Varisian Barbarian

Namtar's page

256 posts. Alias of Thackery Baxter J Thorington.


Race

12 hp| AC 14, T 14, FF 12| CMD 21| F +4, R +4, W +4| Init +8| Per: +6| Stunning Fist: 1/day| Martial Flexibility: 4/day

Classes/Levels

+7 CMB| +7 Acrobatics| +5 Intimidate

About Namtar

Namtar
Human monk (tetori, qinggong) /brawler gestalt 1
LN M humanoid (human)
Init +8; Senses; Perception +6

DEFENSE

AC 14, 14 touch, 12 flat-footed
(+2 Dex, +2 Wis)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +4;
OFFENSE

Speed 30 ft.
Melee unarmed strike +5 (1d6+4)
Seven-bladed sword +5 (1d10+6) [disarm, monk]
Kusarigama +5 (1d3 +2/ 1d6 + 4) [reach, double, grapple, trip, monk]
Ranged
Sling +3 (1d4 +4) 50’ range
Special Attacks Stunning Fist 1/day

STATISTICS

Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 15(+2), Cha 10 (+0)
Base Atk +1; CMB +7; CMD 21
Feats Improved Unarmed Strike (bonus), improved grapple (bonus), stunning fist (bonus), improved initiative, Exotic Weapon proficiency (7-bladed sword)
Traits Reactionary, Bred for War, Untrained (drawback), Gladiator Born
Skills Acrobatics (+7), Climb (Str), Craft (weapons)(+3), Escape Artist (Dex), Handle Animal(Cha), Intimidate (+5), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (1)(+0), Perception (+6), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (+0), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Racial Modifiers:

giant ancestry:
Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled. Source PRG:HA
,
Bred for War:
Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Languages Untheric, Halfling
SQ Martial Flexibility 4/day
Gear; Seven-bladed sword, kusarigama, 9.3 gp

Special Abilities

traits:

Untrained:
Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty. [local]

Reactionary: +2 to initiative

Bred for War:Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Gladiator Born (modified Noble Born campaign trait from Kingmaker): You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill.

Tetori Monk Abilities:

Bonus Feat
A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple,10th level—Pinning Knockout, 14th level—Chokehold, 18th level—Neckbreaker.
These feats replace a monk’s normal bonus feats.
Graceful Grappler (Ex)
A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check.
This ability replaces flurry of blows.
Counter-Grapple (Ex)
At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach.
This ability replaces slow fall.
Break Free (Ex)
At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save.
This ability replaces high jump.
Inescapable Grasp (Su)
At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents’ freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of dimensional anchor. At 17th level, the tetori’s unarmed strike gains the ghost touch special ability, and an incorporeal creature that he strikes gains the grappled condition (Reflex negates, DC 10 + 1/2 the wrestler’s level + his Wisdom modifier). Inescapable grasp is a swift action and lasts until the beginning of the wrestler’s next turn.
This ability replaces abundant step, improved evasion, timeless body, and tongue of the sun and moon.
Form Lock (Su)
At 13th level, a tetori can negate a polymorph effect by touch with a Wisdom check, adding a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori’s ki pool, or an immediate action if a creature the tetori is grappling attempts to use a polymorph effect.
This ability replaces diamond soul.
Iron Body (Su)
At 19th level, as a move action, a tetori can make his tissues ultra-dense for 1 minute as the iron body spell by spending 3 points from his ki pool.
This ability replaces empty body.

Monk abilities:

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.


Brawler Abilities:

Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

gear:

180 gp
-16.7 gp seven bladed sword (crafted)
-4 kusarigama (crafted)
-150 (3 pots of mage armor)
= 9.3 gp

background:

Namtar was bred to please the Father of Victories in glorious combats held in the God-King’s honor. From birth, he has trained and fought on the sands, earning coin and prestige for his masters. He bears the scars of his many bouts proudly on his sun-darkened hide. Each flaw is proof of his strength and favor with the Master of Battles. He fervently believes this is because he prefers to wrestle with his opponents, snapping their necks with the muscles of his arms as the God of the Skies and the Cities did with the Queen of the Bitter Waters at the founding of the empire. He loves the roar of the crowd as he ends a man’s life with nothing but the strength of his arms. He relishes the sense of power and dominance he has been taught to feel at such moments. The sight and scent of blood spilling across the sands, sent there by his steel, is a special kind of beauty. It is his only satisfaction in life.

Over the years, his masters have seen fit to mark him on his neck and arms to count his victories. Skulls to show death matches; open hands to show submissions; broken chains to show is losses. He has only a few broken chains. His previous masters beat him mercilessly for each failure or to drive him into training with greater fervor than before. One overseer that worked for his last master was overzealous with the whip, and Namtar, maddened with pain, killed him with his bare hands. The beating he received from the other trainers nearly killed him. But, he healed, and fought more times in the arena. Beatings still came, but they were more measured and practiced. That was good. He was a slave and should be beaten; all know that life is harsh and unfair and mortals are the slaves of the gods who gave them life. Only through worship of the gods can that harshness be lifted. And, just as mortals must toil and serve the gods without question, so, too, must a slave toil and serve for his master, obeying in all things. If he is to be beat, so be it. But, the master must not be cruel or wasteful with his property.

Three years ago, Zummabu bought Namtar as an investment. He remembers being brought into a room, not an auction block like the last time. He was chained by arrm, foot, and neck to stout rings and stripped. He didn’t even have sandals to cover his feet. That didn’t bother him, occasionally he has fought in matches unveiled to the sky during the most holy of ritual combats dedicated to the Father of all Victories. He was shocked, however, when his future master entered the room. Slaves were never chosen by their masters. Normally, an overseer or trainer made the deal. Who was this Zummabu that deigned to sully his fine robes in a slave stable? Much to the guards’ dismay (there were six in all) his master walked to him and poked and prodded him, feeling muscles, examining his eyes, testing his teeth. Every inch of him was examined, measured, tested.

Gold was exchanged right then. And, once more, he felt the branding iron on his left shoulder and right pectoral as his old owner’s mark was seared away and then replaced by his that of his new owner. The brands still sizzling, he was dragged off by the guards to be sent to Zummabu’s tower.

It was a harrowing experience, to say the least. Every time he traveled to the arenas from his stable, he was moved in cart, locked tight so he couldn’t break free. It was a mercy, and he wouldn’t have broken free even if he’d wanted to. The bars kept the people away. There were too many people in the city. Too many weapons. Anyone could attack him. Those bars gave him security, comfort. But, Zummabu had ordered him to walk with him through the throngs of people to his tower!

Guards had surrounded them as they walked, forming a tight ring of steel about wizard and slave to keep the constant press of people away. Beggar children clamored for coin, the lame called for food and drink. Still others pushed on, intent on their own business. Namtar saw slaves toiling under the lash beside freedmen who were barely better off. The calls of the priests and oracles on the streets and the heady scents of spices and perfumes filled the air and sickened him. He panicked. He snapped his chains and coiled them about his fists…

Then, calm. Zummabu had placed a hand on his arm, and he felt a peace fill his mind, and soothe his tensed muscles. The rest of the walk was a pleasant blur. He could trust Zummabu. Zummabu was his master, and he should be obeyed.

Life as Zummabu’s gladiator has been odd. The wizard insisted that Namtar learn a skill. Why would he need a skill? He is a gladiator, his skill is his ability to kill things. But, his master commanded, so he learned from the blacksmith to craft weapons. It’s useful, in a way. He can forge exactly what he needs, and doesn’t need to waste time with incompetent managers struggling to find the right blade. Zummabu also insists that Namtar learn to read. This is almost impossible, the lines and curves are constantly fighting each other on the scroll, and all the gladiator ends up with is a pounding headache and rage. His master never orders him beaten for his failures, which is the most odd thing of all. But, he was praised when he revealed he spoke the tongue of the half-men.

He still fights for Zummabu in the arenas. And, he has filled his master’s pocket with coin. He has heard the streets ring with his and his master’s names, they love his master for the death his slave brings. They love Namtar.

appearance:

Namtar is a giant of a man, he stands well over 6 feet tall, and has muscles upon muscles upon muscles. He has deep green eyes and is completely glabrous. When he was born, it was the fashion to strip the hair from a gladiator, to better see the blood flowing, so his master saw to it that every scrap of hair fell from his hide, never to return. It was painful, but it is done, and now he is as he is. To protect his near-naked form from the harsh Untheric sun, he coats himself every day in the oils, resins, and waxes as is tradition in Unther. As such, he fairly glistens in the light.

The waxes and oils bring attention to the many Scars that cover his body from his countless battles. A prominent scar runs down his face over one eye, that mercifully still works. Battling with the scars for space on his body are the brands and tattoos. They tell a story of his combats and owners, all the way to his first owner and match. He is proud of them, and runs his fingers over them as a mantra to calm himself.

He enjoys bardic songs, although he has no skill himself. Any story is a welcomed treasure, and will earn undying gratitude and friendship. He has no tolerance for strong food or drink; he’s never tasted beer or wine. His free time is devoted to honing his skills and keeping himself in fighting form. He gives off an air of grim stoicism, it does no good to know the others in the stable--they’ll most likely be dead or sold the next day. But, he has a sense of humor and will grunt with amusement at a good joke. Ever since he was bought by Zummabu, he has learned to enjoy conversation, even if most of what he says is filled with references to combat and the arena. His voice deep and gravelly, more accustomed to grunting and primal roars than forming human words

He has a fondness for children and their games. He’s sure that he has sired several, and he’ll never know them. That doesn’t bother him very much. He would feel bad if he left a child an orphan after dying on the sands. And, being a gladiator, it’s possible he’d one day face off against his own son or daughter in the arena. No, it’s a mercy not knowing. Still, the coin Zummabu permits him to have (another oddity… why would slaves need coin!?) finds its way into a child’s hands or given to vendors for sweetmeats and the like for the beggar children that plague Dalath’s streets. He never played at children’s games, even when he was a child. His days were spent learning to fight and die for the amusement of others. He’s always fascinated by their games and will sit in the dust with a group to play sticks or stones or ball.

Typically, he wears only a loincloth and sandals, with a few bits of spiked leather criss-crossing his chest and decorating his shoulders, forearms, and legs. They’re useless bits of scrap, although they do look imposing. Across his back, he has sheathed a massive sword with seven smaller hooks jutting from the blade. A sickle and hammer connected by a coiled chain dangles from one of the leather straps.