Shark

Big Slamu's page

57 posts. Organized Play character for Feral.


RSS

1 to 50 of 57 << first < prev | 1 | 2 | next > last >>
Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

I forgot to do this.

Name: Feral
Character Name and levels: Big Slamu, Brawler 4
PFS id: 10774-22
Faction: Grand Lodge
Day job: None

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Thanks Batpony. All your games are great. =)

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu rallies and gives his opponent a toothy grin. He raises his huge fists again. "I hope you're ready for a seismic slam!"

Punch (power attack): 1d20 + 9 - 2 + 1 ⇒ (20) + 9 - 2 + 1 = 28
Damage: 1d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Flurry: 1d20 + 9 - 2 + 1 ⇒ (12) + 9 - 2 + 1 = 20
Damage: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Confirming: 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27
Extra Damage: 1d8 + 8 + 4 ⇒ (8) + 8 + 4 = 20

Jawesome!

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Slamu lumbers into the room alongside Toctep and slams the nearer of the hideous sinspawn.

Punch (power attack): 1d20 + 9 - 2 + 1 ⇒ (17) + 9 - 2 + 1 = 25
Damage: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu beams proudly when his companions praise his smashing prowess putting his sharky teeth on full display. "Slammin'! Let's keep exploring. How about this way?"

Looks like north.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu practically ignores the bloody wound in his side as he continues trying to swat the squirrely goblin in front of him. "Hold still, would ya!"

Punch (power attack): 1d20 + 9 - 2 + 1 ⇒ (19) + 9 - 2 + 1 = 27
Damage: 1d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Flurry: 1d20 + 9 - 2 + 1 ⇒ (11) + 9 - 2 + 1 = 19
Damage: 1d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Hearing a fight, Slamu thunders into the room. He quickly sizes up the opposition and bears down on one of the goblins with his huge fists.

Punch (power attack): 1d20 + 9 - 2 + 1 ⇒ (7) + 9 - 2 + 1 = 15
Damage: 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

If the cleric and swashbuckler don't have it, it's safe to assume nobody has diplomacy. =P

Hearing extended conversation Big Slamu plods forward to see who the party's encountered.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Slamu continues pummeling his tumorous opponents.

Punch (power attack): 1d20 + 9 - 2 + 1 ⇒ (16) + 9 - 2 + 1 = 24
Damage: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Flurry: 1d20 + 9 - 2 + 1 ⇒ (8) + 9 - 2 + 1 = 16
Damage: 1d8 + 8 + 4 ⇒ (3) + 8 + 4 = 15

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu turns his attention and his huge fists on the next flailing ooze.

Punch (power attack): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage: 1d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Flurry: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Damage: 1d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Hearing the sounds of battle, Slamu hustles to the front of the formation. He halts in front of the hideous oozes and slams a huge fist into the nearest amorphous opponent.

Punch (power attack): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage: 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Slamu plods along from the rear, waiting for his companions to call out for him.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Assume they take 10 on perception checks too.

Big Slamu will follow 30 feet behind.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Are we still doing the scouting thing? If not Slamu is happy to storm the castle.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu places a huge hand in comfort on the exhausted priest's shoulder. "Don't worry. We'll take care things from here. Go get some rest."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Hearing non-panicked conversation, Big Slamu advances to catch up with the scouting party.

"Isn't that Julian? Slammin'! It looks like he's in one piece."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Slams follows his companions from a safe distance. He trusted them to stay out of trouble without him.

Grand Lodge

1 person marked this as a favorite.
M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

"Slammin'!" Slamu says when their guide prepares to part ways. "Don't worry Tide Watcher, the Pathfinder Society takes good care of their allies. We'll make sure no nasty Thassilon monsters get out of here."

The hulking sharkman lines up with his companions as they prepare to enter the ruin. He retrieves his vial of Gene Slammer and quaffs it causing his muscular bulk to swell even larger.

Drinking mutagen. It'll last 40 minutes as well.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

"Jawsome!" Slamu offers in reply to the tiefling's offer.

The brawny sharkman retrieves a pack-fresh healing wand and hands it over to Lutorinus. "Thanks bro. You use that on me when I get roughed up and I'll make sure you never need to use it on yourself."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

"I'm a Pathfinder!" the brawny sharkman says a bit too loudly. "I'm here at the request of Sheila Heidmarch."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Not far from the gathering place, a hulking muscular inhuman creature clad in piecemeal metal armor struggles against a brawny sailor in an arm-wrestling bout. A breath later, he pins his opponent's arm to the surface of the stained rickety table with a resounding *crunch*. A few groan as their wagers are lost but most cheer and clap the victor on his broad back before collecting their winnings. The inhuman creature whoops and cheers in an enthusiastic surprisingly youthful voice before offering his defeated opponent a handshake in honor of a battle well fought.

Breaking from the crowd, he joins the growing collection of Pathfinder agents. Now closer, it's clear he has the unmistakable head of a shark growing from his brawny shoulders.

"Slammin' to meet you", he says before beaming a toothy grin. "The name's Slamu. My brothers call me Big Slamu."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Eyes of the Ten is a bit more challenging just because it's level 12 content and higher level content is generally more complex but not drastically so. The scenarios are still fairly linear.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Thanks for running Granta.

I must admit, I'm impressed that you ran four tables of the same scenario at the same time. At one point I was running two Eyes of the Ten tables at the same time and keeping them synced up was quite the chore.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

I'm confused. It looks like only two of those attacks hit dealing 7 damage (bear claw 2 and eagle talon 2). That would put Slamu's damage taken at 17 total.

Juiced and bloodied, Big Slamu turns his big fists on his avian and ursine opponents.

Punch (evil eye, mutagen): 1d20 + 3 - 2 + 2 ⇒ (12) + 3 - 2 + 2 = 15
Nonlethal Damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Punch (evil eye, mutagen): 1d20 + 3 - 2 + 2 ⇒ (20) + 3 - 2 + 2 = 23
Nonlethal Damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Confirming: 1d20 + 3 - 2 + 2 ⇒ (10) + 3 - 2 + 2 = 13
Extra Nonlethal Damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Starting with the bird. If the first attack drops the bird the second will be on the bear.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

I was never clear on that. It might. If it's going to provoke Big Slamu will 5-foot step back.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

With that hit Slamu should be at 10 damage.

Will: 1d20 + 6 ⇒ (8) + 6 = 14

Finding the bear a worthy opponent, Big Slamu retrieves a syringe labeled *GENE SLAMMER* and jabs it into his arm. Immediately the already brawny sharkman hulks with additional layers of muscle and his pupils dilate slightly.

Using mutagen for +2 strength, +2 natural armor, and -2 intelligence. His AC is 19 now (17 while the evil eye is in effect).

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu should be at 5 damage. He had 1 and took 4 more.

Will: 1d20 + 6 ⇒ (4) + 6 = 10

Big Slamu finds himself distracted by the witch's witchy gaze. Despite the impediment, he rears back to slam his fists into the attacking ursine.

Punch (evil eye): 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Nonlethal Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Punch (evil eye): 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Nonlethal Damage: 1d6 + 5 ⇒ (4) + 5 = 9

If Baphos needs a NPCing:
Forbid action on the crossbowman forbidding his attack. Will 15 negates.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Sorry, I'm around. I was hoping Baphos might provide some buffs but upon checking his character sheet, he doesn't have any!

I'm posting now.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu puts his fists up and shifts slightly into a defensive stance. "It looks like it's a fight. Jawesome!"

Move action to grab shield focus. Standard to ready an attack fighting defensively.

Readied Attack: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Nonlethal Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Can Slamu get a couple more charges off that wand?

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Okay!

Angered by the dwarfsicle's hostility, Big Slamu rears back with his ham-sized fists for a beat down.

Punch (flank): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Punch (flank): 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Fort Save for ending turn within 10': 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Disease?: 1d20 + 7 ⇒ (10) + 7 = 17
Paralyzed?: 1d20 + 7 ⇒ (3) + 7 = 10

Eh, I don't like that number.

Reroll!: 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu looks around for signs of who or what frozen said dwarf in ice.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Slamu's happy to carry whatever folks don't need.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu joins the halfling in staring at the statues. "What are we looking for?"

Perception: 10 + 10 = 20

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Theophilus's CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

Big Slamu takes a wide stance and slowly works his way across the icy terrain. "Careful! This ice is mighty slipper", he warns.

I don't know if there's a map we need to navigate by. Have we passed any doors or passages? Does anybody want to check out the faceless statues? If not I suppose we keep moving forward.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Reflex (guidance): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Not sure what the DC is but I assume that fails.

Big Slamu eats the brunt of the freezing breath. He brushes off the bits of frost and steps forward to slam the hostile worg with both of his meaty fists.

Punch: 1d20 + 3 ⇒ (20) + 3 = 23
Nonlethal Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Confirming: 1d20 + 3 ⇒ (5) + 3 = 8
Extra Nonlethal Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Punch: 1d20 + 3 ⇒ (15) + 3 = 18
Nonlethal Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

I don't mean to throw you under the bus but it should probably be Baphos. He's least affected by the cold penalties.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Thanks!

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Oh, I totally forgot about the clay.

"Jawesome idea Theo! On second thought, why don't we all keep an eye on it", Big Slamu offers helpfully.

I don't think I've bought a wand yet. Can Slamu get a tap off the wand too?

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

After reviewing everyone's sheets, it looks like Big Slamu has the highest survival check. Please roll to aid guys.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Saying we missed a survival check because nobody rolled feels pretty adversarial. It wasn't clear to me that was something any one of us was responsible for. At the very least you could have rolled for the table if you were trying to keep things moving.

GM Granta wrote:
Haltani’s help provides a +4 circumstance bonus to Survival checks to find Naldak’s Point. Everyone please roll 4 Fortitude saves vs. the cold.

Does not mean the same thing as: 'Someone needs to make a survival check with a +4 bonus for Haltani's help'.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

What were we doing for the last three hours?

Edit: Apparently this is a game where the players wander aimlessly if we don't specifically make checks.

Fortitude: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Survival (if nobody is else rolling, if someone has a higher modifier Slamu will roll to aid): 10 + 3 + 4 = 17 Plus potential aids.
Aid Roll: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Oh, gotcha. I thought there was some greater conflict we needed to resolve while we were here.

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Did we make any progress toward halting the hostilities between Halvor and the witches?

Fort: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Fort: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Fort: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Fort: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

The 90s was a strange time indeed. =P

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

That's racist! =P

Slamu catches Flink's meaning and steps in front of the angered barbarian. He cracks the knuckles on his huge fists and flexes his bulging guns a little.

"Listen Halvor, you agreed to give peace a chance before you start hacking everything to pieces. If you're gunna go back on your word you're just asking for a sidewalk slam."

Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

"Jawesome! You won't regret it. I'm certain my friends here can help smooth everything over."

Grand Lodge

M Streetshark Brawler 6 HP: 44/44 | AC: 17 T: 10 FF: 17 CMD: 18* | F+8 R+5 W+7 | Init +0 | Perception +12
Resources:
Mutagen 1/1

Big Slamu gives a shrug. "I don't see why not. Let's go!"

Classes/Levels

Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Gender

male

Size

5'7"

Age

68

About Gorag

Gorag
Male Angel-Blooded Aasimar (Angelkin) Alchemist (Beastmorph, Vivisectionist) 2 Monk (Master of Many Styles) 1
LN Medium Outsider (human, native)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 30 (3d8+6)
Fort +7, Ref +6, Will +2; +2 bonus vs. sleep, paralysis, and stunning
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Mutagen (feral)) +8 (1d8+7/x2) and
. . Bite (Tusked) +8 (1d4+7/x2) and
. . Claw x2 (Mutagen (feral)) +9 x2 (1d6+7/x2) and
. . Dagger +8 (1d4+7/19-20/x2) and
. . Quarterstaff +8 (1d6+10/x2) and
. . Talon (Talon Attack) +8 (1d4+7/x2) and
. . Unarmed strike +8 (1d6+7/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Spells Prepared (CL 2):
1 (3/day) Shield, Enlarge Person (DC 12), Cure Light Wounds
--------------------
Statistics
--------------------
Str 24, Dex 13, Con 14, Int 13, Wis 11, Cha 11
Base Atk +1; CMB +8 (+10 Grappling); CMD 19 (21 vs. Grapple)
Feats Brew Potion, Dragon Style, Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 11), Throw Anything, Weapon Focus (Claw)
Traits Adopted, Rescued (Koya) (Ex), Tusked
Skills Acrobatics +4, Climb +12, Craft (alchemy) +6 (+8 to create alchemical items), Diplomacy +3, Disable Device +6, Escape Artist +0, Fly +0, Heal +4, Intimidate +6, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +4, Ride +4, Sense Motive +4, Spellcraft +5, Stealth +6, Survival +4 (+6 to avoid becoming lost when using this), Swim +10, Use Magic Device +4; Racial Modifiers +2 Heal, alchemy +2
Languages Common, Draconic, Orc
SQ discoveries (feral mutagen), fuse style (2 styles), mutagen (dc 12), poison use, poisoning (standard action), scion of humanity, stunning fist (stun), unarmed strike (1d6)
Combat Gear Feral Mutagen: +4 STR, -2 INT, +2 Nat AC, Acid, Air crystal, Alchemical grease, Alchemical solvent, Antiplague, Antitoxin, Healer's kit, Heatstone, Holy water, Itching powder, Smelling salts, Smokestick, Sunrod, Tanglefoot bag; Other Gear Masterwork Chain shirt, Crossbow bolts (20), Dagger, Light crossbow, Quarterstaff, Backpack, masterwork (15 @ 73.5 lbs), Bedroll, Belt pouch (27 @ 15.5 lbs), Blanket, winter, Climber's kit, Compass, Everburning torch, Fishhook, Flint and steel, Grappling bolt, Ink, black, Inkpen, Journal, Mirror, Mug/tankard, Portable alchemist's lab, Powder (9), Sewing needle, Signal horn, Silk rope, String or twine, Tent, small, Thieves' tools, masterwork, Tindertwig (3), Travelling formula book, Waterskin (2), 376 GP, 25 SP, 31 CP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Rescued (Koya) (Ex) +2 hp healed by your cure spells. +1 vs foes threatening rescuer.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (1/day) (DC 11) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) 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 conditio
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

--------------------
Relationship Levels

Koya: +4 (+0 cha +4 trait) Association
Sandru: +0 (+0 cha) Association
Shalelu: +0 (+0 cha) Association
Ameiko: +0 (+0 cha) Association
--------------------

Background
Gorag was born as an child of the Dead Eye Clan in the Kodar Mountains. His father was the shaman of his village and his mother was a aasimar slave.
Having a natural talent for mixing potions he was taken by his father as apprentice and after death of his father he became the shamen of his village.
One day, his chieftain ordered Gorag to brew a potion to make him more impressive at a thing with the chieftain of the neighbor village.
Gorag ordered his apprentice to gather several herbs and mixed the potion. To his misfortune, the apprentice plotted to take his position as shaman and replaced a herb with another to change the effect of the potion.
When the thing came, the chieftain drank the potion and dwindled to the size of an goblin.
Gorag had to flee and was chased by several orks. Near Sandpoint, his pursuers managed to surround him. He fought for his life but was defeated. Left for dead, Gorag was found by a travel group to which Koya Mvashti belonged. Due to her healing magic Gorag survived. Gorag settled then in Sandpoint and founded there an alchemy shop.
--------------------

Appearance
Gorag likes to maintain the nimbus of an old alchemist. Besides he isn't old for an Aasimar, he walks always braced on his staff and his well build body is obscured with an long robe. The robe leaves only his scarred with white fur covered head and his also fur covered hands uncovered.

Portrait

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Attacks:

Normal
[dice=Bite]1d20+6[/dice] [dice=Damage]1d4+5[/dice]
[dice=Talon 1]1d20+6[/dice] [dice=Damage]1d4+5[/dice]
[dice=Talon 2]1d20+6[/dice] [dice=Damage]1d4+5[/dice]

Mutagen
[dice=Bite]1d20+8[/dice] [dice=Damage]1d8+7[/dice]
[dice=Talon 1]1d20+8[/dice] [dice=Damage]1d6+7[/dice]
[dice=Talon 2]1d20+8[/dice] [dice=Damage]1d6+7[/dice]

Enlarged
[dice=Bite]1d20+6[/dice] [dice=Damage]1d6+6[/dice]
[dice=Talon 1]1d20+6[/dice] [dice=Damage]1d6+6[/dice]
[dice=Talon 2]1d20+6[/dice] [dice=Damage]1d6+6[/dice]

Mutagen+Enlarged
[dice=Bite]1d20+8[/dice] [dice=Damage]2d6+8[/dice]
[dice=Talon 1]1d20+8[/dice] [dice=Damage]1d8+8[/dice]
[dice=Talon 2]1d20+8[/dice] [dice=Damage]1d8+8[/dice]