Nyrissa

Asheranthi's page

134 posts. Alias of Khrysti Elfsong.


Full Name

Asheranthi

Race

Mongrelfolk

Classes/Levels

Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15

Battle stats:

Gender

Female

Size

Medium (5' 100lbs)

Age

15

Alignment

LN

Deity

Nagas

Languages

Common, Draconic, Giant, Goblin, Undercommon, Druidic

Strength 22
Dexterity 20
Constitution 22
Intelligence 17
Wisdom 22
Charisma 8

About Asheranthi

Personal:

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:
Druid 5 (Pack Lord/Nagaji Aspirant) Favored Class
Monk 5 (Tetori Monk/Qinggong Monk)
Witch 5 (White Haired Witch)
Fighter 1 (Myrmidon/Lord Warden) [Cheese Dip Class]
Race: Mongrelfolk (Composite Races: Nagaji, Human, Serpentfolk)
Alignment: Lawful Neutral
Special Theme: Nagas/Serpents/Snakes

Statistical Info:

Senses: Perception +15, Low Light Vision
Move Speed: 40'
Size: Medium / Reach: 5' (Hair 10')
Hero Points: 3

Strength 22 [+6]
Dexterity 20 [+5]
Constitution 22 [+6]
Intelligence 18 [+4]
Wisdom 22 [+6]
Charisma 8 [-1]

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
Initiative +11 [Dex +5, Improved Initiative +4, Reactionary +2]
BAB +3
CMB +9 Normal [BAB +3, Str +6]
+20 Grapple [BAB +5*, Str +6] [Grapple: +2 Familiar, +2 Improved Grapple, +4 Grab, +1 Trait]
* Monk uses full level isntead of BAB for CMB
+25 Grapple [BAB +5*, Str +6] [Grapple: +2 Familiar, +2 Improved Grapple, +4 Grab, +1 Trait, +5 Monk level***]
*** +5 monk level to break free from a grapple
+27** Grapple [BAB +5*, Str +6] [Grapple: +2 Familiar, +2 Improved Grapple, +4 Grab, +1 Trait]
** +2 to maintain grapple with Kraken Style
** +5 to maintain grapple successive rounds

Attacks:
All natural attacks do +1d6+4 damage in pugilist stance, using broke blade with broken blade discipline focus
All natural attacks do +1d6 electrical
2 claws +10 [+3 BAB, +6 STR, +1 WF] 1d4+6 20/x2 +grab/constrict
1 bite +9 [+3 BAB, +6 STR] 1d3+6 20/x2 +grab/constrict
1 tail +9(+7) [+3 BAB, +6 STR, -2 Multiattack] 1d4+3 20/x2 +grab/constrict
hair +9 (10' reach)[+3 BAB, +6 STR] 1d4+3*+ grab**+constrict(swift) 20/x2
* hair uses Int bonus for damage
** grab only against same size or smaller, CMD uses Int not Str (+19)
or
unarmed strike +9 [+3 BAB, +6 STR] 1d8+6 20/x2 +grab/constrict
constrict 1d8+6
successful grapple inflicts +8 damage from kraken style

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:
Appraise: [Int 3] = +3
Bluff: [Cha -1] = -1
Diplomacy: [Cha -1] = -1
Disguise: [Cha -1] = -1
Perform: [Cha -1] = -1

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;
1st—charm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike;
2nd—acid arrow, detect thoughts, invisibility, mirror image, scorching ray, see invisibility;
3rd—dispel magic, displacement, fireball, lightning bolt, suggestion;
4th—divine power, greater invisibility.

selections made: Shield (1st), Shield of Faith (2nd), Invisibility (3rd), Mirror Image (4th), Displacement (5th)
This ability replaces spontaneous casting.

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
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

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
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

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
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

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
Strength: 2nd—divine favor, 4th—bull’s strength, 6th— greater magic weapon, 8th—divine power, 10th—righteous might, 12th—mass bull’s strength, 14th—giant form I, 16th—giant form II, 18th—shapechange.

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:
● Critical Hit: Each time the myrmidon confirms a critical hit with a weapon she has Weapon Focus with or is in a weapon group associated with a discipline she has Discipline Focus for while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the myrmidon’s character level does not restore grit.
● Killing Blow with a Maneuver: When the myrmidon reduces a creature to 0 or fewer hit points with a maneuver or with a weapon she has Weapon Focus with, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the myrmidon’s character level to 0 or fewer hit points does not restore any grit.
● OPTIONAL: Daring Act: Each time a myrmidon performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the myrmidon regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies. (This method is subject to GM approval)

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.
● Heroic Recovery(Ex): At 1st level, the myrmidon can recover an expended maneuver as a swift action for the cost of 1 point of grit.
● Man of Action (Ex): At 1st level, as a swift action, the myrmidon can spend 1 grit point to gain a circumstance bonus on an Acrobatics, Climb, or Swim check equal to her class level.
● Ready for Trouble (Ex): At 3rd level, as long as the myrmidon has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks and Will saves to resist fear and compulsion effects. Furthermore, if her hands are free and unrestrained, and the weapon is not hidden, she can draw a single light or one-handed weapon or shield (except tower shield) as part of the initiative check for the cost of 1 grit.
● Utility Trick (Ex): At 3rd level, if the myrmidon has at least 1 grit point, she can perform any of the following utility tricks. The myrmidon must declare the utility trick she is using before using the ability.
○ Field Bandage: By using a healer’s kit to quickly dress and bandage a wound, you may grant 1d6 temporary hit points per three character levels to the target (not to exceed the target’s maximum hit points) as a full round action. These temporary hit points last for ten minutes. A target of field bandage may only only receive the benefits of this ability once per day or until they have received magical healing equaling or exceeding the amount of temporary hit points restored by this ability. In addition, the myrmidon may bandage herself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature, and may be done as part of a normal field bandage.
○ Makeshift Tool: The myrmidon makes due with his weapons in hand should she need to use a tool in a combat situation. She may make use of weapons in hand to fake the tools needed for the job without penalty.
○ Improvise Weapon: You may use objects not intended to be normal weapons or cobble together something that can be used as a weapon and do so without being subject to non-proficient penalties from using an improvised weapon and you may reduce the improvised weapon penalty to attack rolls from -4 to -2.
● Warrior’s Determination (Ex): The myrmidon gains an uncanny ability to force herself through many hardships and keep on going through her superior training and experience. At 6th level she may spend 1 grit point to ignore the fatigued, shaken, or sickened condition for the duration of the encounter from a single source. At 10th level, the myrmidon may ignore the dazed, diseased, or staggered condition from a single source for the duration of an encounter. Finally, at 14th level she may ignore the exhausted, frightened, or nauseated condition from a single source for the duration of the encounter. Multiple sources would require multiple expenditures of grit for the myrmidon to continue to ignore them. Warrior’s determination is an immediate action that can be used even if the condition would prevent them from acting or using 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
Low Light vision
Stalker: Perception and Stealth are always class skills for mongrelmen
Scavenger: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
6 RP spent on +2 STR and Claws

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
animal aspect x1
aspect of the bear x1
bull strength x1
casts grace x1
owls widom x1
ironskin x1
lockjaw x2
vine strikes x1

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
Discipline: Broken Blade (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By adopting a powerful kickboxing stance, the
initiator positions himself for lightning fast, potent
strikes with his hands and feet. While in this stance,
unarmed or discipline weapon strikes inflict an
additional 1d6 points of damage.

SHARDS OF IRON STRIKE
Discipline: Broken Blade (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By mimicking the speed and piercing power of
the legendary shattered blade of the founder of this
discipline, the disciple makes a hard jabbing strike at
his opponent’s vulnerable spots for maximum pain.
The initiator makes an attack against his target foe
and if successful, the target is staggered for one round
in addition to normal damage.

BRAWLER’S ATTITUDE
Discipline: Broken Blade (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
By using the skill of the empty-handed warriors
that came before him, the disciple focuses his will to
using his body in less conventional ways in combat.
When initiating this boost, the initiator gains a +4
competence bonus to his next CMB check when using
his unarmed strike or discipline weapon to perform
the following combat maneuvers: dirty trick, disarm,
grapple, or trip.

FLURRY STRIKE
Discipline: Broken Blade (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The disciple of the Broken Blade learns to
maximize openings in his opponent’s defenses and
makes lightning fast attacks whenever possible. As a
standard action, the initiator may make two attacks
at his full base attack bonus.

ENCOURAGING ROAR
Discipline: Golden Lion (Boost)
Level: 1
Initiation Action: 1 swift action
Range: 30-ft.
Target: Allies
Duration: One round
The disciple lets out shouts of encouragement to
bolster his allies in battle. All allies within 30-ft. of the
Golden Lion disciple gain a +2 morale bonus to attack
and damage rolls for one round.

Familiar:

Vunishu
King Crab
Mauler Archetype

N Tiny vermin (aquatic)
Init +2; Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 21(17), touch 14(10), flat-footed 19(15) (+2 Dex, +7 natural, +2 size*)
* loses 4 AC while in battle form from size increase and dex loss
hp 42 (HD 1) [HP are half of Ashe's]
CMD 12/24 [10 base, +3 BAB, -1 str, +2 dex, -2 size, +12 vs trip]
Battle Form CMD: 17/29 [10 base, +3 BAB, +4 str, +12 vs trip]
Fort +5 [base 4, con 1] +7 in Battle Form
Ref +8 [base 4, dex 2, Feat 2] +6 in Battle Form
Will +4 [base 4, wis 0]
Saves use Ashe's base

OFFENSE

BAB: +3 [Using Ashes BAB]
CMB +3/+7 [+2 BAB, +2 dex -2 size, +4 grapple]
Battle Form CMB +7/+11 [+3 BAB, +4 str, +4 grapple]
Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d2–2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2–2)
Battle Form:
Melee 2 claws +7 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d4+4)

STATISTICS

Str 9 (-1), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 10 (0), Cha 2 (-4)
Battle Form Str 19 (+4) Dex 11 (0), Con 16 (+3)

Feats:
Lightning Reflexes

Skills:

Using Ashe's Ranks:
Acrobatics [CS 3, rank 5, Dex 2] = +10 (BF 8)
Climb [CS 3, rank 1, Dex 2] = +6 (BF 8)
Escape Artist [rank 1, Dex 2] = +3 (BF 1)
Fly [CS 3, rank 5, Dex 2] = +10 (BF 8)
Handle Animal [rank 5, Cha -4] = 5
Heal [rank 1, Wis 0] = +1
Knowledge Arcana [rank 1, Int -2] = -1
Knowledge Dungeoneering [rank 1, Int -2] = -1
Knowledge Nature [rank 1, Int -2] = -1
Knowledge Geography [rank 1, Int -2] = -1
Knowledge Religion [rank 1, Int -2] = -1
Perception [CS 3, rank 5, Wis 0, racial 4] = +12
Sense Motive [rank 5, Wis 0] = +5
Spellcraft [rank 5, Int -2] = +3
Stealth [CS 3, rank 54, Dex 2, Size 2] = +12 (BF 8)
Survival [rank 5, Wis 0] = +5
Swim [CS 3, rank 5, Dex 2, Racial 8]= +18 (BF 20)

SQ water dependency

SPECIAL ABILITIES
Familiar: The master of a king crab familiar gains a +2 bonus on CMB checks to start and maintain a grapple.

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
Init +3; Senses Low Light Vision, Scent; Perception +1

DEFENSE

AC 17, touch 14, flat-footed 14 (+3 Dex, +1 natural, +1 size, +2 armor)
hp 22 (HD 2d8+6)
CMD 13 [10 base, +1 BAB, +3 dex, -1 size]
Fort +6 [base 3, con 3]
Ref +6 [base 3, dex 3]
Will +1 [base 0, wis 1]

OFFENSE

BAB: +1
CMB +2 [+1 BAB, -1 size]
Speed 60 ft.
Attacks:
2 talons +5 (1d6) [+1 BAB, +3 weapon finesse, +1 size]
1 bite +5 (1d4) [+1 BAB, +3 weapon finesse, +1 size]
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 11 (0), Dex 17 (+3), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 14 (+2)

Feats:
Weapon Finesse

Skills:
Acrobatics +7 [CS 3, rank 1, dex 3]
Climb +0 [str 0]
Escape Artist +3 [dex 3]
Intimidate +2 [cha 2]
Perception +1 [wis 1]
Stealth + 7 [CS 3, rank 1, dex 3]
Survival +1 [wis 1]
Swim +0 [str 0]

Tricks (8)
Attack
Come
Flank
Heel
Hunt
Sneak
Track

Equipment
leather barding 7.5 lbs

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 ⇒ (4, 3, 3, 4, 4) = 18 = 12
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
-5 gp for scroll box
-1125 gp for scrolls

Total = 1790 GP

Active Spells: