Anevia Tirablade

Maxilara "Maxy" Okeanos's page

94 posts. Alias of caster4life.


Race

Druid (menhir savant) 3/Unmonk 3| HP:17/36 | AC:18; T:17; FF: 15: CMD: 25/22|Fort: +5; Ref: +5; Will: +7| Init:+4; PER: +11 (Darkvision)| Active effects: Familiar alertness, familiar stealth, Bull's strength, bone fists (+1 AC for everyone), magic fa

Classes/Levels

face of the devourer, Ki points spent: 0, stunfist: 2/3

About Maxilara "Maxy" Okeanos

Backstory:

Generations of gillmen have lived under the piers of the Bristles, scavenging the refuse of Pikapell Market. Their poverty holds them down but Operc and Caudal decided their daughter, Maxy, would be different. They saw how perceptive and intuitive she was, paired with a strong back and a will to work. They began an ambitious plan when she was in her teens, saving a spare copper here, a pair of used boots there. When she came of age, they supplied her with a complete set of respectable worker's clothes. And importantly, her shirt had enough collar that, with her hair down, most people wouldn't notice that she was a gillwoman. Not easily, at least.

Thanks to her parents, Maxy managed to grab a job on a seedy merchant's barge. It didn't take long for her coworkers to learn her heritage and she faced some harassment. She offered no provocation but when a half-drunk bully got in her face, she knocked him flat on his large ass. After a few weeks of steady, hard work and a few more broken noses and black eyes, the other laborers left her alone. She was happy to keep to her own affairs, sharing a meal a day with her parents and swimming in what little free time she had. Her parents had shown her the few small oyster beds she could harvest without harassment from Diobel's fisherfolk and she explored more on her own. As she communed with the odd fragments of sea life crammed into various corners of the shipwrecks and piers of Diobel, she learned that nature was far from subdued, even in this busy harbor. She even found that she could tap into some of this power, coaxing a little more food out of the harbor when scavenging or even communicating with a dolphin.

Over time, her career and abilities progressed. Her strong back and cool head drew the attention of a client on the barge. She offered Maxy a more stable job, working for the Kortos Consortium itself. Maxy was given some discretion ferrying goods around the harbor and learned more basic navigation and business. While Maxy never made friends easily, she was loyal to any friends she did make, including the Kortos Consortium and all the opportunity it had provided her. In her new role, she ran into scrapes again from time to time with greedy thugs and learned what parts of Diobel had especially strong magic. Her talents her noticed and she was assigned to a special team of "fixers", a group of wild cards with special talents to handle some of the consortium's more irregular business.

Maxilara is a broad-shouldered, tall woman (~5' 10") with tan skin and dark brown hair. Her hair and a tall collar almost completely cover her gills but they are easily noticed by a perceptive eye. She tends to smell a bit like fish from her frequent bathing in the harbor and she is averse to too much heat.

Statblock:

Unnamed Hero
Gillman druid (menhir savant) 3/unchained monk 3/gestalt 3
LN Medium humanoid (aquatic)
Init +4; Senses Perception +11
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Defense
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 36 (3d10+6)
Fort +5, Ref +5, Will +7; +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments
Defensive Abilities enchantment resistance, evasion
Weaknesses water dependent
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +9/+9 (1d6+5)
Special Attacks death roll, flurry of blows (unchained), stunning fist (3/day, DC 15)
Druid (Menhir Savant)
Spells Prepared (CL 3rd; concentration +7)
2nd-Bull's strength, bone fists, snowball, savage maw (domain)
1st—face of the devourer, magic fang, snowball, snowball, touch of
the sea (domain)
0 (at will)—create water, detect magic, guidance, light
D Domain spell; Domain Crocodile domain
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Statistics
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Str 20, Dex 14, Con 12, Int 10, Wis 18, Cha 9
Base Atk +2; CMB +8 (+10 grapple); CMD 25 (27 vs. grapple)
Feats Alertness, Combat Expertise, Deadly Aim, Deflect Arrows, Dodge, Power Attack, Stunning Fist, Unarmed Combatant, Weapon Focus, Feral combat training (bite)
Traits chance savior, resilient
Skills Acrobatics +8, Climb +9, Lore (Diobel) +6, Perception +11, Profession (sailor) +10, Sense Motive +11, Stealth +10, Survival +8, Swim +17
Languages Aboleth, Common, Druidic
SQ amphibious, finesse weapon attack attribute, monk vow (vow of truth), nature bond (Crocodile domain), place magic, spirit sense
Other Gear backpack, belt pouch, blanket[APG], feed (per day) (5), flint and steel, hemp rope (50 ft.), holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (10), trail rations (4), trail rations (5), waterskin, 1233 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death Roll (7/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Druid (Menhir Savant) Domain (Crocodile) Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment Resistance (Ex) +2 bonus vs. all enchantment not from aboleth, -2 vs. aboleth enchantment effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Place Magic (7/day) (Su) Free, +1 to caster level for 1 round.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Swim (30 feet) You have a Swim speed.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Water Dependent (Ex) If can't fully submerge in water for 1 day, die 4d6 hours later.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

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Caima
Arcane Familiar CR –
Dwarf caiman (mauler) (Ultimate Wilderness 195)
N Small magical beast (animal)
Init +0; Senses low-light vision; Perception +5
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Defense
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AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
hp 18 (1d8+2)
Fort +5, Ref +3, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., swim 30 ft.; sprint
Melee bite +3 (1d4)
Special Attacks bond forged in blood
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Statistics
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Str 10, Dex 11, Con 15, Int 6, Wis 11, Cha 2
Base Atk +2; CMB +1; CMD 11 (15 vs. trip)
Feats Combat Expertise, Deadly Aim, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +4 (-4 to jump), Climb +4, Perception +5, Sense Motive +1, Stealth +11 (+19 in water), Survival +1, Swim +12; Racial Modifiers +8 Stealth in water
SQ battle form, empathic link, finesse weapon attack attribute
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Special Abilities
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Battle Form (Str +2, 3/day) (Su) As standard action three times a day, grow larger.
Bond Forged in Blood (Su) You cannot speak or communicate with language. Master dropping a foe grants +2 att/dam to both master and familiar for 1 rd.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sprint (×3, 1/minute) (Ex) Once per minute, increase base speed for 1 rd.
Swim (30 feet) You have a Swim speed.

Wish list:

Feats:
Feral combat training
Vicious stomp
Greater trip
Improved trip (equivalent?)
Combat reflexes?
Jabbing style (lvl 6)
Counterpunch (lvl 16)
Dimensional agility and dimensional assault?
Possessed hand if it makes story sense

Items:
Amulet of mighty fists of some sort

Spells:
Strong jaw!!!
Bone fists!!!
Aspect of the wolf?

Monk choices:
Abundant step?
Aspect of the stag?