Fadil Ibn-Kazar

Fahd Bin Stavain PFS's page

768 posts. Organized Play character for Gerald.


(Mutagenic Mauler/Steelbreaker) 9; HP 85/85; AC (25)20/ T 14/ FF 18; (+2 damage while using Mutagen)


Perception +14; F+10,R+10,W+9 (+2 vs. Charms, Compulsions and Emotion effects); CMB +14 (+21 on Sunder), CMD 26 (31 vs. Sunder), Speed 30'; Init.+2

About Fahd Bin Stavain PFS

NG Male Human Brawler (Mutagen Mauler/Steel Breaker) 9
PFS 12445-11
XP 24
Fame: 40
Current PP: 36/40 (Spent 4 on two Wands of CLW)

Completed scenarios:


1.Master of the Fallen Fortress,
2.The SilverHex Chronicles(Quests),
3.First Steps,
4.06-15 The Overflow Archives,
5.06-16 Scions of the Sky Key part three: The Golden Guardian,
6.06 Black Waters,
7.07-05 School of Spirits.
8.We Be Goblins Free
9. Mask of the Living God module (3 XP, 4 PP, 3712 gold)
10. Module: Plunder and Peril (Rum Punch, 3 xp, 4 PP, 4810 gold)
11. Module: Plunder and Peril (Dangerous Waters, 3 xp, 4 PP, 6806 gold)
12. Module: Plunder and Peril (Black Coral Cove, 3 xp, 4 PP, 9722 gold)
Extra chronicle from Plunder and Peril, 0 xp, 2 PP, 0 gold.
13. 02-16 The Flesh Collector (1 xp, 2 PP, 4496 gold + 20 for Day Job roll.)
14. 05-20 The Sealed Gate (1 xp, 2 PP, 4382 gold)
15. 8-09 Forged In Flame, Part I: The Cindersworn Pact. (1 xp, 2 PP, 5415 gold)
16. 08-11 Forged in Flame, Part II: Cleansed with Fire (1 xp, 2 PP, 5501 gold)



Exilir of Treasure Seeking: +2 on Appraise and Perception for an entire adventure. If earned less than maximum gold during the adventure, you spot a secret cache worth 150 gold, up to the maximum gold award from the adventure. After using this boon, cross it off your sheet.
Impressive Find: once you hit 12 XP, you are awarded one extra PP. You cannot have more PP than Fame, and if the PP would exceed this maximum, it must be spent immediately.
Pleasure Doing Business: You can buy the SilverHex for 2000 gold less, namely for 6,326, and upon enhancement, it always costs a total of 2000 less than normal.
Sky Key Component (Sargava).
Friend of Stinkeye: +4 bonus on gaze attack, and then cross this boon off the sheet.
New Recruit (J. Dacilane): Your team sponsored J to join the Society. At some point in a future adventure, J. can cast a spell from the Spiritualist list as a standard action. The spell level can be one third of your character level. J's castser level is equal to your character level minus three. Her Wisdom score is 17. She is a noncombatant and is considered to be in your square while casting the spell. Once used, cross this boon off your sheet.
You Be Goblin Chief
Inside Connection:. +2 on charisma checks against followers of Razimir.
Stolen Deeds: buying property in Absalom costs 1 less PP than normal.
Pit Challenger: can use this boon to gain a +1 on attacks and damage on unarmed strikes for 1d4+1 rounds. These bonuses are doubled in an urban setting.
Archelon Eggs: if you are a class that can gain a bond, mount or companion, you can choose an archelon.
Growing Notoriety:5 points Disrepute and 5 points Infamy
To the Seas, Ya Landlubber: Can Cast Touch of the Sea as a standard action using character level as caster level. If using as a full round action, can grant this bonus to up to six others, costing 3 Disrepute points per target.
Rising Notoriety: gain 5 points of Disrepute and 5 points of Infamy.
The Fearsome Tide: Chose Selling the Tide, which means I gained 1,000 gold and this boon is considered crossed off my sheet.
Exceptional Notoriety: 5 points Disrepute and 5 points of Infamy.
Hold Full of Booty: You can cross this boon off your Chronicle sheet when purchasing one item found on any Plunder and Peril chronicle sheet to reduce its base price by 10%.
Loyal Crew: Cross this boon off your sheet when purchasing a follower vanity (herald, lookout, porter, scholar, or seneschal) to reduce the Prestige Point cost by 2 (minimum 0.).
Shackles Paragon: When you earn this Chronicle sheet, you gain no xp or gold, but you gain 2 PP and still qualify for all the boons on this sheet.
Fire Affinity.
Fire Affinity.
Efreeti Arcana: You can cast Scorching Ray as a 7th Level caster.

Init. +2; Perception +14
AC 20 (10 + 5 Magic Armor + 1 NA + 2 Deflection + 2 Dex), touch 14, flat footed 18
HP: 85/85 (9d10 + 18 Con. + 9 Favored Class)
Fort: +10, Ref: +10, Will +9
*+2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Speed 30'
+16/+11 MagicUnarmed Strike, 1d10+5+2+1 (x2); or
+14 MagicUnarmed Strike, 1d10+5+2+1 (x2), and +14 Magic Unarmed Strike, 1d10+5+2+1 (x2) and +9 Magic Unarmed Strike, 1d10+5+2+1 (x2); or
+15/+10 Silver Handaxe, 1d8+4 (x3); or
+16/+11 Masterwork Cold Iron Handaxe, 1d8+5 (x3), or

Melee with Mutagen
+18/+13 Magic Unarmed Strike, 1d10+5+2+1+4 (x2); or
+16 MagicUnarmed Strike, 1d10+5+2+1+4 (x2), and +16 MagicUnarmed Strike, 1d10+5+2+1+4 (x2) and +11 Magic Unarmed Strike, 1d10+5+2+1+4 (x2)

+12 Javelin 1d6+5 (x2) 30'range
STR19 (21), DEX14, CON14, INT10, WIS14, CHA8

BAB: +9/+4; CMB +14 (+16 Disarm)(+21 to Sunder), CMD 26 (28 v. Disarm)(31 versus Sunder)

Languages: Common



1. Weapon Focus (Unarmed Attack)
H. Power Attack
B. Improved Unarmed Strike
B2. Pummeling Style
3. Improved Sunder
5. Weapon Specialization (Unarmed Strike)
B5. Combat Reflexes- can make two addl AoO per round
7. Greater Sunder.
B8. Pummeling Charge
9. Iron Will



40 ranks(4 Class +1 Human/level)

Acrobatics +14 (9 ranks + 2 Dex + 3 Class)
Climb +9 (1 rank + 5 Str + 3 Class)
Escape Artist +11 (6 ranks + 2 Dex + 3 Class)
Intimidate +3 (1 rank - 1 Cha + 3 Class)
Know. Local +11 (8 ranks + 0 Int + 3 Class)
Perception +14 (9 ranks + 2 Wis + 3 Class)
Profession Bouncer +8 (3 ranks+ 2 Wis + 3 Class)
Sense Motive +10 (5 ranks + 2 Wis + 3 Class)
Swim +11 (3 ranks + 5 Str +3 Class)

Brawler 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 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.

*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. At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery. This ability replaces martial flexibility.

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

*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.

*Bonus Combat Feat 2nd Level: Pummeling Style.

*Brawler's Flurry: 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. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

*Sunder Training: At 3rd level, a steel-breaker receives additional training in sunder combat maneuvers. She gains a +2 bonus when attempting a sunder combat maneuver checks and a +2 bonus to her CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and she gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to her CMD when defending against a disarm maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1. This alters Maneuver Training.

*Beastmorph: when under effects of mutagen, gain +10 enhancement bonus to speed and darkvision 30’, and a climb speed of 15’.

*Knockout: once a day, can declare a knockout punch before making an attack roll. If successful, does normal damage and opponent must make save equal to 10 + 1/2 brawler's level, plus Strength modifier.

*Bonus Brawler Combat Feat (5th level): Combat Reflexes

* Exploit Weakness: as a swift action, the brawler can observe a target to find its weak point you succeeding at a wisdom check against (DC 10 + object's hardness or CR of the creature). If it succeeds, the brawler gains a +2 on attacks until the end of his turn and strikes ignore all DR or hardness. As a swift action, the brawler can analyze one creature within 30', and gain a bonus on Sense Motive, Reflex saves, and AC equal to half brawler level until the start of the next turn. This replaces Brawler's Strike.

*Close Weapon Mastery: whe using a close weapon, use the unarmed damage of a brawler four levels lower to determine base damage of the weapon.

*Bonus Feat: Pummeling Charge.

*Brawler's Flurry: acts as Improved Two Weapon Fighting.

Character Traits:


*Bullied: Benefit: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

*Principled: Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.



Wealth 69 gold plus 5501 gold.

Boots of Speed, 12,000 gold
Amulet of Mighty Fists +1, 4,000 gold
Belt of Giant Strength +2, 4,000 gold
Cloak of Resistance +2, 4000 gold
Ring of Protection +2, 8000 gold
Amulet of Natural Armor +1, 2000 gold
Wand of CLW (x23), 2 PP
Wand of CLW (x50), 2 PP
Potion of Divine Favor, 50 gold
Potion of Touch of the Sea (x2), 100 gold
Potion of Barkskin (x2), 600 gold
Potion of Gaseous Form, 750 gold
Potion of Fly (x2), 1500 gold
Potion of CMW (x2), 600 gold
Oil of Bless Weapon, 50 gold
Oil of Daylight, 750 gold
Potion of Remove Blindness/Deafness, 750 gold
Potion of Remove Curse, 750 gold
Potion of Remove Disease, 750 gold
+1 Mithral Chain Shirt, 2100 gp

Silver Handaxe, 26 gold
Masterwork Cold Iron Handaxe, 312 gold

Dagger, 2 gp
Javelins (x3), 3 gp
Alchemist's Fire (x2), 20 gp
Haunt siphon, 400 gold
50' silk rope, 10 gp.
Alchemist's Fire, 20 gold
Acid, 10 gold
Holy Water, 25 gold
Antitoxin, 50 gold
Alchemist's kit: 40 gp
*includes all of the below
-alchemy crafting kit,
-belt pouch,
-flint and steel,
-iron pot,
-mess kit,
-torches (10),
-trail rations (5 days),
-and a waterskin.
*Fancy suit of clothing and jade ring, 100 gold



Fahd is an average sized human male of roughly thirty years. His skin is the color of the sand upon which he was raised. He is strong and prefers nothing more than to punch an enemy square in the face. He keeps a shaved head and a tight goatee of his black hair. Fahd is eerily silent during combat, hoping to get inside the head of his opponents while squaring off with them.