Prince Kasiya

James "El Beasto" Camden's page

44 posts. Alias of Tuyena.


Full Name

James "El Beasto" Camden

Race

Human

Classes/Levels

WWE Champion (Tetori/Brute)| HP 56/56| AC 18, FF 16, T 13 | Fort +10, Ref +7, Will +5 | CMD 23(25) | Perc +7, SM +7 | Init +2

Gender

Male

Size

Medium

Age

23

Alignment

Chaotic Neutral

Deity

Kurgess

Languages

Common

Strength 23
Dexterity 14
Constitution 20
Intelligence 8
Wisdom 10
Charisma 7

About James "El Beasto" Camden

El Beasto
Tetori Monk 4 / Brute 4
CN Medium humanoid (human)
Init +2; Perception +7
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Defense
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AC 18, touch 13, flat-footed 16 (+4 AC, +1 Deflection, +1 Natural Armor, +2 Dex)
HP 56 (4d8+24)
Fort +10, Ref +7, Will +5
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Offense
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Speed 30 ft.
Melee Fists +12(1d8+8+1d6/x2)
Melee(Brute) Fists +12(2d6+9+1d6/x2)
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Statistics
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Str 23, Dex 14, Con 20, Int 8, Wis 10, Cha 7
Base Atk +4; CMB +10(+16(21) Grapple/+14(15) Bullrush); CMD 23(+26 Grapple/+25 Bullrush)
Languages Common
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Feats
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Improved Grapple
Stunning Pin
Power Attack
Improved Bullrush
Street Style
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Ki
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Ki Pool 2/2
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Traits and Drawbacks
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Surprise Weapon You gain a +2 trait bonus on attack rolls with improvised weapons.

Gladiatorial Alumnus (Grapple) You gain a +1 trait bonus on performance combat checks and a +1 trait bonus on combat maneuver checks to perform the selected maneuver.
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Skills
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Acrobatics +9
Climb +10
Intimidate +3
Perception +7
Perform (Wrestling) +5
Profession (Handyman) +7
Sense Motive +4
Stealth +2
Survival +0
Swim +10
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Gear
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WWE Heavyweight Championship Belt

Chain Shirt of Brawling
Armbands of the Brawler

Wand of CLW (50/50)
575G
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Special Abilities
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Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check.

This ability replaces flurry of blows.

Evasion (Ex) At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Counter-Grapple (Ex)At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach.

This ability replaces slow fall.

Break Free (Ex)At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save.

This ability replaces high jump.

Inescapable Grasp (Su) At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents’ freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of dimensional anchor. At 17th level, the tetori’s unarmed strike gains the ghost touch special ability, and an incorporeal creature that he strikes gains the grappled condition (Reflex negates, DC 10 + 1/2 the wrestler’s level + his Wisdom modifier). Inescapable grasp is a swift action and lasts until the beginning of the wrestler’s next turn.

This ability replaces abundant step, improved evasion, timeless body, and tongue of the sun and moon.

Form Lock (Su) At 13th level, a tetori can negate a polymorph effect by touch with a Wisdom check, adding a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori’s ki pool, or an immediate action if a creature the tetori is grappling attempts to use a polymorph effect.

This ability replaces diamond soul.

Iron Body (Su) At 19th level, as a move action, a tetori can make his tissues ultra-dense for 1 minute as the iron body spell by spending 3 points from his ki pool.

This ability replaces empty body.

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Renown (Ex) The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.

Celebrity Discount (Ex) The vigilante's social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price. If he has the great renown social talent, the gp limit increases to 2,000 gp, and if he possesses the incredible renown social talent, the gp limit increases to 8,000 gp. A vigilante must be at least 3rd level and have the renown social talent to select this talent.

Living Shield (Ex) As an immediate action whenever the vigilante is grappling a creature and is targeted by an attack, he can attempt a combat maneuver check against the target of his grapple (this combat maneuver check doesn't count as a grapple combat maneuver check). If he succeeds, the creature he is grappling becomes the new target of the attack. If the check fails, the creature escapes the grapple and the vigilante is the target of the attack as normal. This ability must be used after the attack is declared against the vigilante, but before the attack is made and the results revealed.

Rage Power (Raging Grappler)(Ex) As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.