrobatics -3 (-7 jump), Climb +4, Escape Artist -3, Fly -3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +6, Ride -3, Stealth -3, Swim +4
Languages Abyssal, Common, Infernal, Thassilonian
Combat Gear Potion of cure light wounds; Other Gear Scale mail, Scythe, Belt pouch (6 @ 3.62 lbs), Chalk (3), Fighter's kit, Piton (2), Rope, Whetstone (2), 20 GP, 8 SP, 3 CP
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Special Abilities
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Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Finally posted it. Thank god. Alexander is Lawfully Evil, but he isn't all bad, frankly. Though, for sure, he does enjoy killing. They just have to be worth killing, really.


Okay this is ridiculous. I've submitted a very long, very winded background about Alexander exactly 4 times now, and each time I get taken to the front page of Paizo, and I return to find the Background completely eaten. In light of that, I'm going to post it in the reply box within the next half hour. My sincerest apologies once again.


I also noticed it. There's yet another person that has an Earth Breaker, and even more so, another man that has a Greatsword. There's a few of us that have the highest possible to-hit without divine or magical intervention... so I guess it will just come down to our backgrounds.

You guys, however, have the added advantage of not being Lawfully evil with a history of serial murder prior to his engagement with Chelaxian Law enforcement, so, here we go, eh?


Miana, Champion of Irori wrote:


I do see a few of minor issues:
1. Your Scythe to hit is too high; it should only be +5 (perhaps you had Weapon Focus first, but changed it to Furious Focus and forgot to correct?)

Fighter level = Bab +1

18 Strength = +4 bonus
Weapon Focus = +1
= +6

So I'm correct, at least. I just don't think you saw the weapon focus feat is all. I was talking to a guy at some point in the previous week that said that he would actually be against me, as a player, taking furious focus as a feat, if only because it was overpowered. I don't think he understood the stipulation of not owning a shield...

I do believe I'll keep it, however, as throwing out +9 damage is quite exciting on it's own. Especially if we run into goblins! I'll just skip the unconscious phase entirely. Haha.


Alexander mavis:

Alexander Mavis
Male Human (Chelaxian) Fighter (Two-Handed Fighter) 1
LE Medium Humanoid (human)
Init +1; Senses Perception -1
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Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +1, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scythe +6 (2d4+6/x4)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 8, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2, Weapon Focus (Scythe)
Traits Exchange Agent (Linguistics), Killer
Skills Acrobatics -3 (-7 jump), Climb +4, Escape Artist -3, Fly -3, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +6, Ride -3, Stealth -3, Swim +4
Languages Abyssal, Common, Infernal, Thassilonian
Combat Gear Potion of cure light wounds; Other Gear Scale mail, Scythe, Belt pouch (6 @ 3.62 lbs), Chalk (3), Fighter's kit, Piton (2), Rope, Whetstone (2), 20 GP, 8 SP, 3 CP
--------------------
Special Abilities
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Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Killer Add weapon's critical modifier to its critical bonus damage.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

While it is his full stat block, I've been having difficulty saving Alexander's contents to his profile, and as such, will post his full background and history at the House of Mavis just before the dead line later today. I apologize for taking such a long time to do this.

As a question, what does everyone think of his build? It's rather straightforward and he takes great pride in his use of the scythe.


It's just donned on me that the background I went through the trouble of writing was eaten by the forum deities, so I'll actually have to do it once again. My sincerest apologies.


And here for consideration is the Two Handed Fighter, Alexander Mavis of the House of Wrath. Straight from Cheliax and Lawfully evil as promised. He is completely fleshed out, but I would be more than willing to change out anything you request, save for the alignment. He will not be taking cleric levels and will remain a solid fighter throughout the entirety of the game.