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About AsheranthiPersonal:
Picture Picture 2 Asheranthi was born in the slave pits of the Serpentfolk the result of forced breeding by serpentine masters. She escaped after an uprising and fled into the wilderness. There she learned to fight and fend for herself. In time she learned of her heritage, and began to seek get in touch with her ancestry. Eventually she was taken in by Goodwin the Wizard and formally trained in martial arts and druidic magic. She had internal arcane power as well, and learned to manipulate her hair. She trained as a witch, reaching out to vague powers of strength and self reliance. She seeks to emulate nature and get in touch with her scaly side. Her most dominant heritages are Nagaji, Serpentfolk, and Human. Asheranthi, or Ashe, is a slender but muscled and agile woman. She appears largely human, but has greenish skin that blends to a coppery rust color in places. Her eyes are dark and serpentine in appearance. Her tongue is forked like a snake's tongue. She has small vestigial horns and very fine scales covering parts of her body, but they are not thick enough for protection. She has fangs and claws denoting her ancestry and a wicked long tail she can slam victims with. Her hair is long luxurious and dark green. This prehensile hair can move of its own accord and strike victims. Ashe wears little except maybe a few flexible sashes to hold a pouch or two as anything more gets in the way of her wrestling skills. She has several companions, a giant crab that she studied to learn the ways of self reliance, strength and grappling, the other her animal companions. Her goals are to master wrestling and grappling and to take after the Naga Masters of her bloodline race. She hates the Serpentfolk who enslaved her.
. . . . . . . . . . . . . Class Information:
Statistical Info:
Senses: Perception +15, Low Light Vision Move Speed: 40' Size: Medium / Reach: 5' (Hair 10') Hero Points: 3 Strength 22 [+6]
Offense/Defense:
Defense AC 22, touch 22, flat-footed 17 [+5 dex, +6 wisdom, +1 monk] CMD 30/35 [+3/+5 (grapple) BAB, +6 str, +5 dex, +6 Wis, +1 trait vs. grapple only, +2 vs grapple from improved grapple] hp 85 [5d8(40) +30 Con, +5 Favored Class, +5 Feat - Toughness, +5 Trait] Saves: Fortitude +10 [4 + 6 Con] Reflex +9 [4 + 5 Dex] Will +10 [4 + 6 Wis] * +2 vs Enchantment spells/effects * +4 vs Spell Like Abilities, Supernatural Abilities, Poisons of Nagas Offense
Attacks:
Feats:
Armor Proficiency-light (free) Armor Proficiency-medium (free) Shield Proficiency (free) Simple Weapons (free) + (scimitar and scythe, kama, nunchaku, sai, shuriken, siangham, and all 'monk' weapons ) Natural Weapons Toughness (Bonus) Improved Unarmed Strike (Monk) Stunning Fist (Monk) Improved Grapple (Tetori Monk) Multiattack (1st) Scribe Scroll (1st) Eschew Materials (1st) Improved Initiative (1st) Racial Heritage (Kobold) (1st) Alertness (familiar) Stunning Pin (Tetori monk) Tail Terror (2nd) Combat Reflexes (Amulet:2nd) Weapon Focus: Claws (Amulet:3rd) Kraken Style (3rd) Natural Spell (4th) Final Embrace (Amulet:4th) Discipline Focus (Broken Blade) (Fighter 1 Bonus) Kraken Throttle (5th) Skills:
4(Base)+4(Int)+1(bonus)+1(trait)=10/level Lore Warden gives extra bonus of 2, for Int based skills only Trained: Acrobatics [CS 3, rank 5, Dex 5] = +12 Climb: [CS 3, rank 1, Str 6] = +10 Escape Arist [CS 3, rank 1, Dex 5, Monk 5*] = +9/+14* * To escape a grapple Fly [CS 3, rank 5, Dex 5] = +13 Handle Animal [CS 3, rank 5, Cha -1, Companion 6] = +6/+12 Heal [CS 3, rank 1, Wis 6] = +10 Knowledge Arcana [CS 3, rank 1, Int 4] = +8 Knowledge Dungeoneering [CS 3, rank 1, Int 4] = +8 Knowledge Geography [CS 3, rank 1, Int 4] = +8 Knowledge Nature [CS 3, rank 1, Int 4, druid 2] = +10 Knowledge Religion [CS 3, rank 1, Int 4] = +8 Perception [CS 3, rank 5, Wis 6, Familiar 2] = +15 Sense Motive [CS 3, rank 5, Wis 6, Familiar 2] = +15 Spellcraft [CS 3, rank 5, Int 4] = +11 Stealth [CS 3, rank 5, Dex 5] = +12 Survival [CS 3, rank 5, Wis 6, druid 2] = +16 Swim: [CS 3, rank 5, Str 6] = +13 Untrained:
Special Abilities:
Druid Spells: Druid List spells, cannot cast spells with the chaotic descriptor. Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Pack Bond (Ex): A pack lord druid may not select a domain and must choose an animal companion. The druid gains a +2 bonus on wild empathy and Handle Animal checks made regarding her animal companion. The pack lord may have more than one animal companion, but she must divide up her effective druid level between her companions to determine the abilities of each companion. For example, a 4th-level pack lord can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a pack lord’s druid level increases, she must decide how to allocate the increase among her animal companions (including the option of adding a new 1st-level companion). Once a druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the pack lord’s service (she must release the companion or wait until the companion dies to allocate its levels to another companion, which she can do the next time she prepares spells). The share spells animal companion ability only applies to one animal companion at a time—the pack lord cannot use it to cast a one-target spell and have it affect all of her animal companions. Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Woodland Stride (Ex) : Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Aspirant's Bond (Ex): A naga aspirant gains a spiritual connection to the serpentine deities worshiped by the nagas. At 1st level, and each time she gains a druid level, she may add one of the following spells to her druid spell list. 0th—acid splash, bleed, daze, mage hand, open/close, ray of frost;
selections made: Shield (1st), Shield of Faith (2nd), Invisibility (3rd), Mirror Image (4th), Displacement (5th)
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) Aspirant's Enlightenment (Ex): At 4th level, a naga aspirant gains a +4 bonus on saving throws against the spell-like abilities, supernatural abilities, and poison of nagas. This ability replaces resist nature's lure. Monk
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Bonus Feat: A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Chokehold, 18th level—Neckbreaker. These feats replace a monk’s normal bonus feats. Graceful Grappler (Ex): A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. This ability replaces flurry of blows. Stunning Fist: (4/day) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. 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. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following: Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Quingong Monk Ki: Can replace Wholeness of Body(7), Diamond Body (11), Quivering Palm(15), Perfect Self (20) with other ki powers. The rest are already replaced by Tetori Monk abilities. Counter-Grapple (Ex): At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach. This ability replaces slow fall. Break Free (Ex): At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save. This ability replaces high jump. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Witch
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips: Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition. This ability replaces hex. Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action*, dealing damage equal to that of its attack. Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a swift action*. Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. Patron: Strength
Fighter Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. (Note will only get bonus feats at 4, 8, 12, 16th levels) Maneuvers Known (Ex): A myrmidon begins her career with knowledge of four martial maneuvers. At level 1 she can ready three of her starting maneuvers, but as she advances in level she will have to choose which maneuvers she readies (see maneuvers readied). Myrmidon may select four disciplines from the following to learn maneuvers from: Broken Blade, Golden Lion, Iron Tortoise, Mithral Current, Piercing Thunder, Primal Fury, Scarlet Throne, Tempest Gale, and Thrashing Dragon disciplines (if selecting Mithral Current, Scarlet Throne or Tempest Gale, add the associated discipline skill to the list of class skills known). Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by the myrmidon is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown below. The myrmidon must meet a maneuver's prerequisite to learn it. See Systems and Use chapter. Upon reaching 4th level, and at every even numbered myrmidon level thereafter, she can choose to learn a new maneuver in place of one she already knows. In effect, the myrmidon loses the old maneuver in exchange for the new one. The myrmidon need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The myrmidon can swap only a single maneuver at any given level. A myrmidon's primary initiator attribute is Wisdom, and each myrmidon level counts as a full initiator level. This replaces the bonus feats gained at 6th, 10th, 14th, and 18th level. Disciplines selected: Broken Blade, Golden Lion, Scarlet Throne, Thrashing Dragon Maneuvers Readied (Ex): A myrmidon may ready three of her four starting maneuvers, but as she advances in level and learns more maneuvers she must choose which maneuvers to ready. She readies her maneuvers by performing weapon drills exercising for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. myrmidons do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes practicing his discipline’s weapon drills allows her to ready new maneuvers. The myrmidon begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since he chose them. When the myrmidon initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below). In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2). If she does so, enemies who attack the myrmidon while recovering maneuvers provoke an attack of opportunity from her and the myrmidon may take a free 5-ft. step to reposition herself each time she is attacked. While recovering maneuvers, the myrmidon gains the benefits the Combat Reflexes feat, and may substitute her Wisdom modifier for her Dexterity modifier for this feat if it is higher. Stances Known (Ex): Myrmidon begin play with knowledge of one stance from any of their available disciplines. At the indicated levels (see class table), the myrmidon selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the myrmidon cannot learn a new stance at higher levels in place of one she already knows. Grit (Ex): At 1st level, the myrmidon makes her mark upon the world with nerves of steel and superior training. Through determination, verve, or otherwise dumb luck, the myrmidon is capable of forcing incredible feats of daring and skill through their own tenacity. In game terms, grit is a fluctuating measure of a myrmidon’s ability to perform incredible actions in combat. At the start of each day, a myrmidon gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A myrmidon spends grit to accomplish deeds (see below), and regains grit in the following ways:
This replaces the bonus feat at 2nd level. Deeds: Myrmidons spend grit points to accomplish deeds. Most deeds grant the myrmidon some momentary bonus or effect, but there are some that provide longer lasting effects. Some deeds stay in effect as long as the myrmidon has at least 1 grit point. The following is the list of base myrmidon deeds. A myrmidon can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. ● Unbreakable (Ex): At 1st level, the myrmidon is trained very well to protect herself against the many unnatural elements of this world where she must rely on only her wits and training to protect her from harm. The character may spend 1 grit point to gain a +4 circumstance bonus on a single saving throw as an immediate action.
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Racial
Traits:
Finding your Kin (campaign): The chosen class [druid] is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. NPC: Goodwin Reactionary (combat): You gain a +2 trait bonus on initiative checks. Serpentine Squeeze (religion): You gain a +1 trait bonus on combat maneuver checks to grapple a foe, as well as a +1 trait bonus to your CMD whenever an opponent tries to grapple you. Languages:
Common, Draconic, Giant, Goblin, Undercommon, Druidic Equipment:
cold weather clothes (7) waterskin (4) belt pouch (.5) backpack (2) 5 blankets (15) bedroll (5) medium tent (30) 10 medium sacks (5) flint and steel (-) ink (-) inkpen (-) mess kit (1) animal call kit - elk (-) 200' hemp rope (20) piton(15) (7.5) string or twine 250' (2.5) candles 5 (-) 2 block and tackle (10) 5 vials (-) 37.5 gp alchemy base supplies ( makes 3 potions ) 5 days trail rations (5) lamp (1) 10 lamp oil (10) Green Scaly Amulet (special item) (-) 4 raptor bardings (on raptors) furs for raptors (20) scrolls 20 (-) ring of animal friendship weight total=118.5 Light Load= 173 lbs or less Green Scale of the Reptilian Eye:
Item name: Green Scale of the Reptilian Eye Description: This amulet looks like a large slitted reptilian eye Category: Combat - Amulet Slot: Amulet Feats Granted (and level): Combat Reflexes (2) Weapon Focus (claws) (3) Final Embrace (4) Magic Creation Pool (spent/total): 5000/10500 Shock (+1d6 electrical) Flexible Power Pool (spent/total): 0/2 Nothing chosen yet Scrolls Scribed:
1st level scrolls - caster level 1 mage armor x1 2nd level scrolls - caster level 3
Witch Spells Known:
0: All 1: Mage Armor, Bouncy Body, Enlarge Person, Long Arm, Identify, Unseen Servant, Divine Favor, Blood Money, Adhesive Spittle, Burning Hands 2: Sickening Strikes, Symbol of Mirroring, Bulls Strength, Extreme Flexibility, Minor Dream, Blood Transcription, Mud Buddy, Defending Bone 3: Fly, Summon Monster III Typical Spell Selection:
Druid 0th(4): Create Water, Purefy Food and Drink, Mending, Resistance 1st(5): Shield, Shield of Faith, Frostbite, Nature's Path x2 - replace FB and NP with Thorn Javelin x3 2nd(4): Owl's Wisdom, Cat's Grace, Mirror Image, Vine Strikes 3rd(3): Mad Monkeys, Mass Feather Step, Greater Scale Spikes - replace mad monkeys and MFS with Protection from energy x2 Witch 0th(4): Guidance, Spark, Message, Detect Magic 1st(4): Long Arm, Enlarge Person, Bouncy Body, Divine Favor, Mage Armor -- 2nd(3): Sickening Strikes, Minor Dream, Bulls Strength, -- replace MD with another Bull Strength 3rd(2): Fly, Summon Monster III Ki/Grit/Maneuvers:
Ki Pool [8] Grit [8] Disciplines: Broken Blade, Golden Lion, Scarlet Throne, Thrashing Dragon Maneuvers Readied (3): Flurry Strike, Brawlers Attitude, Encouraging Roar Manuevers Known: Flurry Strike(BB), Brawlers Attitude(BB), Encouraging Roar(GL), Shards of Iron Strike(BB) Stances Known: Pugulist Stance(BB) Manuever/Stance Information:
BROKEN BLADE: Maneuvers from this discipline require the initiator to be using discipline weapons or be unarmed. Use of discipline-specific weapons with Broken Blade inflict an additional 2 points of damage. PUGILIST STANCE
SHARDS OF IRON STRIKE
BRAWLER’S ATTITUDE
FLURRY STRIKE
ENCOURAGING ROAR
Familiar:
Vunishu King Crab Mauler Archetype N Tiny vermin (aquatic)
DEFENSE AC 21(17), touch 14(10), flat-footed 19(15) (+2 Dex, +7 natural, +2 size*)
OFFENSE BAB: +3 [Using Ashes BAB]
STATISTICS Str 9 (-1), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 10 (0), Cha 2 (-4)
Feats:
Skills: Using Ashe's Ranks:
SQ water dependency SPECIAL ABILITIES
Water dependency (Ex): Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning. Racial Modifiers: +4 Perception Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6. Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size). Bond Forged in Blood (Su): At 5th level, whenever the mauler's master drops a foe whose Hit Dice are at least 1/2 its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus to attack and damage rolls for 1 round. This ability replaces deliver touch spells.
Animal Companions:
5 Velociraptors N Small Animal
DEFENSE AC 17, touch 14, flat-footed 14 (+3 Dex, +1 natural, +1 size, +2 armor)
OFFENSE BAB: +1
STATISTICS
Feats:
Skills:
Tricks (8)
Equipment
Racial Purchases:
+2 str = 4 RP +2 wis = 4 RP +2 con = 4 RP +2 dex = 4 RP +2 int = 4 RP bite: 1d3 = 1 RP Stat Rolls:
5d6: 5d6 ⇒ (5, 5, 1, 5, 4) = 20 = 15 5d6: 5d6 ⇒ (5, 5, 5, 6, 6) = 27 = 17 5d6: 5d6 ⇒ (4, 2, 4, 2, 6) = 18 = 14 5d6: 5d6 ⇒ (3, 5, 2, 4, 4) = 18 = 13 5d6: 5d6 ⇒ (3, 6, 6, 6, 4) = 25 = 18 Monetary Tracking:
3000 GP -80 gp for 4 leather bardings
Total = 1790 GP
Active Spells:
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