Monkey

Mizaru's page

219 posts. Alias of rashly5.


Full Name

Mizaru of the Fiben

Race

Vanara

Classes/Levels

Suspicious Barbarian 9 / Mythic Champion 1

Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Gender

Male

Size

Medium (5'4" Height, 120 lbs Weight)

Age

26

Special Abilities

Mythic Power 8/day, Rage 23 rd/day

Alignment

Chaotic Neutral

Languages

Common, Vanaran

Strength 23
Dexterity 16
Constitution 18
Intelligence 9
Wisdom 12
Charisma 6

About Mizaru

A 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
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Defense
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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
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Offense
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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])
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Statistics
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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
+1 Furious, Ghost Touch Lucerne Hammer +16/+11 [1d12+10,-/x2,B/P,brace,reach]

Normal Power Attack
+1 Furious, Ghost Touch Lucerne Hammer +13/+8 [1d12+19,-/x2,B/P,brace,reach]

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
(HP 136/136, AC 18/11/15, Fort +15, Ref +10, Will +10 [+19/+14/+12 against spells], CMB +17, CMD 30)

Raging
+1 Furious, Ghost Touch Lucerne Hammer +20/+15 [1d12+15,-/x2,B/P,brace,reach]
2 claws +17 [1d6+12,-/x2,S], as secondary +12 [1d6+4,-/x2,S]

Raging Power Attack
+1 Furious, Ghost Touch Lucerne Hammer +17/+12 [1d12+21,-/x2,B/P,brace,reach]
2 claws +14 [1d6+18,-/x2,S], as secondary +9 [1d6+7,-/x2,S]

Stats:

Current Money: See items

Ability Scores
Strength 23 (+6) (21 + 2 [kickstarter bonus])
Dexterity 16 (+3)
Constitution 18 (+4) (16 + 2 [cord of stubborn resolve])
Intelligence 9 (-1)
Wisdom 12 (+1)
Charisma 6 (-2)

Saving Throws
Fortitude: +14 = 6 [base] + 4 [con] + 4 [cloak]
Reflex: +10 = 3 [base] + 3 [dex] + 4 [cloak]
Will: +8 = 3 [base] + 1 [wis] + 4 [cloak]

AC: 17 = 10 + 3 [dex] + 4 [mithral chain shirt]
Touch: 13, Flat-footed: 14
HP: 128 = 12 [1d12 max] + 61 [8d12] + 36 [hit dice * con] + 9 [favored class] + 10 [mythic]

BAB: +9 = 9 [base]
CMB: +15 = 9 [BAB] + 6 [str]
CMD: 28 = 10 + 9 [BAB] + 6 [str] + 3 [dex]
Melee Attack: +15 = 9 [BAB] + 6 [str]
Range Attack: +12 = 9 [BAB] + 3 [dex]

Base Speed: 40 ft. = 30 [base] + 10 [fast movement]
Climb Speed: 30 ft. = 30 [base]
Initiative: +8 = 3 [dex] + 3 [sixth sense] + 2 [amazing initiative]
SR: 0

Favored Class Bonus: +9 HP
Ability Score Increase: Strength (4th) Strength (8th)

Feats & Traits:

Racial
Low-Light Vision
Nimble [+2 Acrobatics, +2 Stealth]
Prehensile Tail [can retrieve small object with tail as swift action]

Traits
Coherent Rage (Stealth) [may use Stealth while raging]
Silent Hunter [+1 stealth, is class skill]

Feats
Combat Reflexes [make additional AoO per round equal to Dex bonus even when flatfooted]
Improved Sunder [No AoO when sunder, +2 bonus to sunder item, +2 to CMD when opponent sunders gear]
Power Attack [trade melee attack bonus for damage]
Tree Hanger [+2 CMD against trip, can hang as swift action]

Class and Archetype
Fast Movement [+10 ft. land speed]
Rage [2 + 3 + (2 * barbarian level) per day; +4 CON, +4 STR, -2 AC, +2 Will]
Sixth Sense [bonus on initiative, AC during surprise round]
Uncanny Dodge [cannot be flat-footed]
Improved Uncanny Dodge [cannot be flanked]

Lesser Beast Totem [gain 2 claws natural attack]
Beast Totem [+natural AC]
Spell Sunder [can sunder spell effect 1/rage]
Superstition [morale of saving throws against spells, SUA, SLA, cannot be willing target of spells when raging]
Witch Hunter [bonus on damage rolls against creatures with spells/SLA)

Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics`: 16 = 3 + 8 + 3 [class] + 2 [nimble]
Appraise: 1 = -1 + 0 + 0
Bluff: -2 = -2 + 0 + 0
Climb`: +10 = 6 + 1 + 3 [class]
Craft(X)*: -1 = -1 + 0 + 0
Disguise: -2 = -2 + 0 + 0
Escape Artist`: 3 = 3 + 0 + 0
Fly`: 3 = 3 + 0 + 0
Handle Animal*: -2 = -2 + 0 + 0
Heal: 1 = 1 + 0 + 0
Knowledge(X)*: -1 = -1 + 0 + 0
Linguistics*: -1 = -1 + 0 + 0
Perception: 13 = 1 + 9 + 3 [class]
Perform (X): -2 = -2 + 0 + 0
Ride`: 3 = 3 + 0 + 0
Sense Motive: 1 = 1 + 0 + 0
Spellcraft*: -1 = -1 + 0 + 0
Stealth`: 16 = 3 + 7 + 3 [class] + 2 [nimble] + 1 [silent hunter]
Survival: 5 = 1 + 1 + 3 [class]
Swim`: 10 = 6 + 1 + 3 [class]
Use Magic Device*: -2 = -2 + 0 + 0

*trained only
`affected by ACP

Items:

Money: 33 gp 2 sp

Weapons
+1 Furious, Ghost Touch Lucerne Hammer (1d12,-/x2,B/P,brace,reach) [12 lb] {furious - enchancement bonus +2, add enhancement bonus to rage skill bonuses; ghost touch - affect incorporeal creatures normally}
+3 Dagger
Sling, ordinary stones (1d3,-/x2,50 ft.)

Armor
mwk Chain shirt (+4 AC, max dex 4, APC -1) [25 lb]
Explorer's Outfit [8 lb]

Unique
Cloak of Resistance (+4)
+2 Defiant Dragon Bracers of Armor
Cord of Stubborn Resolve [1 lb] {+2 con, any effect which causes user to become fatigued deals 1d6 nonlethal damage instead; if causes exhausted, 1d6 nonlethal and instead fatigued}
Deliquescent Gloves [1 lb] {+1d6 acid with melee; if unarmed/natural, adds corrosive property}
Headband of Havoc [1 lb] {select rage power, functions as 4 levels higher; 1/d may make rage as immediate action before saving throw}
Slippers of Feather Step [1 lb] {ignore difficult terrain}

General
Backpack, masterwork [2 lb]
Bedroll [5 lb]
Bell
Belt Pouch [0.5 lb]
Blanket, common [1 lb]
Chain (10 ft.) [2 lb]
Everburning Torch [1 lb]
Fishhook
Grappling Hook [4 lb]
Ioun Torch
Piton [0.5 lb]
Sack x4 [0.5 lb ea.]
Sewing Needle
Waterskin [4 lb]

Consumables
Acid (flask) x3 [1 lb ea.]
Air Crystals x2
Alchemist's Fire (flask) [1 lb]
Antiplague x2
Antitoxin x3
Barbarian Chew x20
Bottle of Ale (large) [1 lb]
Caltrops x2 (2) [2 lb ea.]
Holy Water (flask) x4 [1 lb ea.]
Javelin
Oil (1-pint flask) x4 [1 lb ea.]
Rations, trail (per day) x7 [1 lb ea.]
Rope, silk (50 ft.) [5 lb]
Smelling Salts
Thunderstone x4 [4 lb ea.]
Tindertwig x4

Magic
Potion of Bull's Strength (CL 3)
Potion of Cure Light Wounds x3
Potion of Endure Elements x2
Potion of Haste
Potion of Magic Weapon
Potion of Shield of Faith +2

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Carrying Capacity

Encumbrance: ?, light load

Light Load 153 lbs. or less
Medium Load 154–306 lbs.
Heavy Load 307–460 lbs.

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
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Summary
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Ability Score: STR (+2)
Bonus Hit Points: +10 HP (+5/mythic tier)

Mythic Feat: Combat Reflexes (Mythic)

Amazing Initiative
Mythic Power: [2+6/day, 1d6] (strength)
Hard to Kill
Mythic Flaw - Furious Rage

Always a Chance
Champion Strike - Fleet Charge
To the Death

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Trials
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0 Major
0 Minor

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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.

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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.