Rakshasa

Ammon Safar's page

227 posts. Alias of Fallen_Mage.


Race

Catfolk

Classes/Levels

Brawler (Shield Champion) 12 /\/\ Init: +3 | HP: 101/101 | AC: 29 | FF: 24 | Tch: 15 | Fort: +10 | Ref: +11 | Will: +5 | +4 vs Hot or Cold Environments and Suffocation Damage | Perc: +18 | Fire Resist 10

Gender

Male

Size

Medium

Age

30

Alignment

True Neutral

Deity

Sarenrae

Languages

Catfolk, Common, Halfling

Strength 18
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 13
Charisma 14

About Ammon Safar

Vital Stats:

Height: 6’ 1”
Weight: 195 lbs
Age: 30
Speed: 30
HP: 101
Eye Color: Gold
Hair Color: Black
Skin Color: N/A

Traits:

Dedicated Defender: When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Saves:

Fort: +10 Ref: +11 Will: +5 | +4 vs Hot or Cold Environments and Suffocation Damage

Trained Skills:

Acrobatics: +17
Appraise: +1
Bluff: +10
Climb: +7
Diplomacy: +2
Disable Device: -
Disguise: +2
Escape Artist: +2
Fly: +2
Handle Animal: -
Heal: +10 (+2 w/ Healer’s Kit)
Intimidate: +2
Knowledge (Religion): +9
Knowledge (): -
Knowledge (): -
Linguistics: -
Perception: +18
Perform ():
Profession (): -
Ride: +2
Sense Motive: +1
Sleight of Hand: -
Spellcraft: -
Stealth: +4
Survival: +15
Swim: +15 (+4 to resist Non-Lethal Damage from Exhaustion)
Use Magic Device: -

Feat:

Light Armor Proficiency
Simple Weapon Proficiency
Shield Proficiency

Bodyguard
Combat Reflexes
Diehard
Distance Thrower
Endurance
Greater Shield Focus
Improved Shield Bash
Missile Shield
Shield Focus
Shield Master
Shield Slam
Two-Weapon Fighting

Special Abilities:

Cat’s Luck: 1/Day Re-roll a Reflex Save and take the better result.

Low-Light Vision

Natural Hunter: +2 Perception, Stealth, and Survival.

Sprinter: +10 land speed when using Charge, Run, or Withdraw action.

Brawler's Cunning (Ex): If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day). Each feat selected counts toward her daily uses of this ability, and can be used as a prerequisite for any of the other feats. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

6th Level - Can select up to two combat feats. Can use a Swift Action to select one feat OR a Move Action to select two feats.

10th Level - Can select up to three combat feats. Can select one feat as a Free Action, two feats as a Swift Action, or three feats as a Move Actions.

12th Level - Can select one feat as an Immediate Action or Three feats as a Swift Action.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

Unarmed Strike: Exactly like Monk.

Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

8th Level - Gain Improved Two-Weapon Fighting when using Brawler's Flurry.

Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield.

At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet the prerequisites before taking that feat.

This ability replaces maneuver training at 3rd, 7th, and 11th levels.

AC Bonus (Ex): At 4th level, when a brawler wears light armor or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Returning Shield (Ex): At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off, other than the original target of the shield champion's attack. Certain circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning ranged weapon special ability, she can use either that or this ability.

Additional attacks can be ricochets off an earlier target. The distance to each additional target counts toward the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that apply to only one attack roll (such as true strike) apply to only the first attack and not to the others. A shield champion can throw a shield as part of a brawler's flurry.

9th Level - Gain Greater Shield Focus.

12th Level - Use Unarmed Strike damage or Shield Damage, whichever is greater.

This ability replaces brawler's strike.

Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this amount, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this decision must be declared before the attack roll is made.

Combat:

Init: +3
AC: 29 (15 Tch, 24 FF)
Attack Bonus: +12 /+7 / +2
Melee: +16 / +11 / +6
Ranged: +15 / +10 / +5
CMB: +16
CMD: 31 / 26 FF

Shield of the Dawnflower (+2 Heavy Living Steel Shield) | Melee: +18 / +13 / +8 | Ranged: +17 / +12 / +7 | Flurry: +16 / +16 / +11 / +11 / +6 | Damage: 2d6+6 (B) | Crit: x2 | Range: 10’ | Fire Resist 5

Unarmed Strike | Melee: +18 / +13 / +8 | Flurry: +16 / +16 / +11 / +11 / +6 | Damage: 3d6+6 (B) | Crit: x2 |

Equipment and Possessions:

Light Load: 0 – 116 <<<<<
Med Load: 117 - 233
Hvy Load: 234 - 350

Total Weight: 67 lbs

MW Backpack:
- Bedroll
- Healer’s Kit (x3)
- Holy Text (The Birth of Light and Truth)
- Rope

Belt Pouch
- Silver Holy Symbol (Sarenrae)
- Flint and Steel
- Ioun Torch

Waterskin

Face Scarf
Traveller Outfit
+2 Brawling Studded Leather Armor
Shield of the Dawnflower (+2 Heavy Living Steel Shield)
Amulet of Natural Armor +3
Belt of Physical Might +2 (Str, Dex)
Bracers of Might
Stonefist gloves

Money: 11,320 GP (various gems)

Background:

Protectorate Safar was not always known as such. First, he had no name as an urchin stealing in the streets of one of the smaller cities in Garhazan. Then he was known as Maggot when he was caught and sent to the Scorched Sons, a mercenary company where the undesirable members of society are sent to become expendable ones that are meant to die ‘for the cause’, whatever it may be. After the indoctrination ceremony, Maggot was put rigorous training to become a Shield Brother, one who holds the line with shields while the pikemen and archers do the real damage.

For years, he held the line alongside his new brethren. That is until the one time during a battle against a horde of summoned demons, when they broke the line and began tearing into the ranks. The last he saw before blacking out is a demon looming over him.

When he awoke, his wounds were dressed and he was in a medical tent with his fellow Scorched Sons comrades. The attending physician, a follower of Sarenrae, showed him such a kindness that he had never known that he began thinking his current status in life. After several enlightening conversations, the physician spoke with the Company Commanders and hired Maggot as a personal bodyguard.

It was with the Physician, whose name was Cassym, that he received his new name, Ammon Safar. Over the next several years, Ammon and the Physician traveled all over Garhazan providing what aid they could. Ammon learned much, particularly about Sarenrae, and it spurred him on to be a better individual and help others when he could.

Then came the day that Cassym had a vision, one that indicated that Ammon’s time with him was at an end, a vision of several entities fighting the darkness in a far off land. One in particular, a white tigress with blue stripes, a symbol of some fallen god emblazoned upon her side, was struggling particularly hard, until a black panther arrived to join the fight. It wasn’t exactly the most informative of visions, but the point was clear, Ammon had to leave. After revealing his vision, Cassym released Ammon from his service and sent him off to find this ‘Tigress’. It took over a year, but Protectorate Safar as he called himself now, heard about a group of adventurers in Zahvroma making changes for the better. It was the best lead he had, so he found a ship and sailed for Zahvroma.

Tracked Resources:

Bracers of Might: 3/3 Day
Cat’s Luck: 1/1 Day
Healer’s Kit: 30/30 (3 Kits)
Knockout DC 20: 2/2 Day
Martial Flexibility: 9/9 Day
Missile Shield: 1/1 Round
Attack of Opportunity: 4/4 Round