Valeros

Erix Thorn's page

381 posts. Alias of Harakani.


Classes/Levels

HP 20/31 Stamina 5/5 (DR 1/Cold Iron) AC 18(19)/12(13)T/14FF Fort +5 Ref +5 Will +1 BAB +3 CMB +9(10) CMD 21(22) Init +2(4) Per +6

About Erix Thorn

Erix is covered in the corded, well defined muscles of someone who makes their living through physical work - covered in the scars that suggest that work is violence. He has the step and energy of a man in his 30s, but the eyes of a man twice that. He seems normal proportions - until he moves nearer someone, at which point his height becomes evident, and the real breadth of those shoulders becomes evident.

Light loadout
(garrote)
He wears clothes that suggest a well off man, but it's obvious they've seen better use. Red tunic & tabard, grey hose, Black boots and a thick hooded grey cloak. Everything about him should suggest a craftsman - but his eyes check each corner, and his back is always to a wall.

Normal loadout
(Leather armor, waveblade, sling, garrote, backpack)
His clothes suggest a man who makes a living through violence. Thick, hardened leather plates cover the most important vitals - breastplate, bracers, reinforced skirt and articulated backbone covering. The clothes underneath are hard to see - reds and greys that will blend into the dark. A wavy sword can be seen at his belt. Over all this is a thick hoopded grey cloak, turning him anonymous in moments.

Heavy loadout
(lamellar, heavy wooden shield, waveblade, stakes, sling, garrote, backpack)
This is a man expecting - and ready - for violence. Thick plates cover every point, the hardened black leather of a man who wants to move silently. Cuts and scars over the armour suggest it has seen heavy use. Stowed on his back is a wooden shield large enough that a smaller man could use it as a tower shield. A wavy sword hangs to the right of his belt, and no less than four wooden stakes are secured at various points.

Impress loadout (add to above)
Affixed to his back is a device that at first appears to be a benner, like those used by certain gnoll tribes. A moment more inspection reveals that the large thick, circular leather is in fact a blade cover, not some for of heraldry. The full device is nearly eight feet long, with a four feet diameter circular blade. It has the look of some piece of Siege machinery, and surely must be too heavy to be used in combat by anything human.

Erix Thorn
CN Medium Humanoid (Human)
Brawler (Mutagenic Mauler, Turfer)
Init +2; Senses Darkvision 60ft,; Perception +6
----- Defense -----
Special DR 1/Cold Iron, sickened by Cold Iron attacks
AC (leather) 14, touch 12, flat-footed 12 (+2 armor +2 dex)
AC (lamellar) 16, touch 12, flat-footed 14 (+4 armor +2 dex)
AC (lamellar + shield) 18, touch 12, flat-footed 14 (+4 armor +2 dex +2 shield)
AC (lamellar + shield + mutagen) 20, touch 12, flat-footed 14 (+4 armor +2 dex +2 natural +2 shield)
hp 31 (3xd10+6 con+3 favored)
Fort +5, Ref +5, Will +1
----- Offense -----
Speed 30 ft.
Melee Unarmed attack +7 1d6+4
MeleeWaveblade +7 1d6+4 (18-20/x2)
Melee Flurry Unarmed attack +5/+3 1d6+4
Ranged Sling +5 1d4+4
Space 5 ft.; Reach 5 ft.
----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD +9
Feats Combat Reflexes, Combat Stamina, Bodyguard, Combat Expertise
Skills Acrobatics +7 (+2 rank +3 trained +2 dex), Climb +8 (+1 rank +3 trained +4 str), Craft (Alchemy) +6 (+3 background +3 trained +0 int), Intimidate +4 (+1 rank +3 trained +0 cha), Knowledge +4 (Local) (+1 rank +3 trained +0 int), Perception +6 (+3 rank +3 trained +0 wis), Profession: Criminal +4 (+1 background +3 trained +0 wis) , Profession: Soldier +4 (+1 background +3 trained +0 wis), Sense Motive +4 (+1 rank +3 trained +0 wis), Stealth +7 (+2 rank +3 trained +2 dex +1 trait), Survival +2 (+1 rank +0 att +1 trait), Linguistics +1 (+1 background +0 int) Racial Modifiers +2 racial bonus on Intimidate, Perception, and Stealth checks in dim light or darkness.
Traits https://www.aonprd.com/TraitDisplay.aspx?ItemName=Charming Charming, https://www.aonprd.com/TraitDisplay.aspx?ItemName=The%20Outsider The Outsider
Languages Common, Gnoll
----- Special Abilities -----
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
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 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 also deals more damage with her unarmed strikes (1d6)
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.
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.
Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.
Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
Favored Turf - Urban (Ex): At 3rd level, a turfer chooses a type of terrain from the ranger’s favored terrain list. When in that type of terrain, she gains a +2 bonus on initiative checks and a +1 bonus on combat maneuver checks and to CMD.
https://www.aonprd.com/TraitDisplay.aspx?ItemName=Charming Charming (Trait)
https://www.aonprd.com/TraitDisplay.aspx?ItemName=The%20Outsider The Outsider (Trait)
https://www.aonprd.com/TraitDisplay.aspx?ItemName=Umbral%20Unmasking Umbral Unmasking (Trait)
https://www.aonprd.com/TraitDisplay.aspx?ItemName=Chillblight%20Emissary Chillblight Emissary (Trait)
Combat Reflexes (Feat)
Combat Stamina (Feat)
Bodyguard (Feat)

----- Initial Equipment -----
Leather Armor (10gp)
Lamellar Armor (60gp) - reinforcements for above
Heavy Wooden Shield (7gp)
Waveblade (5gp)
Brawler’s Kit (9gp)
Meels (10gp) - practice every day to keep in shape
Grappling Hook (1gp)
Soldier’s Uniform (1gp) - kept for sentimental reasons, this is his dress uniform.
Shaving Kit (1.5gp)
Mess Kit (.2gp)
Membership in Deathsgate Adventure Guild, paid just for before first session.
Alchemy Crafting Kit (25gp)
4 Wooden Stakes (0gp) - kept because of an incident with a vampire back against Karnath
Sling (0gp)
Garrote (3gp)
Ripsaw Glaive (30gp) - note, not proficient. This is a weapon he took from a construct he killed, and had someone jury rig a rip cord. Incredibly scary, but totally impractical.
Whetstone (0.02gp)
Crowbar (2gp)
Box of ears (0gp)
Papers (2gp)
8 cp
2sp

Post https://paizo.com/campaigns/v5748p75ivkv3/discussion&page=4#198
Chicken 2cp
Beans 2cp
Turnips 2cp
Flour 2cp
Potatoes 2cp
Coffee 5cp
Balance: 1sp 3cp