Primal Companion Hunter

Gilgamesh The Fistful's page

202 posts. Organized Play character for Frozen Frost.


Race

HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision),

Classes/Levels

Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

Gender

[R] Male Dromaar Qi Monk 5 | Martial Disciple |

Strength 12
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 16
Charisma 10

About Gilgamesh The Fistful

Gilgamesh The Fistful is a dromaar monk and martial disciple.

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PFS INFORMATION:
PFS #: 2403787-2007
Faction: Radiant Oath

Chronicles
Level 1
1 B02 Blood of the Beautiful
2 B15 Treasure Off the Coast (as GM)
3 B16 Boom Town Betrayal
4 B03 Shadows and Scarecrows
5 Boon - Wayfinder
6 BB Menace Under Otari Upper Dungeon Level
7 Boon - Deckhand (Background)
8 BB Menace Under Otari Lower Dungeon Level

Level 2
9 S01-08 Revolution on the Riverside
10 Boon: [][][] River Kingdoms Politician: Limited-use downtime activity with future payoff.
11 S01-06 Lost on the Spirit Road (GM)
12 Boon: Traveler of the Spirit Road [][][]
13 Boon: Protective Mentor (Radiant Oath)
14 Boon: Lantern Lodge Gear
15 Boon: Practiced Medic (available!) []
16 Boon: Radiant Wayfinder
17 Q14 The Swordlord's Challenge
18 Q01 The Sandstone Secret
19 Boon: Sand Slide Reaction
20 Q15 In the Footsteps of Horror (Slow Track)

Level 3
21 S05-01 Intro: Year of Unfettered Exploration
22 S02-13 A Gilded Test
23 S03-99 Fate in the Future (GM)

Level 4
24 S01-14 Lions of Katapesh
25 Boon: Big Game Hunter
REMASTER REBUILD
26 Q21 Infernal Infiltration
27 S06-13 All That Glitters
28 Q22 Friends in Need

Level 5

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BOTTING INSTRUCTIONS:
DAILY PREPARATIONS
Current HP: 68/68
Current AC: 23
Current Condition(s): +1 HP/min & Void Resistance 1

Invested Items (4/10): Pearly White Spindle Aeon Stone, Wayfinder (w Light and 10-ft Faerie Fire), +1 Striking Handwraps of Mighty Blows, Battle Medic Baton
Worn Items: Dagger, Explorer’s Clothing, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap

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ATTACK
Gilgamesh gets melee with the enemy and usually performs Flurry of Blows.
◆ Stride (35 ft w Incredible Movement)
◆ Flurry of Blows
[dice=Flurry of Blows]1d20+14[/dice]
[dice=Damage]2d6+2[/dice] B damage
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
Crit Specialization Effect: If Crit Hit, target must succeed DC 21 Fortitude save or be Slowed 1 until end of Gilgamesh’s next turn.

[dice=Flurry of Blows, Agile, MAP]1d20+14-4[/dice]
[dice=Damage]2d6+2[/dice] B damage
Stunning Blows: If either Strike hits and deals damage, target must succeed DC 21 Fortitude save or be Stunned 1 (or Stunned 3 on Crit Fail). This is an incapacitation effect.
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
Crit Specialization Effect: If Crit Hit, target must succeed DC 21 Fortitude save or be Slowed 1 until end of Gilgamesh’s next turn.

He then Steps away.
◆ Step
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

OR

◆ Stride (35 ft w Incredible Movement)
◆ Inner Upheaval
◆ Flurry of Blows
[dice=Flurry of Blows, Inner Upheaval]1d20+14+1[/dice]
[dice=Damage, Elemental Fist]2d6+2[/dice] B damage plus [dice]1d6[/dice] extra force/spirit/vitality/void/electricity/fire/cold damage
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage

[dice=Flurry of Blows, Agile, MAP, Inner Upheaval]1d20+14-4+1[/dice]
[dice=Damage, Elemental Fist]2d6+2[/dice] B damage plus [dice]1d6[/dice] extra force/spirit/vitality/void/electricity/fire/cold damage
Stunning Blows: If either Strike hits and deals damage, target must succeed DC 21 Fortitude save or be Stunned 1 (or Stunned 3 on Crit Fail). This is an incapacitation effect.
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage

DEFENSE
◆ Raise a Steel Shield (+2 to AC)

SUPPORT
If possible, he can perform Battle Medicine to ally.
Battle Medicine - [dice=DC 15 Battle Medicine]1d20+14[/dice]
[dice=Trained Healing]2d8[/dice] HP
[dice=Trained Healing]4d8[/dice] HP

[dice=DC 20 Battle Medicine]1d20+14[/dice]
[dice=Expert Healing]2d8+10[/dice] HP
[dice=Expert Healing]4d8+10[/dice] HP

If he is holding the Battle Medic's Baton,
◆◆ Activate(concentrate, manipulate); Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.

Out-of-combat healing
[dice=Risky Surgery]1d8[/dice] S damage to target
[dice=DC 15 Medicine to Treat Wounds]1d20+14+2[/dice] (Success becomes Crit Success)
[dice=Trained Healing]4d8[/dice] HP to target

[dice=Risky Surgery]1d8[/dice] S damage to target
[dice=DC 20 Medicine to Treat Wounds]1d20+14+2[/dice] (Success becomes Crit Success)
[dice=Expert Healing]4d8+10[/dice] HP to target

OTHERS
◆ Recall Knowledge – Pathfinder Society Lore +8, Warfare Lore +8,
◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.

BOONS
Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.

[ ] [ ] [ ] Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.

[ ] [ ] [ ] Sand Slide [reaction] Trigger: You would fail (but don’t critically fail) a Reflex save to avoid a trap’s effects; Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.

[ ] [ ] [ ] Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.

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CHARACTER INFORMATION
Name: Gilgamesh The Fistful
Ethnicity, Heritage & Ancestry: Dromaar Human
Background: Martial Disciple Home Region: Impossible Lands Nation: Padiskar in Jalmeray Languages: Common, Jotun, Orcish
Sub-Class & Class: Monk Level: 5
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft (+10 ft status bonus w Incredible Movement)

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STATS & SKILLS (* indicates Proficiency Level)
STR +2, DEX +4^, CON +1, INT +1, WIS +4, CHA +0
HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision)
Acrobatics* +11 - Cat Fall – Prerequisites trained in Acrobatics. Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Arcana +1
Athletics** +11
Crafting +1
Deception +0
Diplomacy +0
Intimidation +0
Lore: Pathfinder Society* +8
Lore: Warfare* +8
Medicine** +13 (14 while holding Battle Medic Baton) - ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds. , Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Nature +4
Occultism +1
Performance +0
Religion +4
Society +1
Stealth* +11
Survival* +11
Thievery* +11

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OFFENSE & DEFENSE
Melee+1 Striking Powerful Fist (agile, finesse, unarmed, magical) +14 Damage 2d6+2 B
Melee+1 Striking Powerful (Elemental) Fist w Inner Upheaval (agile, finesse, unarmed, magical) +14+1 Damage 2d6+2 B, plus 1d6 (extra damage) force / spirit / vitality / void / electricity (air trait) / bludgeoning (earth trait) / fire (fire trait) / slashing (metal trait) / cold (water trait) / bludgeoning (wood trait)
Melee ◆ Dagger (agile, finesse, thrown 10 ft, versatile S) +13 Damage 1d4+2 P/S
Armor Explorer’s Clothing AC Bonus +0 Dex Cap +5
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10)
Others

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SPELLS (* denotes Signature Spells)
Max Focus Points 1
Occult DC 21
Focus Spells
◆ Inner UpheavalYou focus your qi into devastating magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, or void.

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GEARS & ITEMS
Invested Items (4/10): Pearly White Spindle Aeon Stone, Wayfinder (w Light and 10-ft Faerie Fire), +1 Striking Handwraps of Mighty Blows, Battle Medic Baton
Worn Items: Dagger, Explorer’s Clothing, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 3.0 (Encumbered 6.0, Maximum 11.0)

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FEATS
Level 1
Skill Feat (from background) Cat Fall – Prerequisites trained in Acrobatics. Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
General Feat (from Heritage) Dromaar – Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.
Ancestry Feat ↺ Orc Superstition – Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled. You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
Class Feat Qi Spells – You have cultivated your qi to produce magical effects. You gain inner upheaval, qi rush, or another 1st-rank monk qi spell you have access to. > Inner Upheaval (occult)
Class Feature ◆ Flurry of Blows – Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish ability, you can use Flurry of Blows only once per turn.
Class Feature Powerful Fist – Your fists are deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. You don’t take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks.

Level 2
Class Feat Elemental Fist – Prerequisites Inner Upheaval. You can color your qi in bright elemental energy. When you cast inner upheaval, in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element's trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).
Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Level 3
General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Class Feature Incredible Movement – You move like the wind. You gain a +10-foot status bonus to your Speed whenever you’re not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.
Class Feature Mystic Strikes – Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.

Level 4
Class Feat Stunning Fist – Prerequisites flurry of blows. The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Skill Feat Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Level 5
Ancestry Feat Bloody Blows – Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn’t nonlethal, the target takes 1d4 persistent bleed damage. This can be because you’re taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.
Class Feature Perception Expertise – You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
Class Feature Expert Strikes – You’ve practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert. When you get a critical hit with an unarmed attack in the brawling group, you get its critical specialization effect.

Level 6
Class Feat Advanced Qi Spells > Shrink the Span
Skill Feat Powerful Leap

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