Race |
| AC:22 T:13 F:17 | HP36/36 | CMD:21 | F:+6 R:+8 W:+3 | Init:+7 | Perc: +11/12 |
About Bouncer Baozi
BOUNCER
Male Human (Tian-Shu/Ulfen/Giant) Bloodrager(Urban/Blood Conduit) 1/Bonded Investigator 3
LN Medium
Init +3; Senses Perception +11
DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +1 deflection, +2 Dex)
HP: 36 (4 HD; 1d10+3d8+11)
Fort +6, Ref +8, Will +3, +1 Reflex to avoid traps, +2 charms/complusions
Defensive Abilities trap sense +1;
OFFENSE
Speed 20 ft.
MW Bardiche (cold iron) (two handed) +9 ((two handed) 1d10+7/19-20)
MW Sansetsukon (two handed) +9 ((two handed) 1d10+7/19-20)
Ranged longbow +5 (1d8/x3)
MW Siversheen Scythe (two handed) +9 ((two handed) 2d4+7/x4)
Melee sap +8 (1d6+5)
Melee kunai +8 (1d4+5)
Ranged kunai (thrown) +5 (1d4)
Melee armor spikes +8 (1d6+5)
Special Attacks angelic attacks
Investigator Spells Prepared (CL 3rd, concentration +5):
1st—enlarge person (DC 13) (2),Expeditious Retreat
STATISTICS
Str 21, Dex 14, Con 14, Int 14, Wis 9, Cha 7
Base Atk +3; CMB +9(+15 grapple); CMD 21(27 vs. grapple)(23 vs. trip)
Feats Deific Obedience, Extra Rage, Improved Grapple, Power Attack
Skills Acrobatics -1 , Acrobatics (Jump) -2 , Craft (Alchemy) +6 , Diplomacy +9 , Disable Device +11 , Escape Artist -1 , Fly -1 , Intimidate -1 , Knowledge (Arcana) +9 , Knowledge (Local) +9 , Knowledge (Nature) +7 , Knowledge (Planes) +9 , Knowledge (Religion) +9 , Perception +11 , Perception (Trapfinding) +12 , Ride -1 , Stealth -1 , Swim +2
Traits Student of Philosophy, Child of Two Peoples
Languages Celestial, Common, Infernal, Tien, Ulfen
SQ alchemist discovery, alchemy, bloodrage, bonus feat, celestial bloodline, contact specialist, heart of the snow, inspiration, keen recollection, mutagen, poison lore, poison resistance, trapfinding, trap sense, weapon and armor proficiency
Combat Gear alchemist's fire (flask) (6), acid (flask) (6), smelling salts (3), agile breastplate +1, ioun torch, masterwork bardiche (cold iron), sansetsukon, longbow, scythe, sap, kunai,
Other Gear: ring of protection +1, cloak of resistance +1, belt of giant strength +2, wand of infernal healing, wand of shield, wand of bless, wand of cure light wounds, outfit (traveler's), backpack, masterwork, pathfinder chronicle (4), scribe (6 lvl 1), knotted rope (silk/50 ft.), thieves' tools (masterwork), arrow (grappling), alchemist's lab, portable, alchemist's kit, 10 CI arrows.
SPECIAL ABILITIES
Alchemist Discovery (Ex)
Alchemy (Su)
Angelic Attacks (Sp) Your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal 1d6 extra damage when you deal damage to an evil outsider with a melee attack. This extra damage stacks with effects such as Align Weapon and those granted by a weapon with the holy magic weapon special ability.
Bloodrage (Su)
Bonus Feat Humans select one extra feat at 1st level.
Celestial Bloodline By way of either a celestial ancestor or due to divine intervention, the blood of angels runs though the veins of you and your kin.
Contact Specialist (Ex) Improved Grapple
Inspiration (Ex) (3/3) The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Keen Recollection You can attempt all knowledge checks untrained
Mutagen (Ex) You gain the mutagen class ability, as described in the Advanced Player's Guide.
Familair: Flying Fox (+2 Ref)
Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency martial weapons, light armor, medium armor, and shields (except tower shields), hand crossbow, rapier, sap, shortbow, short sword, and sword cane.
[dice=Bardiche Attack] 1d20+11-1[/dice] Rage PA
[dice = Damage] 1d10+13[/dice]