Fighter

Arlan Ward's page

504 posts. Alias of mbauers.


Race

stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

About Arlan Ward

Arlan Ward
Male Half-Elf Barbarian (Brutal Pugilist)2/Brawler (Mutagenic Mauler) 4
CG Medium Humanoid (Human, Elf)
Init +2 (+2 Dex); Senses Low-Light Vision, Perception +11
DEFENSE
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 Shield)
hp 76 (12 + 10 + 10 + 12 + 10 + 10 +12 Con)
Fort +9 (7 base, +2 Con)
Ref +6 (4 base, + 2 Dex)
Will +4 (1 base, +2 racial, +1 trait, +0 Wis)
Defensive Abilities Elven Immunities: Immune to magic Sleep effects, +2 racial save bonus vs enchantments, +2 additional WS when Raging
OFFENSE
Spd 40 ft (30 ft in armor)(additional 10 ft when raging)
Melee Masterwork Elven Branched Spear +11 (+6 BAB, +4 str, +1 masterwork) (1d8+6/x3) (reach, brace, +2 AoO)
Melee Nine Ring Broadsword +10 (+6 BAB, +4 str) (1d8+4/x3)(monk)
Melee Unarmed Strike +10 (+6 BAB, +4 str) (1d8+4/x2)
Melee Dagger +10 (+6 BAB, +4 str) (1d4+4/19-20/x2)
Ranged Chakram +8 (+6 BAB, +2 dex) (1d8+4/x2)
Ranged Dagger +8 (+6 BAB, +2 dex) (1d4+4/19-20/x2)
Melee Gorum's Thorn + 11 (+6 BAB, +4 str, +1 enhancment) (2d6+6/17-20/x2)

Gorum's Thorn:

This +1 keen greatsword is festooned with religious iconography depicting glorious images of the Lord in Iron. If Gorum is the wielder’s patron, Gorum’s Thorn gains an additional ability: when the wielder confirms a critical hit against any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.

Space 5 ft.; Reach 5 ft. (10 ft. with Elven Branched Spear)
STATISTICS
Str 18 (+4) (15 base, +2 racial, Level 4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (0)
Wis 10 (0)
Cha 13 (+1)
Base Atk +6 (+2 Barbarian, +4 Brawler)
CMB +11 (+6 BAB, +4 Str, +1 trait) +1 with Grapple
CMD 22 (10 +6 BAB, +2 Dex, +4 Str) +1 vs Grapple
Feats
Power Attack [Level 1], -2 to attack, +4 damage (+6 /w 2-handed)
Improved Unarmed Strike [Brawler 1 Bonus], lethal or nonlethal with unarmed
Enforcer [Brawler 2 Bonus], free action Intimidate to demoralize after dealing nonlethal damage
Intimidating Prowess [Level 3], add Str mod to Intimidate
Hurtful [Level 5], When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Traits
Friend in Every Town: +1 trait bonus to Knowledge (Local) and Diplomacy and Diplomacy is a class skill.
Trunau Native: Masterwork weapon, +1 trait bonus to will saves
Bred for War: +1 trait bonus to Intimidate and CMB
Overprotective (Drawback): If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skills
Acrobatics +8 (+11 when jumping)(6 ranks, +3 class, +2 Dex, -3 AC)
Climb +10 (3 ranks, +3 class, +4 Str)
Craft (Alchemy) +7 (4 ranks, +3 class, +0 Int)
Diplomacy +8 (3 ranks, +3 class, +1 Cha, +1 trait)
Intimidate +15 (6 ranks, +3 class, +1 trait, +4 str, +1 Cha)(+2 mutagen, +2 when raging, +2 circumstance when demoralizing)
Knowledge (Geography) +4 (4 ranks, +0 Int)
Linguistics +1 (1 rank, +0 Int)
Lore (Shoanti Tall Tales) +1 (1 rank, +0 Int)
Perception +11 (6 ranks, +3 class, +0 Wis, +2 racial)
Perform (Dance) +3 (2 ranks, +1 Cha)
Sense Motive +5 (2 ranks, +3 class)
Survival +5 (2 ranks, +3 class, +0 Wis)
Swim +6 (2 ranks, +3 class, +4 Str, -3 AC)
Total Points: 28 (4 Barbarian x2 levels, 4 Brawler x2 levels, 2 Background x4 levels, +4 Favored Class)
AC penalty is -3 (-0 for climb and jump checks)

Languages Common, Elven, Sylvan (2 base, +0 Int, 1 rank of Linguistics)
Equipment
Traveler's outfit
Ironwood crown with a stylized thorn motif, 250 gp
Gorum's Thorn, 8 lbs.
+1 Agile Breastplate 1,550 gp, 25 lbs.
Boots of the Cat, 1,000 gp, 1 lb.
Masterwork Elven Branched Spear, (free-trait), 10 lbs.
+1 Buckler, 1155 gp, 5 lbs.
MW Intimidation tool 50 gp, 1 lb.
Nine Ring Broadsword, 15 gp, 4 lbs.
2 chakrams, 2 gp, 2 lbs
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Sunrod 2 gp, 1 lbs.
2 Tindertwigs, 2 gp
acid (2), 2 lbs.
alchemist’s fire (2), 2 lbs.
black adder venom (2 doses)
bloodroot (2 doses)
liquid ice (2), 4 lbs.
oil of taggit
tanglefoot bag, 4 lbs.
thunderstones (2), 2 lbs.
antitoxin (2)
Masterwork dagger (hopeknife), 1 lb.
50 ft of hemp rope, 1 gp, 10 lbs
Alchemy Crafting Kit, 25 gp, 5 lbs.
Barbarian Chew--16 doses, 16 gp (increases rage entered within hour by 1 round)
MW Buckler, 155 gp, 5 lbs. (sell later)
Belt pouch, 1 gp, 0.5 lbs.

168 gp in belt pouch

Weight Carried: 106.5 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

SPECIAL ABILITIES
Low-Light Vision Arlan can see twice as far as humans in conditions of dim light
Elf Blood Counts as both an elf and a human
Elven Immunities Immune to magic Sleep effects, +2 racial save bonus vs enchantments
Dual Minded +2 bonus on all Will saving throws (replaces the adaptability racial trait)
Keen Senses +2 racial bonus to perception
Multitalented 2 favored classes, brawler and barbarian
Proficiencies Arlan is proficient in all martial and simple weapons, weapons in "close" fighter weapon group, all weapons with “elf” in their name, light and medium armor, and all shields except tower shields
Brawler's Cunning Int counts as 13 for Combat Feat prereqs
Mutagen 40 minutes, +2 natural armor, +4 physical, -2 mental
Martial Training Brawler levels count as Fighter and Monk levels for feat prereqs
Unarmed Strike Unarmed attacks with hands, feet, etc. Full Str bonus on all unarmed attacks. Increased damage.
Brawler's Flurry Two-weapon fighting feat
Fast Movement +10 move speed
Rage 8 rounds per day
No Escape (Ex): Rage Power Arlan can move up to his normal speed as an immediate action when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. Arlan provokes AoOs as normal during this movement. Usable once per rage.
Savage Grapple (Ex)
Arlan takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when he has the grappled condition. He can make an AoO against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.
Maneuver Training 1 +1 CMB and CMD for Grapple
Knockout 1/day (Ex)Knock an opponent unconscious with an attack. 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.
Beastmorph (Su) +10 enhancement bonus to base speed in mutagen form

Character Description
6'1, 190 lbs., green eyes, black hair.

The tall, lanky lad has grown up a lot over the last five years, in both appearance and attitude. It's clear he's seen his share of fights--broken nose that didn't set right, part of his left ear bit off in a fight, and the constant bruises and cuts that never fully heal. Arlan has picked up a bit of this and that in his travels--dust, mostly, but he's also been outfitted with some impressive arms and armor (at least it was when he first bought them--he's not great about cleaning and maintaining his weapons). He's recently acquired some Shoanti chew, which has stained his teeth bright red, a fact that has not deterred his usual smile at all. Perhaps the most impressive thing about his outfit is his fancy new pair of boots.

Personality
Growing up, Arlan was always looking for a fight. His elven father had abandoned him at a young age, leaving his mother with the unenviable task of raising an unruly child all by herself. She did as best as she could, and to be fair Arlan always had a good heart. But were it not for the tutelage of Wulfrum, Arlan would not have been able to channel his anger and focus into something productive.

Close friend to Varin, the towering-yet-quiet boy kept the hot-headed Arlan from making too many poor decisions. Also frequently nearby was Lys, who was one of the few people that could get Arlan to drop his bravado and be vulnerable. With help from patient family and friends, Arlan matured much as he aged; his hot temper relaxed a bit, transforming into a fierce love of (and desire to protect) his friends. He spent more time than most drilling in the longhouse, and bragging in the Killin' Ground. However, his genuine nature and disarming smile made him well-liked around town. Loyal, passionate, quick to anger and quick to forgive, Arlan is a great man to have as a friend, but a fierce foe to have as an enemy.

Background
Through the haze of the drink, Halga's words cut through to his very core. "And you lot," she said, "what have you done to set your mark upon this world? . Arlan resolved then and there to leave Trunau, the only place he'd ever called home. His mother had always said if he should leave some day to just go--goodbyes weren't necessary, because he'd always come home one day. So the next morning, before Jessa woke, Arlan grabbed his few belongings and walked through the gate. He grabbed some blades of grass, tossed them into the air, and when they blew to the south that's the path he, too, followed.

Arlan spent his time wandering from this town to that, never settling for too long. He hauled lumber in Skelt for a decent enough stretch of time, until he angered a local magistrate and was run out of time. Later, down on his luck, he'd been strong-armed into joining the Molthune army. He didn't care about their cause, but the idea was better than being pressed into indentured servitude. On patrol he was able to escape, and found shelter with a wandering Shoanti tribe.

Most of the tribe wanted to shun this outsider, but an elder apothecary named Galstak took him on as his own burdern. Though their ways were strange to him, Arlan respected their sense of honor and loyalty to their own. One day, mixing his curatives, Galstak promised to help Arlan "unlock his best self" in exchange for the warrior's protection. Arlan agreed and succeeded for a few months, but an overwhelming Orc ambush left the tribe wounded and scattered. Arlan tried to flee with Galstak, but he couldn't travel and his time was short. The old man said the half-elf had held true to his vow and reached a shaking hand into his bag, handing him a vial. "This will make you stronger, but know something. Now, right now--this is your best self. You don't need to rely on this draught."

Arlan nodded, solemnly taking the vial and, heart heavy, drew his hopeknife from under his shirt. He looked at it for just a moment, unusued and sharp, and drew it swiftly across Galstak's throat before he could be captured alive. When the deed was done and his friend had moved on to the Boneyard he tucked the bloody blade away. Memories of friends and family in Trunau flooded back to him, and he vowed to keep his promise and begin the long trek home...

Relationships
Varin--fast friends, Varin was always the level-headed one and one of the few people who could talk Arlan down from a fight. For his part, Arlan would always try to get Varin to lighten up for a little mischief, rarely succeeding.

Lys--Arlan sees Lys as a little sister, the kind who you can always argue with but, when things matter the most, you know you have each other's backs. Lys was Arlan's confidant, particularly when he needed to talk about "girls" or some other topic that you don't want to talk to your mother about.

Keltza--Arlan's childhood crush. There was just something about her that tied him in knots. The usually extroverted boy could never quite find what to say, how to stand, how to sit, or do any mundane things right in her presence. When his life was in danger on the road, it was her face that he saw.

Wulfrum--not just a father-figure, but a father. Arlan's dad liked the idea of settling down, but an isolated stronghold in orcish lands is no place for an Elf with wanderlust. He left when Arlan could barely walk, and Jessa Ward (Arlan's mother) understood. She did the best she could, but had her hands full with Arlan. The boy had his moments where he seemed so angry that his father left him, and Wulfrum always set him straight. Arlan looks up to the dwarf and desires his approval and love.

Jessa Ward--one hell of a cook! How else do you think she's the chef at Cham's Ramblehouse. A short, wide-hipped Varisian woman not much taller than the halflings she lives with, she's not above standing on a chair to reach her son's over-sized ears and pull him down to her level. But she loves him with all her heart. Jessa had told him at a young age that if he ever leaves, to just go without saying goodbye. Arlan did, and it is his single biggest regret. He doesn't know how to apologize for it, causing him to go to the Killin' Ground first before seeing his mother.

More to come...

Advancement:

Level 7 (Brawler 5): +1 BAB, Brawler's Strike (Magic), Close Weapon Mastery, Bonus Combat Feat, Feat
Level 8 (Brawler 6): +1 BAB, +1 FS, +1 RS, +1 WS, +2 damage when mutated, +1 attribute
Level 9: (Brawler 7): +1 BAB, Maneuver Training 2 (Grapple 2, Trip 1), Feat
Level 10: (Brawler 8): +1 BAB, +1 FS, +1 RS, 1d10 unarmed damage, Brawler's Flurry (ITWF), Pummeling Charge

(Change above?)
Brawler 5: Improved Grapple, Greater Grapple, (Bonus feat, Level 7 feat)
Brawler 6
Brawler 7: Level 9 feat (Pummeling Style)
Brawler 8: Bonus feat (Pummeling Charge)