Iadrin

Emmett Xanderi's page

34 posts. Alias of GM_Drake.


Full Name

Emmett Xanderi

Race

P (c.g.) +4, SM +4, St -1[/spoiler]silver cestus

Spoiler:
Atk +5 (1d4+4 B or 1d4+3 P)(19-20/x2)(light simple; groups: close, monk)
MW cold iron klar
Spoiler:
Atk +6 (1d6+4 S)(1H martial; Groups: Close, Heavy Blades)
Speckles

Classes/Levels

Spoiler:
Spd 40; P+5 (LLV, scent); AC 11, FF 10, Tch11; HD2; HP 13/13; F+5, R+4, W+0; Endurance, Run (100/200/300)
Sling
Spoiler:
Atk+3 (1d4+4 B) (simple ranged; range increment 50; Groups: Thrown)
[/spoiler]

Gender

NG human (turfer) brawler; Spd 30; Per +4; HP 12/12; Temp HP --; AC 16; FF 14; Tch 12; CMD 18 (21 Reposition, 20 Disarm, 19 Sunder) FF CMD 2 less; CMB +6 (Reposition +10, Disarm +8)[spoiler=Spoilers]Skills[spoiler]HA +4, Int +4, K (local) +4, Per +4,

Size

medium (Height: 7'2"; Weight: 350 lbs)

Age

30

Special Abilities

Martial Flexibility

Alignment

Neutral Good

Deity

The Deliberate Journey pantheon

Location

hometown: Oppara

Languages

Taldane (common tongue), Varisian (ethnicity language)

Occupation

bouncer/fightbreaker/caravan guard

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10

About Emmett Xanderi

Emmett Xanderi Hero Forge mini

Speckles (Emmett's pack mule) Hero Forge mini

Emmett Xanderi & Speckles

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Emmett Xanderi Hero Forge mini

Two centuries before the Age of Lost Omens began...How Xander (Emmett's ancestor) came to be a gladiator at the Oppara Arena:

In the year 4407 AR, during the last year of the Everwar, Xander was one of several Ulfen and Varisian humans captured by Chelaxian slavers near the newly form city of Korvosa. They remained slaves of the Chelaxian army for the next three years. When the Everward ended in 4410 AR, the army commander who captured Xander and the other slaves sold them to the Oppara Arena. Of the lot of slaves Xander was a part of, only Xander and three of the others survived a year in the arena. The four of them fought as a group for a year, becoming favorites of the spectators. During their third year as slaves in the arean, they were pitted in a four against one fight with the werewolf ogre champion, Gutspiller. It cost the lives of his three closest friends of the past three years, but Xander took advantage when Gutspiller was gloating to the crowd, and picked up the sword of one of his fallen comrades, and when Gutspiller went to sunder the held sword, Xander released it and struck Gutspiller with his smaller-designed silver cestus through the eye, dropping the lycanthropic champion. He won his freedom that day....

The Buxom Ogress tavern:

On the wall behind the serving bar at the The Buxom Ogress. is a rudis (a wooden sword that indicates a gladiator slave has won their freedom). Below the rudis, is a plaque with the words, Xander won more than his freedom the week he slew the reigning champion, the vicious lycanthropic ogre, Gutspiller. Gutspiller's mate found Xander in this very tavern the following day, demanding blood for blood. When Xander had bested the ogress and was about to deliver the death blow, he said with a lustful glint in his eyes, "Blood for blood can be done another way.". The ogress replied, "Make it blood and brew and consider yourself mine." Xander smiled and offered the barkeep half the betting gold purse he won the day before for the deed to the bar. After the bartender agreed to sell the bar, Xander boomed aloud and grabbed a mug of ale from a nearby table and raised it, "The name of the bar is now The Buxom Ogress and, looking at the ogress beneath him, "The brew is yours but our blood will bear my name." Underneath the plaque is the masterwork cold iron metal klar shield Xander wielded in the arena.

The above is public knowledge, what is not so common knowledge, is there is no silver in the blade of the klar shield Xander fought with. For Xander's shield was forged using cold iron) and made it easier for Xander to inflict more damage on the ogre werewolf champion with his cestus, who's metal was silver and not common steel. Too small for the spectators to notice that his cestus was not a typical cestus, aside it being smaller than a standard cestus (so the pieces of silver protruding from it were not as large), which is how he tricked Gutspiller into thinking he had no silver weapons during the day Gutspiller's guts were spilled.

The silvered cestus that Xander fought in the arena with was passed down through the generations. Family tradition is when the youngest child of the current owner of the cestus family heirloom turns 17, all the children of the current heirloom owner (who is also the owner or a co-owner of The Buxom Ogress) compete in a barroom brawl on the floor their ancestors fought on, Xander and the ogress first fought. With the winner receiving the family heirloom from the owner of the bar. The new heirloom owner then becomes a co-owner of the tavern with the previous heirloom wearer.

Xander won his freedom more than a century ago (before the Age of Lost Omens had begun).

Emmett Xanderi's backstory:

Emmett Xanderi is the first-born child of Walter Xanmer (the current owner of The Buxom Ogress). Emmett was 20 when the youngest of his siblings turned 17 (ten years ago) he and his siblings had the traditional barroom brawl to determine who would become the new owner of the family heirloom and co-owner of the tavern. Emmett shuffled his smaller siblings around, as he could not bring himself to damage them, so he planned to wait until only one of his siblings was still in the fight and then pin them to the ground to claim victory. That was until his youngest sibling (his brother Stragg) drew a dagger and stabbed their other brother (Typhys) in the back. Emmett grabbed his dagger-wielding brother and repositioned him away from their brother Typhus. Xander's actions to save his one sibling from a fatal second dagger attack resulted in his other sibling, his only sister (Krayla), to have her throat slit, as Emmett moved his dagger-wielding brother away from his other brother, the Stragg struck out as he got within reach of his sister and slit Krayla's throat.

Emmett, shocked at what his youngest sibling did, flung him against the wall of the tavern, Stragg going unconscious when he hit the wall and slid to the floor. Emmett then ran over to his sister, trying to stop the blood spurting from her neck with his huge hands, but it was too late. Just before life drained from Krayla's eyes she warned her big brother, "Behind you," as her body went limp in his arms. Thinking it was his dagger-wielding brother his sister was warning him about, Emmet spun around with a devastating backfist and knocked his other brother unconscious.

Within in a week of his sister's murder, his youngest brother was arrested for murder, Emmett was wearing the family heirloom and with a rumour spreading that Emmett and his youngest brother had worked together during the fight, his father told him it would be best if he left the city for a few years. His father gave him the chest that once held the coins that Xander purchased the tavern with and told his eldest child to not come back until he had filled it with coins. Before Emmett was about to walk out the door, his father told him to not leave yet, and to the astonished onlookers in the tavern, took Xander's masterwork cold iron klar shield from the wall underneath the plaque and walked over and handed it to his first-born, "To help ensure you walk back through the door someday, son."

Emmett's imposing size (7'2"; 350 lbs) has made it fairly easy for him to get work as a guard in a caravan that was traveling north from Taldor to Ustalav and the Land of the Linnorm Kings. Professor Lorrimor joined the caravan from Ustalav to the Land of the Linnorm Kings, and during that time he became impressed with Emmett's skills at discouraging bandits from trying their rob from the caravan. Over the years Professor Lorrimor hired Emmett as one of his personal carvan guards. Whiile Emmett already possessed the two heirlooms of his family, he used the significant wealth he earned over the years to purchase another prized possession - a masterwork chain shirt crafted with living steel. Professor Lorrimor has witnessed more than once when a band of bandits attempting to rob from the caravan became shocked when their metal weapons sometimes would get destroyed upon striking Emmett with them.

Languages:

common tongue: Taldane
ethnicity language: Varisian

The Deliberate Journey pantheon:

The Deliberate Journey pantheon

One of the most widely worshipped of all deities across the Inner Sea, Desna is particularly known for her care of travelers, especially the dreamy wanderer. But her aid is also invoked by those whose travel is of a much more intentional nature, such as those who organize caravans across lengthy routes through the Saga Lands or along the Golden Road. The pantheon of the Deliberate Journey includes Desna for her wisdom and support through the many winding roads of their journeys. They also appeal to Abadar, for he's interested in the traveler that carries civilization and wealth to new places. Mapping the routes is important to Abadar for encouraging safety in these aims, as well as for building roads. Ng, the enigmatic Eldest known also as the Hooded, is the patron of those who travel long distances with purpose, and such travelers appeal to him for safety from banditry, treacherous weather, and getting lost. Worshippers turn to Barzahk, known also as the Passage, for aid when at a crossroads, for they are the psychopomp who maintains the Dead Roads, the secret back routes between the planes and the mortal world, as well as looking after migrations and lost souls. Especially when the crossroads is figurative or when death looms near on an ill-fated journey, travelers implore Barzahk to intercede.

Category Pantheons

Edicts plan for travel and bring what you need, identify the best route, make deliberate decisions for the benefit of all who travel, travel with a purpose

Anathema fail to prepare for a journey, let chance decide which way to go, put travelers under your care in danger

Areas of Concern caravans, crossroads, knowing the way, travel by road

Follower Alignments NG, LN, N

Pantheon Members Abadar, Barzahk, Desna, Ng

ability scores:

rolled ability score post

Using 20 point-buy: Str 16 (10), Dex 14 (5), Con 14 (5), Int 10 (0), Wis 10 (0), Cha 10 (0).

+2 human adjustment to Str

Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 10 (+0)

Human racial traits:

human ethnicity: Varisian

human

+2 to any one ability score (Str)

Bonus feat (Combat Expertise)

skilled --> Giant Ancestry (Source Horror Adventures pg. 41): Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.

(turfer) brawler:

brawler

Turfer archetype

Favored Class Bonus:

brawler

Human (Advanced Class Guide pg. 71): Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.

Chosen two maneuvers for Emmett's favored class bonus: reposition and sunder

Traits:

Carrion Crown adventure path campagin trait: On the Payroll

Basic (Social) Trait: Rich Parents (The family tavern in Oppara, The Buxum Ogress earns the family considerable wealth.)

Equipment Trait: Heirloom Weapon (silver cestus, +2 trait bonus on Reposition combat maneuvers.)

Drawback: Overprotective*

*Emmett's overprotective drawback includes never going a day he does not miss his sister, who was killed by one of his younger brothers during the family brawling tradition to determine which child of the current owner of the family heirloom becomes a co-owner of the family's tavern and becomes the new owner of the family heirloom.

Feats:

Bonus Human Feat: Combat Expertise

1st level feat: Improved Reposition

1st level brawler bonus feat: Improved Unarmed Strike

1st level GM-fiat free feat: Improved Disarm

Skills:

The Brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.

ACP from masterwork living steel chain shirt: -1
ACP from masterwork cold iron klar shield: -0

Background Skills (2)

Handle Animal +4 (1 rank, +3 class skill, +0 Cha)
Profession (caravan guard) +4 (1 rank, +3 class skill, +0 Int)

Adventuring Skills (4)

Intimidation +4 (1 rank, +3 class skill, +0 Cha)
Knowledge (local) +4 (1 rank, +3 class skill, +0 Int)
Perception +4 (1 rank, +3 class skill, +0 Wis)
Sense Motive +4 (1 rank, +3 class skill, +0 Wis)
Stealth -1 (0 ranks, +2 Dex, -2 giant ancestry, -1 ACP)

Gear:

Maximum 1st level class wealth (increased to 900 gold for Rich Parents basic-social trait) plus 150 gold from On the Payroll campaign trait.

Total Starting Wealth: 1,050 gold

- silver cestus (25 gold) (1 lb) (running tally: 25 gold; 1 lb)
- masterwork cold iron metal klar shield (174 gold) (6 lbs) (running tally: 199 gold; 7 lbs)
- masterwork living steel chain shirt (750 gold) (25 lbs) (running tally: 949 gold; 32 lbs)
- mule (8 gold) (-) (running tally: 957 gold; 32 lbs; mule 0 lbs)
- bit and bridle (2 gold) (1 lb) (running tally: 959 gold; 32 lbs; mule 1 lb)
- pack saddle (5 gold) (15 lbs) (running tally: 964 gold; 32 lbs; mule 16 lbs)
- small chest (stored in pack saddle) (2 gold) (25 lbs) (running tally: 966 gold; 32 lb; mule 41 lbs)
- simple lock (part of chest) (20 gold) (1 lb) (running tally: 986 gold; 32 lbs; mule 42 lbs)
- beast (ungulate) whistle (5 gold) (-) (running tally: 991 gold; 32 lbs; mule 42 lbs)
- explorer's outfit (free outfit) (8 lbs) (running tally: 991 gold; 40 lbs; mule 42 lbs)
- cold-weather outfit (8 gold) (7 lbs) (in chest) (running tally: 999 gold; 40 lbs; mule 49 lbs)
- 2 bandoliers (1 gold) (-) (as thigh straps instead of bandoliers around his back and chest) (running tally: 1,000 gold; 40 lbs; mule 49 lbs)
- sling (-) (-) (on right thigh strap)
- sling pouch with 10 sling bullets (1 silver) (5 lbs) (on left thigh strap) (running tally: 1,000.1 gold; 45 lbs; mule 49 lbs)
- dagger (2 gold) (1 lb) (on left thigh strap) (running tally: 1,002.1 gold; 46 lbs; mule 49 lbs)
- dagger (2 gold) (1 lb) (on right thigh strap) (running tally: 1,004.1 gold; 47 lbs; mule 49 lbs)
- belt pouch (1 gold) (1/2 lb) (on person, attached to belt) (running tally: 1,005.1 gold; 47.5 lbs; mule 49 lbs)
- winter blanket (5 silver) (3 lbs) (in chest) (running tally: 1,005.6 gold; 47.5 lbs; mule 52 lbs)
- bedroll (1 silver) (5 lbs) (in chest) (running tally: 1,005.7 gold; 47.5 lbs; mule 57 lbs)
- metal canteen (2 gold) (1 lb) (on person) (running tally: 1,007.7 gold; 48.5 lbs; mule 57 lbs)
- mess kit (2 silver) (1 lb) (in chest) (running tally: 1,007.9 gold; 48.5 lbs; mule 58 lbs)
- tin tankard (2 copper) (1 lb) (in chest) (running tally: 1,007.92 gold; 48.5 lbs; mule 59 lbs)
- soap (1 copper) (1/2 lb) (in chest) (running tally: 1,007.93 gold; 48.5 lbs; mule 59.5 lbs)
- flint & steel (1 gold) (-) (in chest) (running tally: 1,008.93 gold; 48.5 lbs; mule 59.5 lbs)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (tied to belt) (running tally: 1,009.03 gold; 49 lbs; mule 59.5 lbs)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (in chest) (running tally: 1,009.13 gold; 49 lbs; mule 60 lbs.)
- waterproof bag (5 silver) (1/2 lb) (in chest) (running tally: 1,009.63 gold; 49.5 lbs; mule 60 lbs)
- feed (3 days) (in pack saddle) (15 copper) (30 lbs) (running tally: 1,009.78 gold; 49.5 lbs; mule 90 lbs)
- trail rations (3 days) (in waterproof bag in chest) (15 silver) (3 lbs) (running tally: 1,011.28 gold; 49.5 lbs; mule 93 lbs)
- waterproof bag (5 silver) (1/2 lb) (tied to belt) (running tally: 1,011.78 gold; 50 lbs; mule 93 lbs)
- wandermeal (10 days) (stored in waterproof bag tied to belt) (10 copper) (5 lbs) (running tally: 1,011.88 gold; 55 lbs; mule 93 lbs)
- wandermeal (7 days) (stored in waterproof bag in chest) (7 copper) (3 1/2 lbs) (running tally: 1,011.95 gold; 55 lbs; mule 96.5 lbs)
- dandy brush (in pack saddle) (2 silver) (2 lbs) (running tally: 1,012.15 gold; 55 lbs; mule 98.5 lbs)
- weaponrack backpack (25 gold) (5 lbs) (running tally: 1,037.15 gold; 60 lbs; mule 98.5 lbs)
- 5 torches (in weaponrack backpack) (5 copper) (5 lbs) (running tally: 1,037.2 gold; 65 lbs; mule 98.5 lbs)
- cold iron light hammer (in weapon rack) (2 gold) (2 lbs) (running tally: 1,039.2 gold; 67 lbs; mule 98.5 lbs)
- cold iron dagger (in weapon rack) (4 gold) (1 lb) (running tally: 1,043.2 gold; 68 lbs; mule 98.5 lbs)
- 50 foot rope (stored in weaponrack backpack (1 gold) (10 lbs) (running tally: 1,044.2 gold; 78 lbs; mule 98.5 lbs)
- hammock (in weaponrack backpack) (1 silver) (3 lbs) (running tally: 1,044.3 gold; 81 lbs; mule 98.5 lbs)

money in belt pouch: 5 gold, 6 silver, 10 copper

Both Emmett (Str 18) and his (female) pack mule (name: Speckles) have the same encumbrance thresholds.

light encumbrance threshold: 100 lbs
medium encumbrance threshold: 200 lbs
heavy encumbrance threshold: 300 lbs
lift over head: 300 lbs
lift off ground: 600 lbs
push/drag: 1500 lbs

Class Abilities:

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers.

Level 1 Combat Summary:

Combat Maneuver Bonus Calculations:

Base Attack Bonus: +1
Strength Modifier: +4
Giant Ancestry (alternate human racial trait): +1
Heirloom Weapon Equipment (trait) (silver cestus): +2 trait bonus on Reposition combat manevuers
Improved Reposition (feat): +2 to Reposition combat maneuvers

CMB +6 (Reposition +10)

Combat Maneuver Defense Calculations:

Base: 10
Base Attack Bonus: +1
Strength Modifier: +4
Dexterity Modifier: +2
Giant Ancestry (alternate human racial trait): +1
Improved Reposition (feat): +2 to CMD to resist Reposition combat maneuvers
Human Brawler's Alternate Favored Class Bonus: +1 CMD to resist Reposition & Sunder combat maneuvers

CMD 18 (10 + 1 (BAB) + 4 (Str) + 2 (Dex) +1 (Giant Ancestry)
Reposition CMD 21 (+2 Improved Reposition, +1 Favored Class Bonus)
Disarm CMD 20 (+2 Improved Disarm)
Sunder CMD 19 (+1 Favored Class Bonus)

Flat-Footed CMD: 2 less

Offense

BAB +1
CMB +6 (+1 (BAB) +4 (Str) +1 (Giant Ancestry)
Reposition CMB +10 (+2 heirloom, +2 Improved Reposition)
Disarm CM +8 (+2 Improved Disarm)