About MizaruA Vanara warrior surviving in the Spire of Nex on his own for several years, scarred and addled by his time in the tower. Session:
+500 XP (grave trap) +15000 XP (amusing that guy) Crunch:
Mizaru of the Fiben Vanara Superstitious Barbarian 9 / Mythic Champion 1 CN Medium Humanoid (vanara) Init +8; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor) hp 128 (9d12+55) Fort +14, Ref +10, Will +8; Armor mwk Chain Shirt Defensive Abilities improved uncanny dodge, sixth sense +3 -------------------- Offense -------------------- Speed 40 ft., climb 30 ft. Melee +1 Furious, Ghost Touch Lucerne Hammer +16/+11 [1d12+10,-/x2,B/P,brace,reach] Ranged Sling, ordinary stones +11 [1d3+6,-/x2,50 ft.] Special Attacks rage (21 rounds/day), rage powers (lesser beast totem [2 claws +17 [1d6+12,-/x2,S] (as secondary, +12 [1d6+4,-/x2,S]), beast totem [+3 nat AC], spell sunder [can sunder spell effects] superstition [+3 bonus against saving throws versus spells/SLA, cannot be willing target of spells], witch hunter [+3 damage against creatures with spells/SLA]) -------------------- Statistics -------------------- Str 23 (+6), Dex 16 (+3), Con 18 (+4), Int 9 (-1), Wis 12 (+1), Cha 6 (-2) Base Atk +9; CMB +15 (+17 using sunder on item); CMD 28 (30 against trip, 30 against sunder) Feats Combat Reflexes (Mythic), Improved Sunder, Power Attack, Tree Hanger Traits Coherent Rage, Silent Hunter Armor Check Penalty 1 Favored Class Barbarian Skills Acrobatics +16, Climb +10, Perception +13, Stealth +16, Survival +5, Swim +10 Languages Common, Vanaran SQ fast movement, prehensile tail Important Gear +1 Furious, Ghost Touch Lucerne Hammer, Cloak of Resistance (+4), Cord of Stubborn Resolve, +2 Defiant Dragon Bracers of Armor, Deliquescent Gloves, Headband of Havoc, Slippers of Feather Step Quick Combat:
With gloves: +1d6 acid to attacks Normal
Normal Power Attack
Rage: 4 STR, +4 CON (+18 HP), +2 Fort, +2 Will, -2 AC, +2 hammer damage, +3 nat AC, 2 claws, cannot be willing for spells, +3 damage against creatures with spells/SLAs
Raging
Raging Power Attack
Stats:
Current Money: See items Ability Scores
Saving Throws
AC: 17 = 10 + 3 [dex] + 4 [mithral chain shirt]
BAB: +9 = 9 [base]
Base Speed: 40 ft. = 30 [base] + 10 [fast movement]
Favored Class Bonus: +9 HP
Feats & Traits:
Racial Low-Light Vision Nimble [+2 Acrobatics, +2 Stealth] Prehensile Tail [can retrieve small object with tail as swift action] Traits
Feats
Class and Archetype
Lesser Beast Totem [gain 2 claws natural attack]
Skills:
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier Acrobatics`: 16 = 3 + 8 + 3 [class] + 2 [nimble]
*trained only
Items:
Money: 33 gp 2 sp Weapons
Armor
Unique
General
Consumables
Magic
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Encumbrance: ?, light load Light Load 153 lbs. or less
Appearance and Personality:
He has a lean muscular frame with a dirty brown coat of fur and shorn hair, messy like it's been cut with a dull blade. He has a very direct personality and can't seem to remember what social decorum is. Backstory:
Fiben is a Vanara village in Uskwood within the nation of Nidal. Mizaru was sent to the spire along with a few others on an unknown mission. Mizaru of the Fiben got trapped in the Spire of Nex and has been wandering around, unable to get out. He's been fighting for his life in the tower for as long as he can remember. He's gone paranoid from the danger and is more than a little off, addled from all the magic he's been surviving against. He can barely remember any personal information about himself or the world outside, only the barest details like 'his name is Mizaru', 'his tribe is in a forest' and 'seven-headed centipedes are extremely dangerous'. Of course, he's been flitting in and out of pocket dimensions so who knows how much time has actually passed since he's been in there. To him, it's been a few years. Outside? Maybe centuries. He doesn't trust easily, if at all, and his motto is "Kill first, ask questions never" because you don't know if that person in front of you is a shapeshifter, an illusion, or something else entirely. He's liable to panic at the first sight of magic as magic = bad in his experience of the tower it seems. He can't remember how he got in the tower in the first place, only that getting out would be extremely good.
Mythic Information:
Path: Champion 1 -------------------- Summary -------------------- Ability Score: STR (+2)
Mythic Feat: Combat Reflexes (Mythic) Amazing Initiative
Always a Chance
--------------------
0 Major
-------------------- Amazing Initiative (Ex): At 2nd tier, you gain a mythic bonus on initiative checks equal to your mythic tier. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds. Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Mythic Flaw - Furious Rage: Whenever you are demoralized by the Intimidate skill or hit by a critical hit, you go into an uncontrollable rage. This functions like the barbarian’s rage class feature, but you do not gain a bonus to your Strength or Constitution score (even if you have the rage class feature). This limits the actions you can perform and gives you a penalty to your Armor Class. The rage lasts for 1d4 rounds plus a number of rounds equal to your mythic tier, but you are not fatigued after this duration expires. Mythic Power [Strength] (Su) : You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. -------------------- Always a Chance (Ex): Whenever you make an attack roll that results in a natural 1 on the die, the attack is not automatically a miss. Combat Reflexes (Mythic): You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power. Until the beginning of your next turn, whenever a foe provokes an attack of opportunity from you due to movement, you can make an attack of opportunity even if it causes you to make more than one attack against that foe for the same action. Fleet Charge (Ex): You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this round), adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. To the Death (Ex): When below 0 hit points you don’t fall unconscious and don’t take damage from acting normally. You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.
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