Blue Slaad

El Garrapata's page

412 posts. Organized Play character for James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


Race

Human(?) Brawler 10

Gender

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4

About El Garrapata

El Garrapata
NG Male Human Brawler 10
Init +2; Senses Perception +4
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DEFENSE
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AC 21, touch 15, flat-footed 16 (+5 armor, +2 dex, +3 dodge, +1 natural)
hp 93 (10d10+20+10FC)
Fort +10, Ref +10, Will +4 (+2 against sleep effects, paralysis effects, and stunning effects)
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OFFENSE
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Spd 40'
Melee unarmed +17/12 (1d10+8) or flurry +15/+15/+10/+10 (1d10+8) or PA +14 (1d10+14) or PA flurry +12/+12/+7/+7 (1d10+14) (+3 on first hit every round) or +1 cold iron brass knuckles +17/12 (1d8+7)
Ranged wushu darts +12 (1d8+6)
Space 5'; Reach 5'
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STATISTICS
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Str 22, Dex 14, Con 14, Int 8, Wis 10, Cha 12
BAB +10/5; CMB +16 (+23 grapple; +17 bull rush); CMD 29 (35 vs grapple; 30 vs bull rush)

Feats (2) improved unarmed strike*, improved grapple, weapon focus (unarmed), dodge*, cat's fall (When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall), weapon specialization (unarmed), power attack*, greater grapple (grapple as a move action), dragon style*, chokehold

Skills (4 skill) Acrobatics +15 (+20 jump), Climb +17, Knowledge (local) +10, Perception +4, Profession (sailor) +7, Swim +18

Special Abilities: brawler's cunning, martial flexibility (8/day, 1 as free or 2 feats as swift action or 3 as a move), martial training, bonus combat feat, brawler's flurry, close weapon mastery, brawler's strike (magic/cold iron/silver), knockout (2/day, Fort Save DC 21 or unconscious 1d6 rounds; must hit first and deal damage); maneuver training 2 (Grapple, Bull Rush),

Traits: Absalom Bouncer (+1 damage when making nonlethal unarmed), Martial Manuscript (+2 to attack when confirmed crits using unarmed)
Languages: Common, Draconic

Possessions (x gp) blue studded leather armor (25 gp), brawler's kit (9 gp), 2 cure light wound potions (100 gp)

Filthy Lucre: 7009 gp

Potions/Consumables: wand of cure light wounds - 6/50 charges (750 gp), 2 1 potions of JUMP (100 gp), 2 cure light wound potions (100 gp), 2 negative levels restored (2,560 gp), 1 elixir of tumbling (250 gp, +10 acro for 1 hr), 2 potions of FLY (1500 gp), wand of cure light wounds (750 gp, 28/50 ch)

Wondrous Items: cloak of resistance +1 (1,000 gp), amulet of natural armor +1 (2,000 gp), rope of climbing (3,000 gp), Pirate's eye patch (2,600 gp, 1/day Exp retreat or touch o' sea), armbands of the brawler (500 gp), belt of giant strength +2 (4,000 gp), boots of striding and springing (5500 gp),

Armor/Weapons: masterwork blue studded leather armor (175 gp), +1 to armor (1,000 gp), upgrade armor to +2 (3,000 gp), +1 cold iron brass knuckles (4,302 gp), 10 wushu darts (2 gp, 10' range)

25 XP, 36 Fame, 18 PP, 0 Disrepute (Ship vanity 10 disrepute; "The SPOOOOON") (2 PP spent to learn Draconic)
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Stat Math:
Str 20 (10 points +2 racial +1 4th level +2 belt +1 8th level)
Dex 14 (5 points)
Con 14 (5 points)
Int 8 (-2 points)
Wis 10 (0 points)
Cha 12 (2 points)

FEATS:

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Pummeling Style: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Grabbing Style: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.

Elemental Fist: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Chokehold: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.

Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Boons:

Siege-Hardened - +1 weapon damage vs demon subtype.
Defender of Nerosyan (Overwhelming Victory) -