Auchs

Mongo DePon's page

315 posts. Organized Play character for Dennis Muldoon.


Race

(haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')|

Classes/Levels

Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly

Gender

Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip)

Deity

Kurgess

Location

Absolom

Languages

Common, Orc

Occupation

Pathfinder Muscle

Strength 21
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Mongo DePon

It all started when I was hired as a digger for a Pathfinder agent at some old site outside of the town I was living in. When we were ambushed by bandits, I stepped in to help protect the agent. They must have liked my digging, because they offered me a job on the spot! Now, the Pathfinder Society sends me along when one of their bookworms is going somewhere dangerous. Not sure why; I'm really a very peaceful person.

PFS Chronicles:

[1] #5-08 The Confirmation (GM)
[2] PFS Module: We Be Goblins! (GM)
[3] #8-16 House of Harmonious Wisdom
[4] #0-39 The Citadel of Flame (GM)
[5] #6-18 From Under Ice (GM)
[6] #2-15 Shades of Ice, part 1 (Written in Blood) (GM)
[7] #6-99 True Dragons of Absalom
[8] #2-17 Shades of Ice, part 2 (Exile of Winter)
[9] #2-19 Shades of Ice, part 3 (Keep of the Huscarl King) (GM)
[10] #9-09 Beyond the Halflight Path
[11] Module: Down the Blighted Path, part 1 (Firebrand's Redoubt)
[12] #9-16 Fallen Family, Broken Name
[13] Module: Down the Blighted Path, part 2 (Winding into Darkness)
[14] Module: Down the Blighted Path, part 3 (The Tower Spite Built)
[15] Module: Down the Blighted Path (Bonus Chronicle Sheet)
[16] #10-02 Bones of BIting Ants

Statblock:

Mongo Depon
Male half-orc fighter (siegebreaker) 8 (Pathfinder Player Companion: Heroes of the Street 11)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 27, touch 13, flat-footed 26 (+11 armor, +1 deflection, +1 Dex, +3 shield, +1 trait)
hp 69 (8d10+17)
Fort +11 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +6, Will +6
Defensive Abilities armored vigor (4 temporary Hp), sacred tattoo[APG]; DR 3/—
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Offense
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Speed 30 ft.
Melee +1 adamantine longsword +15/+10 (1d8+7/19-20) or
. . +1 armor spikes +14/+9 (1d6+6) or
. . cold iron dagger +13/+8 (1d4+5/19-20) or
. . cold iron morningstar +13/+8 (1d8+5) or
. . sap +13/+8 (1d6+5 nonlethal) or
. . silver light mace +13/+8 (1d6+5)
Ranged javelin +9 (1d6+5)
Special Attacks breaker momentum, breaker rush, disorienting blow (-2 penalty), weapon training (heavy blades +1)
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Statistics
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Str 21, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +13 (+15 bull rush, +15 overrun); CMD 25 (27 vs. bull rush, 32 vs. grapple, 27 vs. overrun, 32 vs. trip)
Feats Charge Through[APG], Improved Bull Rush, Improved Overrun, Power Attack, Spiked Destroyer, Step Up
Traits defender of the society, observant
Skills Climb +6, Diplomacy -1 (+1 when in Irrisen), Intimidate +6, Knowledge (dungeoneering) +4, Profession (soldier) +5, Sense Motive +13, Survival +5 (+7 to avoid becoming lost), Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 2, orc blood
Combat Gear oil of bless weapon, oil of daylight, oil of magic weapon, potion of cure moderate wounds, potion of fly, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, lesser restoration, wand of cure light wounds (28 charges), wand of endure elements (34 charges), acid (2), acid neutralizer, alchemist's fire (2), alkali flask[APG] (2), holy water (5), soul stimulant[UE]; Other Gear +2 armor spikes adamantine full plate, +1 shield spikes heavy steel shield, +1 adamantine longsword, cold iron dagger, cold iron morningstar, javelin (5), sap, silver light mace, cloak of resistance +2, handy haversack, lesser talisman of life's breath[OA], ring of protection +1, wayfinder[ISWG], applejack (per gallon)[UE], backpack, bandolier[UE], bedroll, blanket[APG], chalk, cold weather outfit, furs[APG], grappling hook, knotted silk rope (worth 10 gp, 5 lb), silk rope (50 ft.), tattoo[UE], tindertwig (5), trail rations (6), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 466 gp, 8 sp, 9 cp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Armored Vigor (4 temporary Hp, 5/day) (Ex) As a swift action while armored, gain temporary hp for 1 min.
Breaker Momentum (Ex) As a free action after successful bull rush, attempt overrun.
Breaker Rush (9 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
Charge Through You can make a free overrun as part of a charge.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disorienting Blow (-2 penalty, DC 19) (Ex) As an imm action, struck foe takes pen to att, CL checks, or skill checks for 1 rd (Fort neg).
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun.

Prerequisite: Proficient with armor spikes.

Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Ooh, a candygram for me?

Mongo only pawn in game of life --or-- botting Mongo:

I'm fine with either the GM or another player botting Mongo.

Mongo is built around Bull Rush and Overrun combat maneuvers (he has the Improved Bull Rush and Improved Overrun feats). The Breaker Momentum class feature means that when he successfully completes a Bull Rush he can immediately attempt an Overrun maneuver as a free action. When he successfully completes either, he deals 9 points of bludgeoning damage (Breaker Rush), and may make an attack with his armor spikes as a swift action (Spiked Destroyer feat).

If possible, he will charge into a Bull Rush, then if successful make an Overrun attempt as a free action and an armor spikes attack as a swift action. Improved Overrun means enemies don't have the option to side-step his Overrun attempts.

If presented with a caster or other squishy enemy behind a front-line type, Mongo will use Charge Through to Overrun the front-line enemy as a free action and continue his charge to the caster, where he will Bull Rush and Overrun if he still has the movement.

He has Step Up to continue threatening, should he be adjacent to someone.

The first time he hits anyone each round with an attack or combat maneuver, he will use Disorienting Blow to impose a -2 penalty to attacks (if a martial) or caster-level checks (if a caster), DC 19 Fort negates.

When attacking with his sword he uses Power Attack unless he is having consistent trouble hitting.

Common rolls:

[dice=Bull Rush, chargeing]1d20+15+2[/dice] 9 bludgeoning damage if successful.
[dice=Overrun]1d20+15[/dice] 9 bludgeoning damage if successful.

[dice=Bull Rush]1d20+15[/dice] 9 bludgeoning damage if successful.
[dice=Overrun]1d20+15[/dice] 9 bludgeoning damage if successful.

[dice=Bull Rush, chargeing]1d20+15+2[/dice] 9 bludgeoning damage if successful.
[dice=Overrun]1d20+15[/dice] 9 bludgeoning damage if successful.

[dice=Overrun, chargeing]1d20+15+2[/dice] 9 bludgeoning damage if successful.

[dice=+1 Armor spikes]1d20+14[/dice]
[dice=Damage]1d6+6[/dice]

[dice=+1 adamantine longsword]1d20+15[/dice]
[dice=Damage]1d8+7[/dice]
[dice=+1 adamantine longsword (iterative)]1d20+10[/dice]
[dice=Damage]1d8+7[/dice]

[dice=+1 adamantine longsword, Power Attack]1d20+15-3[/dice]
[dice=Damage, Power Attack]1d8+7+6[/dice]
[dice=+1 adamantine longsword (iterative), Power Attack]1d20+10-3[/dice]
[dice=Damage, Power Attack]1d8+7+6[/dice]

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Doom Comes to Dustpawn resources used:

- CLW wand charges: 15
- Bought horse and saddle
- Oil of daylight
- Potion of fly