Erasmo Oakkeg
Male middle-aged halfling barbarian (untamed rager) 20 // conscript 17, hunter (beastmaster) 3 || Guardian tier 1
CN Small humanoid (halfling)
Init +8; Senses Perception +34
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DEFENSE
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AC 44 [42], touch 38 [36], flat-footed 36 [34] (+9 armor, +5 circumstance, +5 deflection, +8 Dex, +5 natural, +1 shield, +1 size; [-2 rage])
hp 382 [+60 {+20}] (20d12+142)
Fort +28 [+3 {+1}], Ref +30, Will +22 [+4 {+1} morale]; +6 (+1 {-1}, +5 {+1} morale) vs. fear, +2 vs. illusion effects, +10 vs. inhalation effects [+4 vs. enchantment effects, +8 {+1} morale vs. spells, spell-like abilities and supernatural abilities]
Defensive Abilities deathless frenzy, evasion, fearless, halfling luck, hard to kill, indomitable will, internal fortitude, superstition; Immune [frightened, nauseated, shaken, sickened]
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OFFENSE
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Speed 40 ft. [+15 ft., fly 55 ft. (poor)]
Melee
<> [Attack Action] Usually: defensive stance, Fatal Thrust, flanking (Pack Attack and menacing weapon), greater rage, Impale, reckless abandon, risky strike - Whisfhri +39 (1d4+26 {+1}/x3 plus impaled plus 5d6) - Critical: +39 (3d4+78 {+3} plus impale plus 5d6)
<> [Attack of Opportunity] Usually: defensive stance, Fatal Thrust, flanking (Pack Attack and menacing weapon), greater rage, reckless abandon, risky strike - Whisfhri +41 (1d4+26 {+1}/x3 plus 5d6) - Critical: +41 (3d4+78 {+3} plus 5d6)
Ranged
<> [Special Attack Action] Usually: barrage, greater rage, reckless abandon, risky strike, savage hurl, wind tunnel - Whisfhri +41/+41 or +39/+39/+39 or +37/+37/+37/+37 or +35/+35/+35/+35/+35 (1d4+26 {+1}/x3) - Critical: +39 (3d4+78 {+3}) [30 ft.]
Special Attacks barrage, come and get me, defensive stance (-6 to hit, +10 dodge AC), disruptive, fatal thrust +5d6, impale, melee archer, mythic power 5/day, rage 48 rounds, raging storm, reckless abandon (-6 AC, +6 to hit), risky strike (-6 to hit, +12 dmg), savage dirty trick, savage hurl, spellbreaker, stamina pool (26), surge +1d6
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STATISTICS
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Str 18 [+7 {+1}] (+4 [+3 {+1}]), Dex 26 (+8), Con 22 [+7 {+1}] (+6 [+3 {+1}]), Int 14 (+2), Wis 20 (+5), Cha 24 (+7)
Base Atk +20; CMB +25 [+3 {+1}] (+24-Str [+6] with weapon; +12 to dirty trick; +18 to trip; +12 to disarm and reposition; +2 break from grapple and to steal); CMD 51 [+1 {+1}] (+10 vs. dirty trick; +12 vs. disarm, reposition and trip; +2 vs. steal; +12 vs. sunder against Whisfhri)
Feats Alertness, Blundering Defense, Bodyguard, Cautious Fighter, Combat Reflexes, Combat Stamina, Coordinated Capture, Coordinated Maneuver, Deft Maneuvers, Dirty Trick Master, Extreme Mood Swings, Flinging Charge, Focused Stamina, Giantslayer, Greater Dirty Trick, Great Focus, Hero's Display, Precise Shot, Quick Dirty Trick, Shake it Off, Skilled Rager (Handle Animal), Sliding Axe Throw, Spirit of the Corps, Style Synthesis, Swarm Scatter, Teleport Tactician, Titan Breaker, True Rage, Vanguard Style, Weapon Focus (axes)
Mythic Feats Mythic Greater Dirty Trick, Mythic Quick Dirty Trick
Spheres Athletics, Barrage, Barroom, Beastmastery, Berserker, Equipment, Fencing, Gladiator, Lancer, Warleader
Talents Accomplice, Animal Companion, Animal Empathy, Ankle Strike, Blitz Focus, Bloodthirst, Bloody Rip, Bolster Beast, Bounty Hunter's Tools, Close Quarters Training, Distracting Tear, Double Team, Dread, Expanded Training, Faithful Friend, Fan Favorite, Fast Draw, Focusing Finale, Greater Trainer (x3), Hands-On Handler, High on Fumes, Huntsman Training, Marauder, Mighty Conditioning, Murderous Intent, Nightmarish Microcosm, Pack Attack, Painful Twist, Performance Fighter, Pirate Training, Purposeful Training, Rapid Handle, Rallying Beseechment, Scale Foe, Skillful Charge, Strong Lungs, Throwing Mastery, Unarmored Training, Verbal Counter
Associated Feats Charging Hurler, Dazzling Display, Far Shot, Outflank, Point-Blank Shot, Quick Draw, Rapid Shot, Run
Traits Aldori Caution, Indomitable Faith (Hshurha), Memorable, Prankster, Skeptic
Skills 166/166 Ranks, 40/40 background
Acrobatics +37 [+3 {+1}] (20 free ranks, 3 class, 4 Str, 8 Dex, 2 racial)
<> +10 competence with marauder
<> +5 to move through space of larger foes
<> +4 to jump
Bluff +30 (10 ranks + 10 free ranks, 3 class, 7 Cha)
Climb +37 [+3 {+1}] (20 free ranks, 3 class, 4 Str, 8 Dex, 2 racial)
<> +10 competence with marauder
Diplomacy +29 (15 ranks + 5 free ranks, 7 Cha, 2 competence)
Fly +37 [+3 {+1}] (20 free ranks, 3 class, 4 Str, 8 Dex, 2 size)
<> +10 competence with marauder
Handle Animal +30 (20 free ranks, 3 class, 7 Cha)
Intimidate +43 [+2] (20 free ranks, 3 class, 7 Cha, 6 barbarian, 5 enhancement, 2 competence)
Knowledge (geography) +25 (20 ranks, 3 class, 2 Int)
Knowledge (local) +25 (20 ranks, 3 class, 2 Int)
Knowledge (nature) +25 (20 ranks, 3 class, 2 Int)
Perception +34 (20 ranks, 3 class, 5 Wis, 2 racial, 4 feat)
Perform (comedy) +30 (20 ranks, 3 class, 7 Cha)
Profession (sailor) +13 (5 ranks, 3 class, 5 Wis)
<> +4 competence to sail a ship
Ride +21 (10 ranks, 3 class, 8 Dex)
Sense Motive +32 (20 ranks, 3 class, 5 Wis, 4 feat)
Stealth +35 (20 ranks, 3 class, 8 Dex, 4 size)
<> +4 in fog or mist
Survival +24 (16 ranks, 3 class, 5 Wis)
<> +1 to identify and follow tracks
Swim +17 [+3 {+1}] (10 ranks, 3 class, 4 Str)
<> +10 competence with marauder
Armor Check -0
Languages Common, Halfling, Skald, Sylvan
SQ armed intimidator, attentive, battle companion, beast trainer, celebrity combatant, combat training, commanding, deadly pack, deplorable tactics, despicable tactics, dishonorable, expert thrower, extra mythic feat, fast movement, greater rage, handler, keen senses, kneecapper, martial tradition (animal trainer), nature training, pack tactics, raise animal, perfect body flawless mind, sphere specialization (gladiator, lancer), sure footed, tame, tireless rage, track +1, underfoot dodger, weapon familiarity
ABP armor attunement (shield +5), deflection +5, mental prowess (+6 Wis, +4 Cha, +2 Int), physical prowess (+6 Dex, +4 Con, +2 Str), resistance +5, toughening +5, weapon attunement (boarding axe +5)
Favor Class Bonuses: +17hp, +20ft. thrown distance
Mythic +5 hp
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EQUIPMENT
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WeaponsWhisfhri Worngreater guarding buckler of hosteling (CP5) Slotted
-Belt: expert's battle kit (warleader) [coordinated maneuvers, shake it off, swarm scatter]
-Body: hag's shabble
-Chest: manteau of the squirrel
-Feet: quick action slippers
-Hands: gauntlets of the skilled maneuver (dirty trick and trip)
-Head: commander's helm (spirit of the corps)
-Headband: headband of havoc
-Neck: torc of lionheart fury
-Ring: ring of evasion
-Ring: ring of freedom of movement
-Shoulders: cloak of eternal mist
-Wrist: fate-woven braid of the norns Backpack
-Consumables:
Otherflying pelt of the hungry wolf, tengu drinking jug Belt Pouch 25,750gp
Magic Items:
Cloak of Eternal MistsCool, damp mist constantly emanates from beneath this billowing, floor-length cloak. Erasmo gains a +4 bonus on Stealth checks in fog or mist. If he does not move in a given round (and is not otherwise moved), he gains concealment at the end of his turn, lasting until he moves from his position.
Commander's HelmThis broad helmet is marked with archaic dwarven military insignia. Erasmo gains the Spirit of the Corps feat and three times per day with a command word, he can grant this feat to all allies within 30 feet for 1 minute.
Expert’s Battle KitThis collection of straps, hooks, and general tools can help a warrior unleash new techniques in the thick of combat. Erasmo gains the Born Leader ability from the warleader sphere specialization. This ability gives him the Coordinated Maneuvers, Shake It Off and Swarm Scatter teamwork feats as bonus feats.
Fate-Woven Braid of the NornsThis circlet of plaited hair interwoven with a single gold thread has neither a beginning nor an end. Up to three times per day, Erasmo can reroll a natural 1 on a saving throw or after failing a saving throw against a death effect. If the result of the reroll is ever a natural 20, the golden thread frays, permanently reducing the braid’s daily reroll uses by one.
Flying Pelt of the Hungry Wolf This white wolf pelt is able to fly through the air as if affected by an overland flight spell with a 40 ft. speed. It has 5-ft.-by-5-ft. and a carrying capacity of 200 lbs, and while it can carry up to 400 lbs, its speed is reduced to 30 feet. It is activated by a command word and then controlled by spoken directions. The pelt can hover without making a Fly skill check and gives a +5 bonus to other Fly checks. Itens can be placed inside the wolf's mouth, which works as a bag of holding (type I).
Gauntlets of Skilled Maneuver Erasmo gains a +2 bonus on dirty trick and trip combat maneuver checks.
Greater Guarding Buckler of hosteling As a free action at the start of Erasmo's turn, he may choose any number adjacent targets and transfer any amount of the shield's enhancement bonus to them. The targets' AC bonus lasts until Erasmo's next turn or until he and a target are ever more than 5 feet apart. If all chosen targets lose this shield bonus, it returns to affect Erasmo as normal. Erasmo can apply up to +5 bonus from his armor attunement to this buckler.
Hag's ShabbleThis unkempt black smock is loose-fitting and stained from travel. Erasmo gains a +2 competence bonus on Diplomacy and Intimidate checks.
Headband of HavocThis band of raggedly stitched animal skins and teeth focuses a wearer’s bloodlust. When Erasmo enters a rage, he selects one of his rage powers to have it function as if his barbarian level were four levels higher. Once per day as an immediate action when Erasmo is attacked or has to make a saving throw against a hostile effect, he may spend 2 rounds of rage to begin a rage before resolving the triggering event.
Manteau of the SquirrelThis soft fur vest comes in a variety of shades of brown and black. Any creature larger than Erasmo takes a –1, –2, –4, or –8 penalty on Perception checks to notice him, depending on how many size categories it is larger than him. In addition, Erasmo can use beast shape III once per day to transform into a squirrel.
Quick Action Slippers Erasmo may stand up from prone as a free action. Such movement still provokes attacks of opportunity as normal.
Ring of Evasion This ring continually grants Erasmo the ability to avoid damage as if he had evasion. Whenever he makes a Reflex saving throw to determine whether he takes half damage, a successful save results in no damage.
Ring of Freedom of Movement This gold ring allows Erasmo to act as if continually under the effect of a freedom of movement spell.
Tengu Drinking JugThis one-gallon stoneware jug has a white glaze, black birds painted around the middle and a cork stopper tied about the neck with a hemp cord. Any liquid placed within the jug becomes safe to drink, as though affected by purify food and drink. Three times per day, Erasmo can command the jug to alter the temperature of its contents so that it ranges anywhere from ice cold to boiling hot. Once per day, Erasmo can command water placed into the jug to transform into plum liquor, sake, or tea. A tengu jug holds up to 1 gallon of any liquid.
Torc of Lionheart FuryEach end of this heavy copper neckwear bears the image of a snarling lion. Erasmo gains a +2 morale bonus on saving throws against fear and the Fearless Rage rage power.
WhisfhriWhisfhri is a small intelligent boarding axe with the dueling, furious, impervious and throwing special abilities, the haft being made of whipwood. Erasmo can apply up to +5 from his weapon attunement to Whisfhri. Its name is inherited from a powerful elder air elemental, supposedly trapped and bound to it. It has an Ego of 20, Intelligence 12, Wisdom 20 and Charisma 10, being able to communicate only through empathy, but understanding Common and Auran, and having blindsense within 60 feet radius. Whisfhri has access to the Weather sphere (CL 10th, 5 spell points), the control weather base power, and the Clear Skies (mantle) talent taken twice. It has the special purpose of slaying arcane spellcaster and can sense them within 60 feet.
<>Control Weather (Su) As a standard action, Whisfhri may control weather within 200 ft. (or less in a confined area), adjusting either the wind, temperature, or humidity levels. This lasts as long as Whisfhri concentrates, unless it spends a spell point as a free action to make it last for 10 minutes without concentration. The weather’s severity change up to 1 level per category per round and when the effect ends, it alters back at the same rate. If Whisfhri is concentrating on the effect, it moves with it, raising and lowering the severity of unaffected or no-longer affected area as described above. If it is being maintained through a spell point, it remains stationary. Wind has 7 steps of severity, while temperature and humidity have 13. Temperature is divided between ‘Heat’ and ‘Cold’, each with 7 steps of severity. Likewise, humidity is divided between ‘Precipitation’ and ‘Aridity’, which follows a similar setup. An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories. Whisfhri may create weather of severity up to 4, but if the natural weather has a category with a higher severity, he cannot use alter that category of the weather.
<><>Clear Skies [mantle] (Su) As a standard action, Whisfhri spend a spell point to grant this (mantle) to a creature, lasting for 10 hours. Creatures bearing Whisfhri's mantle treat weather as three steps less severe. This and other (mantle) talents still work according to the true severity level.
<>Dueling When Whisfhri is used to perform a combat maneuver that utilizes only it (disarm, reposition, trip and some dirty trick), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers.
<>Furious When Erasmo is raging or under the effect of a rage spell, Whisfhri’s enhancement bonus is +2 better than normal.
<>Impervious Whisfhri cannot rust, rot or warp, even by magical or supernatural means. It gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus and its break DC for and Erasmo’s combat maneuver defense against sunder maneuvers each gain a bonus equal to twice the weapon’s enhancement bonus. Hardness 25 [+8], hp 107 [+40], +12 vs. sunder [+4]
<>Throwing Whisfhri can be thrown with a range increment of 10 feet.
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SPECIAL ABILITIES
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Race Adjustments:
Base: Halfling (9RP)
+4 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.
Expert Thrower (2RP): Halflings are experts with thrown weapons. Halflings with this racial trait Precise Shot as a bonus feat.
Fleet of Foot (1RP): Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Kneecapper (1RP): Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Underfoot Dodger (2RP): City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes.
ATTACK ACTIONS Impale (Ex) As an attack action with a melee weapon that deals lethal damage, Erasmo can take a -2 penalty on the attack roll to impale the creature with his weapon, forcing it into a square within his reach if it was not already. An impaled creature has all movement speeds reduced by half, is battered, and must make a concentration check (DC 10 + his CMB + spell level) to cast a spell or use a spell-like ability. A creature can only be impaled by a single weapon. While Erasmo controls the impaling weapon, he must make an opposed Strength check against the impaled creature to move as a part of the move action, moving up to half of his base speed while dragging the impaled creature along. The impaling weapon can only be used to attack the impaled creature, ignoring its armor, natural armor, and shield bonuses to AC. As a move action, Erasmo may remove the impaling weapon and as a free action he may release it. As a standard action, the impaled creature can make a combat maneuver check against Erasmo's CMD to cause him to lose control of the impaling weapon. If no one has control over the impaling weapon, the impaled creature may remove it as a move action. While still impaled, any creature may attempt a grapple check (with a +4 bonus) against an impaled creature’s CMD to assume control of the impaling weapon. When the impaling weapon is removed from the impaled creature, it takes bleed damage equal to the damage dice of the impaling weapon. Talents with the (impale) tag can only be used against impaled creatures when Erasmo is controlling the impaling weapon.
<>Bloody Rip [impale] (Ex) Whenever Erasmo makes an attack using the attack action against the impaled creature using the impaling weapon, he may remove the impaling weapon as a swift action, dealing damage as appropriate and causing them to retain all penalties for being impaled (except for being unable to move) until the end of their next turn.
<><>Focusing Finale (Ex) Whenever Erasmo removes his weapon from an impaled creature, he may regain his martial focus.
<><><>Distracting Tear [impale] (Ex) Whenever Erasmo deals damage while removing a weapon from an impaled creature, that creature provokes an attack of opportunity from one up to 6 allies of his choice other than himself.
<>Fatal Thrust (Ex) Whenever Erasmo makes an attack action against a target that is within 30 ft. and that he is flanking, that is flat-footed, or that has lost its Dexterity bonus to AC, he deals an additional +5d6 precision damage to the target.
<><>Ankle Strike (Ex) Erasmo may attempt a trip combat maneuver against the target of a fatal thrust as a free action which does not provoke an attack of opportunity.
<>Painful Twist [impale] (Ex) As a move or as a swift action, Erasmo may perform a dirty trick combat maneuver against an impaled creature.
Skillful Charge (Ex) Erasmo may make an attack action at the end of a charge in place of the normally granted attack.
SPECIAL ATTACK ACTIONS Barrage (Ex) As a special attack action, Erasmo may make two ranged attacks at his full base attack bonus -2. He may expend his martial focus to make additional extra attacks, increasing the penalty to all his attacks by an extra -2, up to a maximum of four extra attacks (-4/-4/-4, -6/-6/-6/-6 or -8/-8/-8/-8/-8).
<>Blitz Focus (Ex) Whenever Erasmo hits with at least two attacks while making a barrage, he may regain his martial focus as an immediate action.
RANGED ATTACKS Flinging Charge (feat) If Erasmo has a thrown weapon in hand when he begins charging, he can use it to make a ranged attack against the target of his charge at any point during the charge. He gains the +2 bonus for charging on the attack roll and then can immediately draw a melee weapon. Erasmo takes a –5 penalty on the melee attack made at the end of the charge.
Huntsman Training (Ex) Erasmo only suffers a –1 penalty per full range increment between him and his target when using a ranged weapon.
Melee Archer (Ex) Erasmo gains a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
Precise Shot (feat) Erasmo can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on his attack roll.
Sliding Axe Throw (feat) Erasmo can take a –2 penalty on a ranged attack roll with an axe, bouncing it or sliding it along the ground. If the target is flat-footed, running, or charging, this attack ignores any bonuses to the target’s AC from its shield. If the attack hits, Erasmo may make a trip attempt against the target as a free action.
Throwing Mastery (Ex) When using an attack action, attack of opportunity, or additional attack granted by class features or talents to make a ranged attack against a creature with a thrown weapon, Erasmo may cause the weapon to bounce back towards him after the attack resolves. As long as he has at least one hand free, he may automatically catch it, otherwise it lands in his square.
ATTACKS OF OPPORTUNITY Combat Reflexes (feat) Erasmo may make a number of additional attacks of opportunity per round equal to his Dexterity bonus. He may also make attacks of opportunity while flat-footed.
Double Team (Ex) When one of his animal allies succeeds on a combat maneuver, the target provokes an attack of opportunity from Erasmo.
FLANKING Pack Attack (Ex) Whenever one or more animal allies within 75 ft. flanks an enemy with Erasmo or another of his animal allies, the bonus on attack rolls granted while flanking increases by +2. This increases by +1 for each additional animal ally which threatens that enemy (maximum +5). Usually +6
DIRTY TRICKS Accomplice (Ex) While within the threatened area of an animal ally, when Erasmo or the animal ally performs a combat maneuver, as an immediate action the other may use the aid another action to boost the combat maneuver check.
<>Faithful Friend (Ex) Whenever Erasmo uses the aid another action to assist an animal ally or an animal ally uses the aid another action to assist him, the aid another bonus increases by +5.
Deft Maneuvers (feat) Erasmo does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver. He receives a +2 bonus on checks with these combat maneuvers and to his CMD against these maneuvers. As a move action, Erasmo can make a Bluff check to feint in combat.
<>Mythic Greater Dirty Trick (feat) Erasmo receives a +2 bonus on checks made to attempt a dirty trick. Whenever he performs a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which his attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action and a use of mythic power. Erasmo may spend 5 stamina points to make the condition he inflicted to require a full-round action to remove.
<><>Dirty Trick Master (feat) Whenever Erasmo successfully performs a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick, Erasmo can cause the condition to worsen. In addition to increasing the duration of the condition, he causes an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition.
<>Mythic Quick Dirty Trick (feat) On his turn, Erasmo can perform a single dirty trick combat maneuver in place of his melee attack with the highest base attack bonus. Once per round Erasmo may perform the dirty trick combat maneuver as a free action against a foe within reach and add his mythic tier to the combat maneuver check.
<>Prankster (trait) Erasmo gains a +1 trait bonus on dirty trick checks and to his CMD against them. If he succeeds at a dirty trick check against a flat-footed opponent, the condition's duration increases by 1 round.
Rage (Ex) (see below)
<>Savage Dirty Trick (Ex) Once per round Erasmo can attempt a dirty trick in place of a melee attack. If successful, the target takes damage equal to his Strength modifier and an additional penalty based on the type of dirty trick performed (blinded > staggered, dazzled > dazed, deafened > staggered, entangled > anchored, sickened > nauseated). A Fortitude save (DC 20 + his Str modifier) negates this extra effect. The additional penalty lasts for 1 round and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed, but if it is then both effects are removed. If the target is immune to the initial penalty, it is unaffected by the additional penalty. This power can only be used once per opponent per rage.
PERFORMANCE COMBAT Celebrity Combatant (Ex) Erasmo treats every battle as a performance combat as long as he is wielding a performance weapon, treating those participating in the combat as a small, indifferent crowd. In addition, whenever he begins a performance combat, he starts with a number of victory points equal to half his Charisma modifier. (Performance Combat Bonus: +17 [+4 BAB, +7 Cha, +2 weapon, +4 skills])
<>Hero's Display (feat) When Erasmo spends a swift action to make a performance combat check, he gains a +2 bonus on the performance combat check and makes an Intimidate check to demoralize all foes within 30 feet who can see his display.
<><>Performance Fighter (Ex) Erasmo may make a performance combat check as a free action up to once per round rather than a swift action. In addition, he treats all weapons he is proficient in as if they had the performance weapon quality.
DEMORALIZATION Dread (Ex) Creatures under the effects of Erasmo's demoralization increase the penalties for being shaken by 4 on checks and rolls involving him.
Murderous Intent [stance] (Ex) As a swift action, Erasmo may activate this stance causing demoralized hostile creatures to treat squares within his reach as difficult terrain and to provoke attacks of opportunity for making 5-foot steps to leave those squares. This stance lasts until the beginning of his next turn. Alternatively, Erasmo may expend his martial focus to have it last for a number of rounds equal to his Charisma modifier.
Nightmarish Microcosm (Ex) Erasmo takes no penalty on Intimidate checks against larger creatures, and larger creatures gain no bonus on Intimidate checks against him. Against foes who are denied their Dexterity bonus to AC, Erasmo may roll twice and take the higher result on Intimidate checks made to demoralize.
Strike Fear (Ex) As a full-round action, Erasmo may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of him who can both see and hear him. He may choose to take a -10 penalty on the check instead of expending martial focus.
RESOURCES Combat Stamina (feat) Erasmo gains a stamina pool with a number of stamina points equal to his base attack bonus + his Constitution modifier. During combat, he can spend stamina points to perform a combat trick from a combat feat she possess. Erasmo can't spend stamina if he is unconscious, fatigued or exhausted and he becomes fatigued while he has 0 stamina. Erasmo regains 1 stamina point for every minute of rest, but he stops doing so if he enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or ability check; or take more than one move action or standard action in a round. If he is suffering from any of the following conditions, he can't regain stamina points: confused, cowering, dazed, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered or stunned.
<>Focused Stamina (feat) Whenever Erasmo would expend his martial focus, he may instead spend 5 stamina points.
Martial Focus (Ex) Erasmo gains his martial focus after a minute of rest, or by taking the total defense action. He may not regain focus more than once per round. When Erasmo has martial focus, he can expend his focus as part of any single Fortitude or Reflex saving throw he makes thereafter to treat it as if he rolled a 13. Once he has gained martial focus, he remains focused until he expends it, become unconscious, or go to sleep.
<>Great Focus (feat) Erasmo may maintain a second martial focus, gained and expended independently from the first.
Mythic Power (Su) Each day, Erasmo can expend an amount of mythic power equal to 3 plus double his mythic tier.
<>Surge (Su) As an immediate action, Erasmo can expend one use of mythic power to add 1d6 to any d20 roll he just made. This action is taken after the result of the original roll is revealed and can change the outcome of the roll.
OFFENSIVE ABILITIES Berserker (Ex) As a free action at the start of each turn, Erasmo may choose to take a -2 penalty to AC in exchange for 24 temporary hit points. The penalty and the temporary hit points end at the start of his next turn. Instead of gaining these temporary hit points, Erasmo may gain the effects of a single (adrenaline) talent.
<>Iron Rage (Ex) Whenever Erasmo uses the Berserker ability, he also gain DR 4/- for 1 round.
<>Marauder [adrenaline] (Ex) Erasmo gains a +30 feet circumstance bonus on all forms of movement. In addition, he gains a +10 competence bonus on all Acrobatics, Climb, Fly, and Swim checks.
<>Steel Rage (Ex) Erasmo increases by 8 the temporary hit points when using the Berserker ability.
<>True Rage (feat) When using Berserker, Erasmo does not lose the temporary hit when benefiting from an (adrenaline) talent.
Coordinated Capture (feat) Whenever Erasmo and one or more allies with this feat threaten the same enemy, the enemy takes a penalty on Acrobatics checks and concentration checks to avoid provoking attacks of opportunity equal to the number of creatures with this feat that are threatening him (maximum +5). Usually +5 Fan Favorite (Ex) Erasmo may perform a (boast) as an out of turn free action whenever he succeeds on a saving throw against an effect originating from a hostile creature.
<>Bloodthirst [boast] (Ex) Erasmo may make an attack against an enemy within 75 ft. using a wielded weapon.
<>Prowess [boast] (Ex) Erasmo may roll his next weapon attack before the end of his next turn twice and take the better result.
Giantslayer (feat) When performing or resisting a combat maneuver against a foe who larger than him, Erasmo gains a bonus to his CMB and CMD equal to +1 per size category larger the opponent is. In addition, he can use combat maneuvers against targets 1 size larger than would normally be allowed.
<>Titan Breaker (feat) The bonus granted by the Giantslayer feat increases to +2 per size category larger the opponent is. In addition, Erasmo can now use combat maneuvers against targets 2 size categories larger than would normally be allowed.
Hard Drinker (Ex) Whenever Erasmo imbibes an alcoholic drink, he gains the drunk status for a number of rounds equal to 5 + his Constitution modifier. As a move action, he may retrieve an alcoholic drink, elixir, or potion and drink it, all without provoking an attack of opportunity.
<>High on Fumes (Ex) As a swift action, Erasmo may expend his martial focus to gain the drunk status as though he had imbibed an alcoholic beverage.
<>Extreme Mood Swings (feat) Erasmo increases each morale bonus he receives by 1, but takes a −1 penalty on saves against emotion and fear effects. When he is drunk, the increase and the penalty doubles.
Rage (Ex) As a free action, Erasmo can enter rage, gaining a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves, while taking a –2 penalty to Armor Class. While in rage, Erasmo cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. As a free action, Erasmo can end his rage and is fatigued for twice as many rounds as he spent raging, and cannot enter a new rage while fatigued or exhausted. If Erasmo falls unconscious, his rage immediately ends. Erasmo can rage for a number of rounds per day equal to 42 + his Constitution modifier. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
<>Skilled Rager [Handle Animal] (feat) While raging, Erasmo may use the Handle Animal skill.
<>Come and Get Me (Ex) While raging, as a free action Erasmo may allow enemies to gain a +4 bonus on attack and damage rolls against him until the beginning of his next turn, but every attack against him provokes an attack of opportunity from him, which is resolved prior to resolving each enemy attack.
<>Disruptive (Ex) While raging, Erasmo gains Disruptive as a bonus feat.
<><>Spellbreaker (Ex) While raging, Erasmo gains Spellbreaker as a bonus feat.
<><><>Teleport Tactician (feat, combat) Any creature using a teleportation effect to enter or leave a threatened square provokes an attack of opportunity from Erasmo, even if casting defensively or using a supernatural ability. If he hits with this attack of opportunity, he can spend 2 stamina points to daze the target for 1 round. A DC 30 Fortitude save negates this effect.
<>Greater Rage (Ex) When Erasmo rages, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.
<><>Tireless Rage (Ex) Erasmo no longer becomes fatigued at the end of his rage.
<>Raging Storm (Su) While in rage, Erasmo gains the effect of the Borne Aloft, Wind Tunnel and Zephyr's Flight talents and he can treat the current wind severity as 3 higher.
<><>Borne Aloft (Su) When in an area of Wind of severity 3+, Erasmo gain a 20 feet fly speed (clumsy). For each category above severity 3, the speed increases by 20 feet and the maneuverability increases by one step. When using this fly speed Erasmo ignores the negative effects of wind related to flying. At least fly 40 feet (poor)
<><>Wind Tunnel (Su) Erasmo's ranged attacks take no penalty due to wind and can pass through wind wall and similar effects. When in an area of Wind of severity 2+, he gains a +1 bonus to all ranged weapon attacks, which increases by +1 for every 2 levels above severity 2. At least +2 bonus
<><>Zephyr's Flight (Su) When in an area of Wind of severity 2+, Erasmo gains a +5 feet bonus to all his movement speeds, +5 feet per category above severity level 2. At least +15 feet
<>Reckless Abandon (Ex) While in rage, Erasmo can take a –6 penalty to AC to gain a +6 bonus on attack rolls.
<>Savage Hurl (Ex) While in rage, Erasmo gains a +4 bonus on ranged attack rolls with thrown weapons that add his Dexterity bonus to the attack roll.
DEFENSIVE ABILITIES Bodyguard (feat) When an adjacent ally is attacked, Erasmo may use an attack of opportunity to use the aid another action to improve his ally’s AC. Erasmo can spend up to 2 stamina points to increase the bonus to the ally’s AC by the same amount.
<>Faithful Friend (Ex) Whenever Erasmo uses the aid another action to assist an animal ally or an animal ally uses the aid another action to assist him, the aid another bonus increases by +5.
<>Vanguard Style (feat) While using this style, when an adjacent ally makes a Reflex saving throw, Erasmo can expend an attack of opportunity to use the aid another action to improve his ally’s Reflex save. His ally gains a +2 bonus to all Reflex saves while adjacent to him until the beginning of his next turn.
<><>Style Synthesis (feat) Erasmo may activate a style feat as part of the action to activate a (stance) talent.
Close Quarters Training (Ex) Erasmo may end his movement in the space of another creature by making an Acrobatics check against the creature's CMD + 5. If he fails, the movement ends and he provokes an attack of opportunity. Attacks made against a creature sharing his space in this way take a -4 penalty unless they are made with light or natural weapons. If the creature is of his size, they grant each other soft cover from attacks made by creatures not sharing the space. If the creature is larger than him, Erasmo gains concealment (20% miss chance) against attacks made by creatures not sharing the space and if a attack misses him, it is resolved against the larger creature.
Defensive Stance Erasmo can take a -6 penalty on melee attack rolls and combat maneuver checks to gain a +6 dodge bonus to his AC and CMD. He must choose to use Defensive Stance before making an attack roll and its effects last until his next turn.
<>Acrobatics (skill) When using the defensive stance, Erasmo's dodge bonus to AC increases by 1 and when using total defense by 2.
<>Aldori Caution (trait) When using the defensive stance or using total defense, Erasmo's dodge bonus to AC increases by 1.
<>Cautious Fighter (feat) When using the defensive stance or using total defense, Erasmo's dodge bonus to AC increases by 2.
<><>Blundering Defense (feat) Whenever Erasmo uses defensive stance or use total defense, adjacent allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus Erasmo gains from the action he is taking.
Hard to Kill (Ex) Whenever Erasmo is below 0 hit points, he automatically stabilizes. In addition, he doesn’t die until his total number of negative hit points is equal to or greater than double his Constitution score.
Rage (Ex) (see above)
<>Deathless Frenzy (Ex) While in rage, Erasmo ignores the effects of being at 0 or fewer hit points for 1 round, at which point the appropriate consequences take effect. Even death can be postponed this way.
<>Fearless Rage (Ex) While in rage, Erasmo is immune to the shaken and frightened conditions.
<>Indomitable Will (Ex) While in rage, Erasmo gains a +4 bonus on Will saves to resist enchantment spells.
<>Internal Fortitude (Ex) While in rage, Erasmo is immune to the sickened and nauseated conditions.
<>Superstition (Ex) While in rage, Erasmo gains a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. He cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Shake it Off (feat) When Erasmo is adjacent to one or more allies who also have this feat, he gains a +1 bonus on saving throws per such ally (maximum +4). Usually +4 Spirit of the Corps (feat) Whenever Erasmo is within 10 feet of an ally benefiting from a spell or effect that grants a morale bonus on a particular type of roll, once during that effect’s duration, he can apply that morale bonus on a roll he makes of that type. Erasmo can use this feat only once per round, and only once per spell or effect.
Swarm Scatter (feat) For each ally who has this feat and is adjacent to Erasmo, he gains a +1 circumstance bonus to AC. As long as he has this bonus, he is immune to the swarm attack and distraction ability of rat swarms. Usually +5
HANDLING ANIMALS Animal Empathy (Ex) Erasmo can use Handle Animal in place of Diplomacy to improve the attitude of an animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, Erasmo and the animal must be able to study each other and be within 30 ft. of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Commanding (Ex) Whenever Erasmo pushes or handles an animal ally, he may push or handle a number of additional animal allies equal to his Charisma modifier. If different actions are required to push or handle the creatures, the longer time must be used.
<>Rapid Handle (Ex) Erasmo may reduce the time required to handle or push an animal ally by 1 step (move to swift for handle and full-round to standard for push).
<><>Hands-On Handler (Ex) Whenever Erasmo takes an action that is similar to a Handle Animal trick, the next time he handles or pushes his animal allies to perform that trick before the end of his next turn, reduce the time required to handle or push those animal allies by 1 step. Whenever he handles or pushes an animal ally to perform a trick, that animal ally gains a +3 circumstance bonus on all attack rolls, skill checks, and ability checks made to perform that trick for a number of rounds equal to his Charisma modifier.
Raise Animal (Su) By burying the corpse of a dead animal (at least its bones) and expending one use of mythic power, Erasmo raises it from the dead overnight. He can use this ability on an animal companion, familiar, or bonded mount even if it is not a creature of the animal type. This functions like raise dead.
Tame (Ex) Eramo may attempt to train one animal to obey his commands. This requires 8 hours, which may be divided as per the magic item crafting rules. At the end of this period, he makes a Handle Animal check with a DC of 10 + the creature’s Hit Dice. The animal must be at least indifferent towards Erasmo, have up to 20 Hit Dice, and not have the swarm subtype. Erasmo can't have more than 20 Hit Dice worth of tamed animals under his control. This effect ends if Erasmo goes two full days without spending at least 1 hour training his tame creatures. This effects is treated as a CL 20th extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting his tame creature.
<>Bolster Beast (Ex) Erasmo may grant a tamed creature 1 bonus Hit Die for every hour he spend training it with a Handle Animal check with a DC of 10 + the creature’s new Hit Dice total. If a creature is released from the tame condition, these bonus Hit Dice are lost immediately.
<>Greater Tamer [x3] (Ex) Erasmo increases the total Hit Dice of creatures he may have tame at once by an additional 1 per rank of Handle Animal he possesses.
<>Purposeful Training (Ex) When Erasmo tames a creature, he may grant them one general purpose from the Handle Animal skill and teach them 5 additional tricks. In addition, any trick learned from a general purpose does not count against the maximum number of tricks a tamed creature can learn. Erasmo may retrain one feat, general purpose, trick, or 20 skill ranks with 4 hours of training. The new feats and skills must be appropriate for the animal ally. Animal allies treat the Extra Combat Talent feat as an appropriate feat when retraining this way, even if it is not a practitioner. With 8 hours of training, he may instead retrain 10 feats.
OTHER ACTIONS Rallying Beseechment (Ex) Whenever Erasmo makes a Diplomacy or Perform check to make a request, he treats indifferent and friendly creatures as one step more friendly for the purpose of the request and its DC. In addition, he does not increase the DC for making a request to a group.
Scale Foe (Ex) As a move action, Erasmo can make a Climb check against the CMD of a larger creature within his natural reach to climb onto that creature, entering its space without provoking an attack of opportunity. He must have at least one hand free and for every size the creature is larger than him, Erasmo gains a +3 bonus on his Climb check. If Erasmo fails this check, he provokes an attack of opportunity. While on a creature, Erasmo moves with it. For every size the creature is larger than him, it takes a -2 penalty on all attack rolls and combat maneuver checks against him and is flat-footed against his attacks. As a swift action, Erasmo may climb down to an unoccupied adjacent square, or jump off as an out of turn free action, taking falling damage as appropriate to the creature’s height. The creature may make a combat maneuver check against Erasmo's CMD to dislodge him, causing him to fall into an adjacent square, but he may use his Climb modifier + 10 in place of his CMD for this check (including the +3 bonus per size category). If the creature spends a full-round action to drop prone and roll, it gains a +10 bonus on this check and Erasmo takes 1d6 bludgeoning damage for each size larger the creature is unless he jumps off. If Erasmo is grappled by another creature, the grapple ends if the scaled creature moves outside of the grappling creature's reach. If Erasmo is forcibly moved away from the scaled creature, this ability ends instantly if it is outside of his natural reach. If Erasmo is impaling the scaled creature, he gains a +4 circumstance bonus to CMD against grapple checks made by it to remove him and count any hand being used to control the impaling weapon as being used for the climb check.
Verbal Counter (Ex) While outside of combat, whenever a creature makes a Bluff check against Erasmo that involves speaking, he can make an opposed Bluff, Diplomacy, or Intimidate check to force it to either tell the truth (as far as it knows) about the subject or take a -5 penalty on Charisma-based skill and ability checks against everyone who listened to it speak for 1 day.
PASSIVE ABILITIES Armed Intimidator (Ex) Whenever Erasmo is wielding a performance weapon, he may add its enhancement bonus to his Intimidate checks.
Athletics [climb, fly, run] (Ex) Erasmo retains his Dexterity bonus to AC while climbing and running, may climb at half his base speed, and may climb at his full speed when taking a -5 penalty. Erasmo move five times his normal speed while running if carrying no more than a medium load and if he makes a jump after a running start, he gains a +4 bonus on his check. He does not need to make a Fly check to remain flying when moving less than half his speed, counts as being one size larger when determining the effects of wind on him while flying and may gain ranks in the Fly skill even without means of flight.
<>Mighty Conditioning (Ex) Erasmo may add both his Strength and Dexterity modifiers to Acrobatics, Climb and Fly skill checks.
<>Strong Lungs (Ex) Erasmo gains a +10 circumstance bonus on any save against an effect that requires inhalation or causes suffocation. He also treats his Constitution score as being seven times what it actually is for the purposes of determining how many rounds he can run without resting.
Battle Companion (Ex) Erasmo gains Brutus as his animal companion. It has Light Armor Proficiency and is combat trained.
Beast Trainer (Ex) Erasmos gains the Beastmastery Sphere as a bonus sphere.
<>Deadly Pack (Ex) Erasmo gains Pack Attack as a bonus talent.
<>Handler (Ex) Erasmo gains Animal Empathy as a bonus talent.
<>Pack Tactics (Ex) Erasmo grants his teamwork feats to a number of animal allies within 75 ft. equal to 1 + his Charisma modifier.
Combat Training (Ex) Erasmo is an Adept practitioner and uses Charisma as his practitioner modifier.
Despicable Tactics (Ex) Erasmo gains Deft Maneuvers as a bonus feat.
<>Deplorable Tactics (Ex) Erasmo gains Greater Dirty Trick as a bonus feat.
<><>Dishonorable (Ex) Erasmo gains a +5 bonus on CMB when performing dirty tricks and to his CMD to resist dirty tricks.
Fast Draw (Ex) Erasmo can draw a weapon as part of the action used to make an attack with it. He can draw a hidden weapon as a move action.
Fast Movement (Ex) Erasmo gains a +10 speed increase when not wearing heavy armor or carrying a heavy load.
Feral Appearance (Ex) Erasmo gains a +6 bonus on Intimidate checks.
Huntsman Training (Ex) Erasmo gains proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter.
Perfect Body, Flawless Mind (Ex) Erasmo increases his Strength, Dexterity, Constitution and Wisdom scores by 2.
Pirate Training (Ex) Erasmo gains proficiency with the boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, duelist sword, grappling hook, pistol, rapier, and sea-knife. Additionally, he gains a +4 competence bonus to Profession (sailor) checks made to sail a ship.
Track (Ex) Erasmo gains a +1 bonus on Survival skill checks made to follow tracks.
Unarmored Training (Ex) When unarmored and unencumbered, Erasmo gains a +9 armor bonus to his AC, which applies even against touch attacks or when he is flat-footed. Erasmo loses this bonus when immobilized, helpless, or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Weapon Focus [axes] (feat) Erasmo gains a +1 bonus on attack rolls with weapons of the axe group.
Background:
Erasmo was born aboard a vessel, sailing on the Sellen River, his mother a cook on a merchant ship. He and his mother moved on a lot, living on various towns on the River Kingdoms. Life was hard and Erasmo wasn't an easy kid, so it did not take too long for him to settle in with a bad crowd. Erasmo became a burglar, a thief, then a bandit and a river pirate.
For a while, he lived in the Stollen Lands, working for an ass who called himself the Stag Lord. He's heard the prick died a couple years after he left him. Erasmo eventually travelled north, past Brevoy and into Iobaria, the chaotic towns and failing kingdoms suiting him pretty well. Erasmo was never a good person, but he had some redeeming qualities, chief among them his love for animals.
At some point, there was some strange plot from an ice queen to turn the world into an icy kingdom, and Iobaria was already cold enough, so Erasmo joined a bunch of do-gooders to stop her. Out of purely greedy and selfish reasons, of course. And so they've beat her and her mother, the nasty Baba Yaga! It was a darn scary fight and his pet squirrel, Brutus, even fell into her cauldron. Half his allies died in the fight, Erasmo found a mighty weapon on the old hag's hoard and Brutus (now freaking smart) even managed to bite and mangle her left eye!
So now Erasmo was a hero! It suited him pretty well, as he got rich beyond reason. The only bad part was that he actually got some conscience as well...