Fritz Fitzgerald's page

7 posts. Alias of Trinam.

About Fritz Fitzgerald

Fritz Fitzgerald:
Fritz Fitzgerald
Male Human Conscript 1
CN Medium Humanoid (Human)
Age: 20
Init +2; Senses Perception +6

AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 dex)
HP 13 (1d10+3)
Fort +4, Ref +4, Will +4


Spd 30 ft.

Punch! +6 (d6+4, crit x2, melee, B)


Power Attack -1/+2
Deadly Aim -1/+2
Power Bomb 1d8+2 (fort save dc 13 vs fatigue+prone)



(5 skill pts/level + 2 background + craft(tattoos))
Perception +6 (1 rank +2 wis +3 trained)
Diplomacy +4 (1 rank +3 trained)
Acrobatics +6 (1 rank +2 dex +3 trained)
Climb +8 (1 rank +4 str +3 trained)
Survival +6 (1 rank +2 wis +3 trained)
Craft (Tattoo) +4 (1 rank +3 trained)

Languages Common


Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10
BAB +1; CMB +5 (+6 grapple); CMD 17 (18 grapple)

1 Muscular Reflexes
B Extra Combat Talent
B Dragon's Tattoos
B Zodiac Tattoos

Robot Slayer (You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.)
Steel Body (You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.)
Tattooed Warrior
Tattooed warriors turn their bodies into weapons through the use of magic symbols engraved onto their very flesh.
Bonus Talents:
Equipment: Unarmed Training, Unarmored Training
Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos
Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Racial Bonuses
Bonus Feat

Class Features:

Pick 3 class skills! (Acrobatics, Diplomacy, Intimidate)
Combat Training (Wisdom)
Combat Specializations - 5 points, trading all bonus feats

Indomitable Will (Ex) (1 point)
A conscript’s base Will save bonus from his conscript levels is equal to 2 + half his conscript level.
Maneuver Training (Ex) (1 point)
At 3rd level, a conscript can select one combat maneuver to receive additional training. He gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 8th level and every four levels thereafter, the conscript becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD with that maneuver. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a conscript chooses grapple at 3rd level and sunder at 8th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 12th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Sphere Specialization (Berserker) (3 points)
The conscript specializes in a combat sphere of his choice. When specializing in a sphere, the conscript gains that sphere as a bonus sphere at 1st level (or a combat talent belonging to that sphere if he already possesses that base sphere) and may treat his base attack bonus as being equal to his conscript level +1 when determining the benefits and effects of that sphere; if a sphere would grant effects based on the user’s Hit Dice instead of their base attack bonus, the conscript may treat his total Hit Dice as being equal to his conscript level +1 for the purposes of determining what benefits he receives. In addition, he gains a series of abilities associated with that sphere as detailed at the end of the class.

Iron Rage (Ex): At 3rd level, whenever a conscript takes a penalty to their AC from the Berserker sphere, they also gain DR 1/- for 1 round. At 5th level and every five levels afterwards, this DR increases by 1.
Steel Rage (Ex): At 8th level, whenever a conscript gains temporary hit points from the Berserker sphere ability, they gain an additional number of temporary hit points equal to 1/2 their conscript level.
Adamantine Rage (Ex): At 20th level, whenever a conscript takes a penalty to their AC from a Berserker sphere ability, they treat all creatures as battered for as long as the penalty lasts.

Spheres Total talents: 4+3 Bonus talents


As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
Brutal Strike
As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.

Open Hand:

You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.


As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends.
Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.

Power Bomb (slam)
You can lift a creature into the air before dropping them onto the ground, dealing 1d8 + your practitioner modifier damage and forcing them to make a successful Fortitude save or become fatigued for 1 round, ending the grapple. A creature that fails the save is also knocked prone. At +10 base attack bonus, the creature is knocked prone regardless of if they make the Fortitude save.

Iron Grip
You gain a +1 competence bonus to your grapple combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Grapple feats. Associated Feat: Improved Grapple.


Unarmored Training +3 armor
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Unarmed Training (discipline)
You gain proficiency with the boot blade, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may treat these and any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher.


Combat Gear
Other Gear buckler, traveler's outfit, 20 gp