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About Mlinzi NwosuClass Info:
Class Info
Level 4 Class 1: Barbarian (Invulnerable Rager) 4 Class 2: Monk (Martial Artist) 4 Class 3: Sorcerer (Empyreal Bloodline) 4 Cheese Class 1: Rogue (Survivalist) 1 Favored Class: Barbarian Alignment: Neutral Good - Mlinzi wants to use his strength to protect others, especially his friends. He tends a little more toward chaotic than lawful, willing to ignore rules that get in the way of him doing what he thinks is right. Race: Vanara:
Race: Vanara (8 RP)
Type: Humanoid (Vanaran) Size: Medium Racial: +2 Dex, +2 Wis, -2 Cha Racial: Climb Speed 30 ft. Racial: Nimble: +2 racial bonus on Acrobatics and Stealth checks Racial: Low-Light Vision (20 ft) Racial: Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. RP Buy (22 RP):
Theme: Agile Protector - Mlinzi lives to protect those he cares about. Willing to put himself in danger for others, he relies on speed, cunning, and a sturdy body to keep his enemies away from his friends, while dishing out high damage to end threats as quickly as possible. BASIC STATS
Hero Points: 3
Hero Points Bookkeeping:
Game Start, Level 1: 1 Hero Point 6/22/15 - Spent 1 Hero Point for extra Standard Action 6/26/15 - Gained 1 Hero Point for level up 4/29/15 - Gained 2 Hero Points for level up Total: 3 DEFENSE
OFFENSE
Dwarven Longhammer Attacks:
Special Item Masterwork Dwarven Longhammer
*Normal (reach 10 ft):* To Hit: +11 (+4 BAB, +5 STR, +1 Masterwork, +1 Weapon Focus) Damage: 2d6+7, 20/x3 (+1.5 Str for two-handed) *Enlarged(reach 20 ft):* To Hit: +11 (+4 BAB, +6 STR, +1 Masterwork, -1 Size, +1 Weapon Focus) Damage: 3d6+9, 20/x3 (+1.5 Str for two-handed) *Rage (reach 10 ft):* To Hit: +13 (+4 BAB, +7 STR, +1 Masterwork, +1 Weapon Focus) Damage: 2d6+10, 20/x3 (+1.5 Str for two-handed) *Enlarged and Rage(reach 20 ft):* To Hit: +13 (+4 BAB, +8 STR, +1 Masterwork, -1 Size, +1 Weapon Focus) Damage: 3d6+12, 20/x3 (+1.5xStr for two-handed) Unarmed Strike Attacks:
Unarmed Strike
*Normal* To Hit: +9 (+4 BAB, +5 Str) Damage: 1d6+5, 20/x2 *Flurry* To Hit: +7/+7 (+4 BAB, +5 Str, -2 Flurry) Damage: 1d6+5, 20/x2 *Enlarged* To Hit: +9 (+4 BAB, +6 Str, -1 Size) Damage: 1d8+6, 20/x2 *Rage* To Hit: +11 (+4 BAB, +7 Str) Damage: 1d6+7, 20/x2 *Enlarged and Flurry* To Hit: +7/+7 (+4 BAB, +6 Str, -1 Size, -2 Flurry) Damage: 1d8+6, 20/x2 *Enlarged and Rage* To Hit: +11 (+4 BAB, +8 Str, -1 Size) Damage: 1d8+8, 20/x2 *Enlarged and Rage and Flurry* To Hit: +9/+9 (+4 BAB, +8 Str, -1 Size, -2 Flurry) Damage: 1d8+8, 20/x2 Feats:
Feats:
L1 Free: Toughness L1 Free: Exotic Weapon Proficiency (Dwarven Longhammer) L1 Feat: Combat Reflexes L1 Feat: Combat Casting L1 Feat: Vicious Stomp L1 Feat: Fury's Fall L1 Feat: Combat Expertise Monk L1 Bonus Feat: Improved Trip Sorcerer L1: Eschew Materials Special Item L2 Feat: Power Attack Monk L2 Bonus Feat: Dodge L2 Feat: Ki Throw L3 Feat: Dragon Style Special Item L3 Free Feat: Weapon Focus (Dwarven Longhammer) L4 Feat: Mobility Special Item L4 Feat: Felling Smash Skills:
Skills:
Skill ranks/level: 8 (4 Barbarian +3 Int +1 Campaign Bonus) Total Skill Ranks: 32 (8/level * 4 levels) Trained (16 ranks):
Untrained (+=Usable Untrained, *=Class Skill):
Special Abilities:
Special Abilities:
Barbarian: Rage (Ex) 15 rounds/day (4 + 5 Con + 2/level above 1) Barbarian: Fast Movement (Ex) +10 Land speed Barbarian: Invulnerability (Ex) (DR = Level / 2, doubled vs nonlethal) Barbarian: Rage Powers: L2 Beast Totem, Lesser (Su) L4: No Escape Barbarian: Extreme Endurance (Ex) (Immune to Cold Environmental Effects, +1 point of cold resistance at 3rd level and for every 3 levels beyond 3rd) Monk: AC Bonus (Ex) Monk: Unarmed Strike Monk: Flurry of Blows (Ex) Monk: Stunning Fist (Ex) 3/day, DC 18 (Base 10 + 1/2 level + 6 Wis + 1 Pain Points) Monk: Evasion (Ex) (successful Reflex save means no damage instead of half damage) Monk: Fast Movement (Ex) +10 Land speed Monk: Maneuver Training (Ex) Monk: Pain Points (Ex) (+1 to confirm critical hits, +1 to Stunning Fist and Quivering Palm DC) Monk: Martial Arts Master (Ex) (use Monk levels for Fighter feats) Monk: Exlploit Weakness (Ex) (swift action Wis + Monk Level check vs 10 + CR to gain +2 to hit and ignore DR or to gain defensive bonuses) Sorcerer: Bloodline Arcana (Wis for casting, +2 to Heal and Knowledge (Religion)) Sorcerer: Heavenly Fire (Sp): (Standard action, ranged touch, 1d4 damage to evil or 1d4 healing to good, usable 9 times/day (3 + 6 Wis)) Sorcerer: Celestial Resistances (Ex): (Resist Acid 5, Resist Cold 5) Rogue: Hardy (Ex) Rogue: Sneak Attack +1d6 Traits:
Special Item:
Name: Zephyr's Ward Description: A heavy, long-handled steel hammer engraved with a tree which bears symbols of the four elements as fruit. Base Form: Masterwork Dwarven Warhammer Feats: L2 Feat: Power Attack L3 Free: Weapon Focus (Dwarven Longhammer) L4: Felling Smash Magic Creation Pool (2000/6000): +1 Enhancement - 2000 Flexible Power Pool (0/2): Equipment:
Equipment:
Monk's Outfit (2 lbs) Special Item Masterwork Dwarven Longhammer (20 Lbs) Backpack (5 lbs) Waterskin (4 lbs) Tent (small) (20 lbs) Bedroll (5 lbs) Blanket (3 lbs) Soap (.5 lbs) Rope, Hemp, 50 ft. (10 lbs) Trail Rations x5 (5 lbs total) Total Load: 74.5 lbs Light: 133 lbs, Medium: 266 lbs, Heavy 400 lbs Spells:
Spells:
Sorcerer: 0 Level Spells (16 Save DC): -Read Magic -Detect Magic -Acid Splash -Resistance -Prestidigitation -Mending 1 Level Spells (17 Save DC) [8/day]:
2 Level Spells (18 Save DC) [5/day]
Appearance:
Appearance:
Mlinzi has brown-gray fur and a long, muscular tail. His hair is long and braided into dreadlocks. Though he stands only 5'4" tall, he is built with powerful, lean muscles that make him much stronger than he might first appear. His bright, keen eyes are very dark brown, and he has a somewhat wolfish-looking smile because of his long snout and large canines. http://img.4plebs.org/boards/tg/image/1384/90/1384908258026.jpg Personality:
Though once spiteful and morose, Mlinzi is now a friendly, likable sort of person. Though his social skills are rough and awkward at the best of times, he is quick to smile and eager to help anyone who needs him. Though not the best communicator, Mlinzi is wise beyond his years, and has been known to give good advice from time to time. He is still sometimes haunted by nightmares from his past, but he doesn't like to talk about those. He prefers to live in the present, and to try to do good wherever he can.
Mlinzi is intensely curious, and likes to collect shiny or colorful things. In social settings, he likes to dress himself in bright colors and extravagant ornamentation, often to comical effect. He loves sweets and fruit, and doesn't care much for meat, though he will eat it if it is the only thing available. In battle, Mlinzi can be quite different from his usual, cheerful, self, however, and sometimes the ghost of his former trauma can be seen in his face. He fights ferociously, wielding his huge hammer and lashing out with lightning-fast kicks. Background:
Mlinzi was captured as an adolescent and enslaved. Forced to fight for his life in games of cruel bloodport, he developed a dangerous, violent streak, and soon became known for his savagery. Locked in a cage except when he was fighting, and treated like an exotic wild beast, he grew quiet, morose, and deadly. He would often lunge violently and unexpectedly at the bars of his cage in an attempt to hurt anyone who came too close, and he often had to be restrained by force in order to get him back into the cage after a match. Eventually, he became too much trouble for his handlers, and they decided it was time this troublemaker was put down. However, their plans were thwarted by Gombrian Goodwin, who rescued Mlinzi from the executioner's block. During his time in the pocket dimension, Mlinzi trained hard. He discovered that the blood of Celestials ran in his veins, granting him magical powers, which he soon learned to incorporate into his fighting style. In addition, he learned the ways of the martial artist. He took quickly to the latter skills, as his quick reflexes and nimble moves enabled him to excel. Mlinzi has always liked using large, powerful weapons, and when Goodwin presented him with the massive hammer he now carries, he was delighted. He can swing the weapon with terrifying speed, often allowing him to down several careless foes within seconds. After his rescue, Mlinzi's life improved significantly, and the dark cloud of hatred that had descended over him slowly lifted under Goodwin's care and guidance. Rather than being jaded and resentful after his ordeal, Mlinzi decided that he would do his best to ensure that no others had to go through the same horrors that he did. Though grateful to Goodwin for rescuing him, he has been growing bored of this place, feeling that he is ready to leave the pocket dimension and turn his skills as a fighter toward doing good in the world. Goal:
Frankly, I'm not sure exactly where I want this character to go. I think it would be fun to put him in a position where he would have the opportunity to rescue people from slavery, though, since that would fit his background well. Other than that, I'm looking for some fun roleplaying and the chance to turn some enemies into craters. Bookkeeping:
Start of Adventure: 0 gp Advancement Plan:
I intend to go 1-20 on all three main classes. I haven't decided what to do with the cheese dips or twin mind, but I have several ideas up in the air. For Mythic, I like Champion, Guardian, and Archmage, and will take some combination of those three paths. I've been thinking about feats and powers, and here's what I have planned so far: Level 3: Dragon Style
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