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Kwan Ho's page

77 posts. Alias of scranford.


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Male Human Bennies 4/2

Should we just end this madness before it really begins. At this rate the Great Old Ones will have already loosed their madness on the world anyway??? :-).


Male Human Bennies 4/2

Kwan simply reviews the surroundings looking for sources of danger, and silently surveying the walls for hand and foot holds etc.


Male Human Bennies 4/2

Kwan remains quiet and observant.

Were we waiting on Kwan to proceed?


Male Human Bennies 4/2

1d4 ⇒ 3 Notice Total of 11
1d6 ⇒ 6 WD
1d6 ⇒ 5 XD

1d4 ⇒ 2 Notice2 Total of 8
1d6 ⇒ 6 WD2
1d6 ⇒ 2 XD2

Kwan helps lift the crates, and puzzles for a moment placing his head against the crate with a curious frown on his face.


Male Human Bennies 4/2

"If the higher caste in this land are similar to those in mine, then they would prefer visitors during the daytime... just not to early. They don't rise with the son".


Male Human Bennies 4/2
Chang Caine wrote:

"I have visited a number of castles in Japan, yet none here."

@Jake
"Jake have you ever worked on a movie in a castle?"

Adjusts his katana...recalls how much work and detail it required to make it...
"I have thought that my talents in crafting puzzle boxes and weapons that maybe I could make some of the weapon props for a movie."

@Kwan
"What of you Kwan? Do you have such hobbies?"

"I do not understand what you men by 'hobbies'. I only do what must be done, and that takes all my time".


Male Human Bennies 4/2

"I have never been to a castle. Let us go". Kwan seems almost excited for the first time anyone can remember.


Male Human Bennies 4/2

Kwan eagerly follows the sounds sometimes following the constable, and sometimes impatiently running ahead.


Male Human Bennies 4/2

Kwan breathlessly bursts back into the room.

"Kwan heard something not right further up the valley. Let us go and see if someone needs help. I'll go get the others".

Kwan takes off to the tavern to give the rest of the crew the same warning.

This is assuming that the cry was not close. If it is then he will knock on the door of the church, warning those inside, then drawing his daggers move towards the sound.


Male Human Bennies 4/2

Kwan getting a bid bored with the conversation, excuses himself to step outside and keep an eye on things.

1d4 ⇒ 1 Notice
1d6 ⇒ 3 WD

And notices that is is a beautiful evening, with a light fog rolling in.


Male Human Bennies 4/2

"Sense my talking is limited, perhaps I shall explore the church graveyard for anything suspicious, and keep an eye you while you two explore the church".


Male Human Bennies 4/2

Kwan keeps restlessly walking the floor, peering out the windows, and just generally agitated.

"Do you have any old clothes that might fit me a little better"? He asks Chang.

Finally he finds a quiet place to grab a little sleep, to exhausted from the ordeal to continue. What is happening here? I feel we are playing with a danger even greater than my previous situation. Can I trust these men? Has their judgement been altered? Kwan drifts of into a nightmare plagued sleep, removing his Katana from it's guitar case, and sleeping with it close to his body.


Male Human Bennies 4/2

Kwan has no interest in the artifacts. Instead he is worried about what he has gotten himself into.

"I must find some better fitting clothes". He mutters looking down at his voluminous garments.


Male Human Bennies 4/2

"If nobody spots us we should be good for a quick escape. I'm trying to remember if we told anyone we would be coming here. If that's the case maybe we should report that we found him like this... I hate it when there are bodies to contend with".


Male Human Bennies 4/2

Kwan decides to let the others evaluate the finds. He heads towards the two entrances determined to keep watch, and warn everyone if anyone comes to the building... after all someone might have heard the gunshot.


Male Human Bennies 4/2

Kwan jumps up as surprised by the gunfire as Tewfik was, and begins to furiously wipe blood, and brain matter off his skin and clothes. He looks at the Father with disproving eyes, and simply shakes his head. He then walks to wherever the man stored his clothing for something less blood splattered to change into.


Male Human Bennies 4/2

Kwan is only startled for a moment, then quickly reacts his training kicks in, and he decides to try and grapple the man, holding him from doing whatever he's doing.

1d8 ⇒ 3 Fighting (Opposed)
1d6 ⇒ 1 WD

Sigh...Kwan looks ridiculous

And another Bennie spent.

1d8 ⇒ 8 Fighting 2 Total of 19
1d8 ⇒ 8 XD
1d8 ⇒ 3 XD2
1d6 ⇒ 2 WD2

And is able to tie the man into such a pretzel that you can't tell whose limb is whose. Grappled and shaken

1d10 ⇒ 7 Agility roll to maintain grapple
1d6 ⇒ 6 WD3 Total of 10
1d6 ⇒ 4 XD3


Male Human Bennies 4/2

Kwan quickly evaluates the scene, and moves to subdue the man.

1d4 ⇒ 3 Notice
1d6 ⇒ 1 WD

He takes a flying leap across the room in an attempt to stop the man from doing whatever it is he's doing.

"Stop!

1d8 ⇒ 5 Unarmed Attack
1d6 ⇒ 4 WD2

And lets spend a benny here

1d8 ⇒ 1 Unarmed Attack b
1d6 ⇒ 3 WD2 b

sigh

Kwan launches himself into the room, and just when it seems he is about to tackle the man, his foot becomes tangled up in the sheets, and he ends up lying beside the man in the bed.


Male Human Bennies 4/2

Frustrated at the others lack of urgency, and fearful that something bad is about to happen due to the chanting, Kwan decides it's time to enter the room, and deal with the current threat.

1d8 ⇒ 3 STealth
1d6 ⇒ 5 WD

1d6 + 2 ⇒ (5) + 2 = 7 Lockpicking (If required)
1d6 ⇒ 2 WD2

1d8 ⇒ 2 STR roll (If required)
1d6 ⇒ 2 WD3


Male Human Bennies 4/2

Kwan quietly clears his throat, and motions at the door with the light coming from beneath it. He then moves forward, and places his ear to the door, then looks through the keyhole.

1d4 ⇒ 2 Notice
1d6 ⇒ 5 WD


Male Human Bennies 4/2

Kwan leads the others up the stairs to the top of the staircase, holding one hand to his lips in a hushing gesture.

1d4 ⇒ 3 Notice

1d6 ⇒ 2 WD


Male Human Bennies 4/2

Kwan remains silent and watchful as usual. He wonders somehow if this is not part of the act, until he sees the real fear on the young woman. He continues a silent circuit of the area, looking for any signs of trouble.

1d4 ⇒ 4 Notice Total of 10
1d4 ⇒ 4 XD
1d4 ⇒ 2 XD2
1d6 ⇒ 3 WD

Looks like Kwan got the luck d4 this time :-)


Male Human Bennies 4/2

Yuck! Trade show all this week, but should be able to post most evenings at least once. If not don't let me hold you up. Should be back to full force by the Weekend.


Male Human Bennies 4/2

1d4 ⇒ 1 Notice
1d6 ⇒ 1 WD

1d4 - 2 ⇒ (3) - 2 = 1 Streetwise
1d6 - 2 ⇒ (2) - 2 = 0 WD ST

Kwan is so distracted by the revealing outfits, and sinuous movement of the dancers to notice anything other than his intense embarrassment at the scene. He is both attracted and repulsed by the display, and longs for the time to pass for his clandestine entry to the museum.


Male Human Bennies 4/2

Cain...

I'm a bit confused. You have a Chinese name, but speak Japanese, and have studied Japanese martial arts. In addition at one time in your history you've said you're from Tokyo, yet call Shanghai your home. Not trying to be confrontational, just need to know the scoop so I can interact with the fellow easterner in the group.


Male Human Bennies 4/2

Kwan once again addresses the newcomer. "Should we just keep referring to you as "sir" or do you have a name you would prefer we use"?

Does Kwan think that the Penhew is too difficult a nut to crack, or does he think he could bypass the security, and leave at night?.


Male Human Bennies 4/2

1d4 ⇒ 2 Notice
1d6 ⇒ 6 WD
1d6 ⇒ 3 XD Total of 9

"I am known as Kwan". "What are you called"?

When he can get one of the other investigators alone again...probably the good father he whispers to him.

Spoiler:

This basement seems smaller than it should, and those bricks look different from the rest.


Male Human Bennies 4/2

Kwan looks suspiciously at the arrival. His features mark him as from Japan, and Kwan wonders why he is hear. He goes on high alert.


Male Human Bennies 4/2

1d4 ⇒ 1 Notice
1d6 ⇒ 2 WD

Kwan keeps loosening his collar, It is so hot in here. He drifts to a position where he can look out the window, while the others talk.


Male Human Bennies 4/2

Kwan's eyes widen as he overhears the name from the other room. He urgently pulls on Guthrie (Who seems to be doing most of the talking), and whispers in his ear what he overheard. Kwan will relate what is in both spoilers to Guthrie.


Male Human Bennies 4/2

1d4 ⇒ 1 Notice
1d6 ⇒ 6 WD Total of 11
1d6 ⇒ 5 XD


Male Human Bennies 4/2
Fr. Murphy wrote:

Connor takes the paper from the Friar and shakes his hand, liking him. "I am honored and gladdened that I was able to lay your fears to rest, good Friar. Alas, the Lord's work is never done, so I shall bid you a good night and Godspeed."

As they are out of the home, catching the sounds of the Friar embracing his torment, he turns to Kwan. "You see, my good man? You see? That is how it is done! Simply tell people how very important your task, and how important they are to the process, and they shall rise to the occasion! They say foul beings of Old Times still lurk. Surely this is a sign that we are on the right path! Surely this means that we are of the righteous! Keep thy head high, good Kwan! So long as you continue to fear no man, I shall make sure you need not fear anything else!"

As they briefly return to the Louders, Fr. Murphy keeps it brief. He simply knocks on the door, and to the first person he answers, in high spirits, brandishing the Friar's paper like a war-banner. "Here is the writ that I have promised! In terms of Wisdom and Providence your good Friar has concurred with that which I told you. This is a deed to be done in utmost solemnity and need!
Of note, I shall not need an animal of any strength. In fact, if you have one that is sickly and is about to be culled anyway, that shall prove preferable.
Indeed, I have neither strength of arm nor sledge of hand, so please provide some chains and weights with witch to hold the animal down.
There are preparations to be made, so I must leave you now, but I shall return soon."

With that, he returns to the hotel. The excellent staff seemed to know readily enough how to find the blacksmith and farmer, they should have no trouble pointing out a museum full of obsidian daggers!

Father Murphy breathed in deeply the cooling late air, confident that the forces they struggles against would finally find in him a force to be reckoned.

Kwan simply nods at the man. He is a holy man so he must be right... still Kwan could not help but wonder if they were leaving those they encountered better off... or worse.


Male Human Bennies 4/2

Kwan quizzically turns his head and looks at Father Murphy.

"Something has changed". "Do you still speak to your god"?


Yes. Come join us in our slow (hopefully) descent into madness.


Male Human Bennies 4/2

Kwan is only too happy to don the new outfit, and shows his great appreciation at the new clothes. As he's never been in a chauffeur driven car, so he's not exactly sure of his purpose, but these are new and sturdy clothes, and people don't look at him as much... especially when he's not carrying his worn guitar case.

He is only too happy to accompany the good father, though his pattern of choices does seem a bit odd to young Kwan.


Male Human Bennies 4/2
Aubster wrote:
Kwan Ho wrote:
Kwan is astounded at the sumptuous quarters he is given, with no need to share. His extended family could live in this space. Given his normal reserved outlook, he decides to walk the hotel, and check exits, entrances, security etc, before joining the others for High tea... Which is something he understands and appreciates.
You find multiple exits, none of which have security besides small signs. If someone reads one to you, you find it says The Savoy - guests only. The main entrance is the only one that is constantly watched by the bellmen but they are there to assist guests and not to stop anyone from coming and going. You do find yourself greeted multiple times by hotel employees as you wander the halls, always with a polite May I help you find something sir?

Kwan simply smiles and nods at any who address him.


Male Human Bennies 4/2

Kwan is astounded at the sumptuous quarters he is given, with no need to share. His extended family could live in this space. Given his normal reserved outlook, he decides to walk the hotel, and check exits, entrances, security etc, before joining the others for High tea... Which is something he understands and appreciates.


Male Human Bennies 4/2

Kwan stows away aboard the vessel, using the skills he learned on the way to the USA. He notes where each other member of the party stays, and counts on them to provide him food, and occasionally a place to hide. He encourages the men to spend more time on deck in the sun, and less time reading these books. He informs them that he senses changes in them after they read the tomes.

1d8 + 2 ⇒ (2) + 2 = 4 Stealth

1d6 + 2 ⇒ (4) + 2 = 6 WD Total of 6


Male Human Bennies 4/2

Still here guys. Just Kwan is not much in the way of research. He's the muscle and observation element.

Kwan once again finds shelter at the nearest homeless shelter for the evening, and returns to the meeting place after his morning gruel. "Someday I would like to learn to read words".


Male Human Bennies 4/2

Kwan is thankful for the invitation to keep watch inside out of the cold. Usually when he kept watch, the violence began immediately, but his waiting had left him a bit cold. In addition his threadbare coat did little to dampen the chill.

1d8 + 2 ⇒ (1) + 2 = 3 Stealth
1d6 + 2 ⇒ (2) + 2 = 4 WD

He finds an OK place to conceal himself, but anyone coming down the stairs would see him easily.


Male Human Bennies 4/2

Kwan's starting to remind me of Cato, Inspector Clouseau's man-servant from the Pink Panther movies. You never see him, until he strikes from surprise.


Male Human Bennies 4/2

Unless the man calls out to Kwan, specifically asking him if he'd like to come in out of the cold, Kwan will remain hidden, as he has no idea why the man has come looking for him... At least for now, unless he starts to suspect foul play from inside.


Male Human Bennies 4/2

Kwan (Mainly because he struggles with the language) will take his normal outside guard duties.

1d8 + 2 ⇒ (7) + 2 = 9 Stealth
1d6 + 2 ⇒ (5) + 2 = 7 WD


Male Human Bennies 4/2

Kwan leaves the others with a smile and nod, and heads of to the nearest homeless shelter. He hopes to blend in and keep from drawing attention. As he finds a semi-warm spot, he uses his worn guitar case for a pillow, and sleeps till sunrise. He then wanders around a bit until it is time for their meeting.


Male Human Bennies 4/2

Kwan has faced more danger, and had to fight more in the last couple of days than ever in his life. He therefore is now reacting more quickly, and his reflexes and Agility are finely honed.

Raise Agility to d10


Male Human Bennies 4/2

1d6 ⇒ 2 Spirit
1d6 ⇒ 5 WD

And since bennies don't carry over, and they're getting ready to reset, I might as well use the last one, since I can choose whichever I want to keep.

1d6 ⇒ 4 Spiritb
1d6 ⇒ 6 WDb Total of 10
1d6 ⇒ 4 XD

Kwan will spend his time to carefully gather up all his daggers, paying particular heed to the obviously magnificent one he got from MuKunga after lowering the stone back into place.

He obviously expresses no interest in the book, since he can't read.


Male Human Bennies 4/2

Kwan also joins the others on the winch, though he is tempted to gather his magnificent daggers first.

1d8 ⇒ 2 STR Check
1d6 ⇒ 6 WD Total of 8 Success with a raise.
1d6 ⇒ 2 XD


Male Human Bennies 4/2

Kwan eyes his last dagger, and wishes for success, also aiming for the head of the zombie.

1d8 - 4 ⇒ (1) - 4 = -3 Aimed Dagger to head (If gang up bonuses apply then feel free to adjust).

1d6 - 4 ⇒ (2) - 4 = -2 Piercing Damage

And since we're close... spending a bennie to re-roll

1d8 - 4 ⇒ (8) - 4 = 4 Head shot Total of 8 Hit with a raise...
1d8 ⇒ 4 XD
1d6 - 4 ⇒ (2) - 4 = -2 Wild die

1d8 + 1d4 + 1d6 + 4 ⇒ (8) + (1) + (5) + 4 = 18 Damage Total of 20 Damage To head.
1d8 ⇒ 2 XD1

Dang... Throwing knives is fun...


Male Human Bennies 4/2

Kwan's mouth stands agape for a moment at the lethality of the cultist dagger. I must get that dagger back.

He then whirls and sends one of his own daggers at one of the zombies attacking his friends.

1d8 ⇒ 5 Thrown Dagger
1d6 ⇒ 3 WD

1d8 + 1d4 ⇒ (2) + (3) = 5 Piercing damage


Male Human Bennies 4/2

And with all the explosions
1d8 + 1d4 ⇒ (5) + (3) = 8 20 damage
1d6 ⇒ 4 +1 damage if applicable

Full Name

Thibbledorf Pwent

Race

Dwarf

Classes/Levels

Barbarian (Brutal Pugilist/Drunken Brute) 12/Fighter 3 (Brawler), Mythic Tier 5

Size

Medium

Strength 26
Dexterity 14
Constitution 17
Intelligence 14
Wisdom 13
Charisma 8

About Thibbledorf Pwent

Picture

Background:
Thibbledorf Pwent was slowin' down. No question about it, he felt the chill in his old bones. He heard the whispers in the Gutbusters, that their leader was losing the old fire. T' the Abyss with that, but damn if he wasn't starting to have trouble thrashin' the youngsters who said it. He was gettin' ready to hang up his helmet and retire to the forge, thinkin' he might finally be just in the way of the real fighters. He had fought bravely in the Third Orc War, before the truce that brought about the Kingdom of Many-Arrows, but it seemed those days were over, and with relative peace returning to the lands around Mithral Hall, who still needed an old Battlerager?

And then, the world went mad. Devils, demons, and manner of hellspawn flooded into the Realms, and the lands of Icewind Dale and Mithrall Hall were no exception.

NUTSHELL VERSION
In the summer of 1374, Pwent is getting too old to keep up the fight, and considering hanging up his legendary spiked armor. But then, the demon invasion begins, and Mithral Hall is attacked for the first time while Drizzt is away trying to aid Guenhwyvar. He tries to take up the battle, but his growing infirmity lets him down, and Bruenor's old friend and Companion of the Hall Regis Rumblebelly is cut down in front of him.

Feeling he's failed his King, Pwent leaves Mithral Hall to find somewhere he won't be so useless. While wandering Icewind Dale, he nearly falls to rogue demons, but is saved by Wulfgar, who convinces the old dwarf that he may yet be able to find some way to help the Hall. The two travel together for some time, and eventually come across a high mountain village, still hidden from the demonic forces, that is being menaced by a nearby evil wizard.

The wizard, once a good man and guardian of the area, became obsessed with finding a way to thwart his own mortality. He has acquired many varieties of immortality-inducing artifacts, but has not yet made the discovery of halting the aging process in truth. Rumors in the village indicate that the wizard is about to make a deal with the demons, trading the lives of the villagers in exchange for further longevity, and Wulfgar and Pwent set out to stop him.

Being the heroes they are, they succeed, and acquire the wizard's Mantle of Immortality as well as a nacreous gray ioun stone, and a few other trinkets. Pwent puts on the Mantle, restoring his youth and strength, and Wulfgar takes the ioun stone. The two fight their way back across the Realms and return first to Icewind Dale, and then Mithral Hall, where they find it under siege. Breaking through the lines, they make their way to where King Bruenor is planning a last stand to allow the young and the wounded to escape deep into the mountain while he mounts a doomed rescue attempt for the captured Drizzt. Pwent insists that the King's place is with his people, and that he must let Pwent take his place. Several former members of the Gutbuster Brigade volunteer to stand beside Pwent, and Bruenor, reluctantly, agrees. Before the rescue attempt can be mounted, though, the devils launch a full-scale assault, catching the dwarves unprepared.

The rejuvenated Pwent, along with the Gutbuster Brigade and mighty Wulfgar, fight a desperate bloody battle to push the devils back, so that the King might escape with what remains of his people. It's a spectacular, bloody mess to be sung of for ages to come, Pwent and his Gutbusters surrounded by the shredded remains of the demons fool enough to get within his reach. Just before being completely buried beneath the swarms of hellspawn, Pwent sees Drizzt Do'urden fighting to get to Bruenor. With a roar and a shake that practically blows apart the demons covering him, Pwent charges forward and clears the path for Drizzt to get to Bruenor before going down for the last time. His last sight is of Drizzt's flashing swords cutting down the demons attacking the Battlehammer ruler.

He awakens in Clangeddin's hall, content that he died the best death a warrior could, fighting for his King and friend, although he regrets not living to know the ultimate fate of Bruenor or the rest of his people. But the Wyrmslayer, impressed at Thibbledorf's ferocity, tenacity, and above all, his supreme loyalty, offers him one more chance - to return to Toril as his Chosen and help restore balance to the plane. Pwent leaps at the chance, literally, and the God of Battles makes good on his word.

NUTSHELL OF NUTSHELL
Pwent, getting old, fails to protect Regis during the first demon raid on Mithral Hall while Drizzt is away fixing Guenhwyvar. Shamed, he leaves, and meets Wulfgar in Icewind Dale. They adventure together for a while, and eventually defeat a wizard from whom they loot a Mantle of Immortality.

Rejuvenated, Pwent returns, arriving while Drizzt is captured and Bruenor is plotting a rescue attempt. Before they can mount the rescue, the demons attack all out, and Pwent fights bravely but is about to go down when he sees Drizzt fighting his way through to Bruenor. Pwent surges up with the last of his strength and clears the way for the mighty drow to get to the dwarf king before going down for the last time. He wakes up in Clangeddin's hall, and is offered the chance to be the chosen of the dwarven God of Battles.


Description:

Defenses:

HP:150 + Mythic (Don't remember champion HP, book at home!)

AC: 26 = 10 + 11 (Armor) + 3 (Ring) + 2 (Dex)
Touch: 15 = 10 + 3 (Ring) + 2 (Dex)
Flat-Footed: 24 = 10 + 11 (Armor) + 3 (Ring)

Fort: 14 = 8 (Barbarian) + 3 (Fighter) + 3 (Con)
Ref: 7 = 4 (Barbarian) + 1 (Fighter) + 2 (Dex)
Will: 5 = 4 (Barbarian) + 1 (Fighter) + 0 (Wis)


Offense:

Grapple Bonus: +35 = 15 (BAB) + 11 (Rage Str) + 4 (Feats) + 2 (Belt) + 2 (Armor) +1 (Pit Fighter)

Grapple Notes: as a move action (two grapples in full round) - if succeed on either, third grapple as swift action. On any successful grapple, constrict (1d6+11). Also, a bite attack at -5 BAB with every grapple attempt, if it connects the grapple is at +2.

Grapple Damage: 1d6 + 2d6 (Vicious) + 11 (Strength) + 3 (Magic) +3(Brawler) = 1d6 + 2d6 + 17
OR w/Power Attack: 1d6 + 2d6 + 25

Bite Damage: 1d4 + 5 (1/2 Strength)
OR w/Power Attack: 1d4 + 13


Feats:

Fighter Level 1 Bonus: Power Attack
Level 1: Improved Unarmed Strike
Level 3: Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Level 5: Improved Overrun
Level 7: Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Level 9: Rapid Grappler: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
Level 11: Spiked Destroyer: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus.
Level 13: Greater Overrun
Level 15: Chokehold: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
Fighter Level 2: Pinning Rend: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.

Skills:

Total Points: 54
Acrobatics: 6
Climb: 6
Craft: 6
Intimidate: 6
Knowledge (Dungeoneering):6
Perception: 6
Profession (Battlerager): 6
Survival:6
Swim:6

Alternate Racial Features:

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Alternate Class Features:

Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.

Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.

Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.

Pit Fighter (Ex): At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.

Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.

Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.


Rage Powers:

Level 2: Animal Fury
Level 4: Strength Surge
Level 6: Powerful Blow
Level 8: Bleeding Blow
Level 10: Body Bludgeon
Level 12: Overbearing Advance

Mythic Abilities:

Atrribute Enhancement: Strength x2, +4
Mythic Feats: Tier 1) Power Attack
Tier 3)?
Tier 5)?
Champion Strike: Sudden Attack
Champion Path Abilities: Tier 1) Aerial Assault
2) To the Death
3) Precision
4) Always a Chance
5) Fleet Warrior

Equipment:

240,000 gold.
Armor:+2 Mithral (+9000) Grinding (+1) Titanic (+3) Adhesive (+7000gp) Full Plate (1500) - 53,500
~ +3 Armor Spikes, Vicious (+1) - 32,050
Belt: Anaconda's Coils - 18,500
Chest: Mantle of Immortality - 50,000
Feet: Boots of Striding and Springing - 5,500
Neck: Mind Sentinel Medallion - 3500
Ring 1: Protection +3 - 18,000
Ring 2: Minor Energy Resistance (Fire) - 12,000
Shoulders: Juggernaut's Pauldrons - 40,000)