Barnabas Harrigan

Boabdil's page

18 posts. Alias of BinkyBo.


About Boabdil

Human Brutal Pugilist 6/Soulknife 5
Init: +5 , Per +23

Str 18(20).. AC 25 tch17 ff20
Dex 18(20). HP 115 (6d12+5d10+33+5)
Con 14(16). BAB +11
Int 10 ....... Fort +10
Wis 10 ...... Ref +12
Cha 10 ...... Will +7

CMB +16, CMD 31; Move 40'

Rage +2 to attacks, melee and thrown damage, +2 will saves; -2 AC (17/17rds remaining)

Combat:
Melee
+1 Furious Spear +17/+12/+7 (2d6+9/20x2)
Ranged
+1 Furious Spear +17/+12 (2d6+6/20x2)

Raging Rhino Charge: move 10', throw spear +23 (2d6+10) 20' range inc., reform spear 10'+ melee charge +20 (4d6+22)
plus free action grapple check d20+23
(full rd action or readied action vs foes within 20-80')

Pinning Strike: Maintain Grapple as std action d20+19 to do (3d6+9/20x2), pin d20+26 as move action.
(rage and power attack not included)

Wingclip: +17 to hit, no damage, std action, DC21 Fort save or immobilized for 6 rds.

*Shirt of Immolation: Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.

*Nightmare Boots: When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC 13 Reflex saving throw halves the damage.

Traits and Feats:
Traits
Strong Arm, Supple Wrist
Know (local) as class skill

Feats
bonus)Power Attack: -3/+6(+9 two-handed)
1)Improved Unarmed Strike: Unarmed strikes no longer provoke AoO.
1)Improved Bullrush: +2CMB +2CMD bullrush attempts no longer provoke AoO.
3)Improved Grapple: +2CMB +2CMD grapple attempts no longer provoke AoO.
5)Rhino Charge: Charge as a readied action.

7)Hamatula Strike: Whenever you damage an opponent with a piercing
weapon, you can immediately make a grapple check; success means the
opponent is impaled on your weapon and you both gain the grappled
condition. While the opponent is impaled, as an attack action you may
make a grapple check on your turn at a -4 penalty to damage the
opponent with your weapon, even if your weapon cannot normally be used
in a grapple.

9)Hamatula Grasp: When attacking an impaled opponent (see Hamatula
Strike) with the weapon that impales them, you only suffer a -2 penalty
to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
11)Greater Grapple

Skills:

+18 Acrobatics 11(+3,+5)-1
+5 Autohypnosis 2(+3,+0)
+12 Climb 5(+3,+5)-1
+8 Intimidate 5(+3,+0)
+7 Knowledge (local) 4(+3,+0)
+7 Knowledge (nature) 4(+3,+0)
+23 Perception 10(+3,+0)+10
+12 Stealth 5(+3,+5)-1
+8 Survival 5(+3,+0)
+12 Swim 5(+3,+5)-1

Class Abilities:
Barbarian
Fast Movement: +10'
Improved Savage Grapple: No penalty to dex, attack rolls, CMB or CMD
when grappled. Treat as one size larger for determining grapple-ability
of foes. All foes' grapple attempts provoke AoOs.. if AoO hits receive
+2 to CMD against the provoking grapple attempt.
Pit Fighter: +1CMB +1CMD with grappling maneuvers
Rage Powers: Lesser Hurling, Hurling Charge

Soulknife
+2 Mindblade (throw, form, shape) piercing (2d6/20x2)
Psychic Strike: +1d8, move action to charge
Wild Talent
Blade Skill:
>Two-handed Throw
>Wing Clip: Std action, the soulknife may make a single melee attack
against a single creature. If she hits, instead of dealing damage, the
vibrations in her mind blade damages the creature’s ability to move,
rendering it unable to move for a number of rounds equal to the
soulknife’s Strength modifier (minimum 1). A successful Fortitude save
negates the effect. The DC of this save is 10 + the soulknife’s base
attack bonus.
Quick Draw: Manifest weapon as a free action 1/rd
Metacreative talent: Shards - swift action (1d2+5/20x2) 10' range inc.

5165 +2 Rhino Hide Armor
8000 +2 Amulet of Natural Armor
16,000 +2 Belt of Physical Perfection
8000 +2 ring of protection
10,000 Third Eye of Awareness (+10 perception)
14,000 Gloves of Titan's Grip (+8 grapple 7rds 3x/day)
8500 Nightmare Boots
1000 +1 Cloak of Resistance
2200 Handy Haversack
8000 Shirt of Immolation

80,865

mundane (haversacked)
everburning torch
Bedroll
Blanket
Hammock
150' silk rope
grappling hook
6 pitons, hammer
10 trail rations
5 elven rations
machete
shovel
crowbar
hatchet
sawback dagger
mess kit
cooking kit
grooming kit
hot weather clothes
cold weather clothes