Hasari

Oren Mitabu's page

1,183 posts. Alias of Gerald.


Race

Tien Female Mutagenic Mauler 7 | HP 66/66 | AC (26)23/15/21| F+8(+11),R+8(+11),W+4(+7)(+2 v. , compulsion and emotions) |

Classes/Levels

Init.+2, Perc.+11 | CMB +2 (+14 Bull Rush)(+13 Sunder); CMD 24 (26 v Bull Rush)(25 v Sunder)| while under effects of mutagen, gain +10 to speed, +2 to damage and low light vision.

About Oren Mitabu

CG Female Human Brawler (Mutagenic Mauler) 7

Init. +2; Perception +11
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Defense
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AC 23 (10 + 6 Mithral Armor + 2 Deflection + 2 Shield + 1 Dodge + 2 Dex), touch 15, flat footed 21
HP: 66/66 (7d10 + 14 Con. + 7 Favored Class)
Fort: +8 (5 Base + 2 Con + 1 magic)
Ref: +8 (5 Base + 2 Dex + 1 magic)
Will +4 (2 Base + 1 Wis + 1 magic)
*+2 trait bonus on saving throws against charm, compulsion, and emotion effects.
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Offense
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Speed 30'
Melee
+14/+9, +1 Unarmed Strike, 1d8 + 5 +1+2+1 (x2); or
+12, +1 Unarmed Strike, 1d8 +5 + 1 +2+1 (x2), and +12, +1 Unarmed Strike, 1d8+5+1+2+1 (x2), and +7, +1 Unarmed Strike, 1d8+5+1+2+1 (x2), or
+12/+7, Silver Handaxe, 1d6+4 (x3); or
+12/+7, Cold Iron Handaxe, 1d6+5 (x3), or

Melee with Mutagen
+16/+11, +1 Unarmed Strike, 1d8+ 5 + 2+1 +2+1+2 (x2); or
+14, +1 Unarmed Strike, 1d8+ 5 + 2+1+2+1 (x2), and +14, +1 Unarmed Strike, 1d8+ 5 + 2+1 +2+1+2 (x2), and +9, +1 unarmed strike, 1d8+5 +2 +1 +2 + 1 +2 (x2)

Ranged
+9 Dart, 1d4+5 (x2) 20' range
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Statistics
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STR18(20), DEX14, CON14, INT10, WIS13, CHA10

BAB: +7 ; CMB +12 (+14 for Bull Rush)(+13 for Sunder); CMD 24 (26 vs Bull Rush)(25 for Sunder)

Languages: Common, Tien

Feats:

Spoiler:

1. Weapon Focus (Unarmed Attack)
H. Power Attack
B. Improved Unarmed Strike
B2. Dodge
3. Pummeling Style
RebellionBonus. Stealthy.
5. Combat Reflexes
5BrawlerBonus. Weapon Specialization (Unarmed Strike)
7. Mobility

Skills:

Spoiler:

35 ranks(4 Class +1 Human/level +2 background skills/level)

Acrobatics +12 (7 ranks + 2 Dex + 3 Class)
Appraise +7 (7 ranks + 0 Int)
Climb +9 (1 rank + 5 Str + 3 Class)
Escape Artist +13 (6 ranks + 2 Dex + 3 Class + 2 Feat)
Heal +5 (1 rank + 1 Wis + 3 Class)
Know. Local +8 (5 ranks + 0 Int + 3 Class)
Perception +11 (7 ranks + 1 Wis + 3 Class)
Profession Herbalist +11 (7 ranks+ 1 Wis + 3 Class)
Sense Motive +10 (6 ranks + 1 Wis + 3 Class)
Stealth +6 (2 ranks + 2 Dex + 2 Feat

Brawler Abilities:

Spoiler:

*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 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.

*Mutagen: (Su) At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist's mutagen and uses the brawler's class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else. At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery. This ability replaces martial flexibility.

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

*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.

*Bonus Combat Feat 2nd Level: Dodge

*Brawler's Flurry: Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

*Maneuver Training I: Bull Rush.

*Knockout 1/day.

*Brawler Bonus Combat Feat: Weapon Specialization (Unarmed Strike)

*Brawler’s Strike (Magic)

*Close Weapon Mastery.

*+2 on damage when under effects of Mutagen.

*Maneuver Training 2: Sunder

Character Traits:

Spoiler:

*Quain Martial Artist: Benefit: You gain a +1 trait bonus on damage with unarmed attacks.

*Principled: Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Gear:

Spoiler:

Wealth 5 silver 2 copper plus 281 gold

Belt of Giant Strength +2
Cloak of Protection +1, 1000 gold
+1 (both offensive and defensive) metal klar
Amulet of Mighty Fists +1
Ring of Protection +1
Slippers of Spider Climb
+2 Mithral Chain Shirt,
Potion of Touch of the Sea, 50 gold
Oil of Bless Weapon (x2), 200 gold
Oil of Magic Weapon (x2), 100 gold
Potion of CMW X3
Potion of Cure Light Wounds (x4)
Potion of Bear’s Endurance
Potion of Cats Grace, 300gold
Potion of Endure Elements, 50 gold
Potion of Protection from Evil, x3 50 gold
Potion of Shield of Faith +2, 50 gold
Potion of Barkskin, 300 gold
Potion of Divine Favor x2, 100 gold
Potion of Enlarge Person, 50 gold
Ioun torch, 75 gold

Silver Handaxe, 26 gold
Masterwork Cold Iron Handaxe, 12 gold
Spiked Gauntlet, 5 gold
Dart (x6), 3 gold

Alchemist's Fire, 20 gp
50' silk rope, 10 gp.
Acid, 10 gold
Holy Water, 25 gold
Antitoxin, 50 gold
Alchemist's kit: 40 gp
*includes all of the below
-alchemy crafting kit,
-backpack,
-bedroll,
-belt pouch,
-flint and steel,
-ink,
-inkpen,
-iron pot,
-mess kit,
-soap,
-torches (10),
-trail rations (5 days),
-and a waterskin.

Appearance:

Spoiler:

Oren was born in Quain, and her Tien heritage is very evident in her dark hair and skin. She is approaching 30 years of age, quite a bit older than most intrepid adventurers. She is quite fond of wearing loose fitting robes, which cover her chain shirt worn when she expects trouble. Unless preparing for adventures, she is typically unarmed, but she has two gleaming handaxes that she is quite proud of, and knows how to use with deadly efficiency when necessary. She keeps numerous packets of dried herbs on her for whatever purpose and normally has at least one vial premixed with water or alcohol. She guards the secret of how her mutagen is brewed tightly.

Oren has a wonderfully sweet disposition, always with a kind word and a friendly smile for the townsfolk. She comes across as a simple, kindly merchant who keeps to herself.

Background:

Spoiler:

Oren was born in Quain to merchant parents. They dealt in exotic spices and herbs found in Tien, and made the perilous journey to the more populous lands roughly once per year. She learned quite a bit from her parents, but they were too busy to babysit a toddler on their expeditions. Oren was enrolled at one of the numerous monasteries in the area, her parents figuring a bit of discipline would do the girl well while the family continued to make their journeys and profit.

Oren wasn't a great fit for the discipline required to live a monastic life. To everyone's surprise, she made it up until the age of sixteen before, her headstrong manner brought her into conflict with an instructor. As soon as she heard her parents were back in town, Oren packed up her belongings, and surprised them with a pop in visit. She proudly announced she was ready to join them on their travels. A bit hesitant, her parents finally gave in and allowed her to make the big trip. It was a completely miserable experience. Oren swore she'd never be that cold ever again.

Once they reached Kintargo, Oren had enough. She kissed her mother and father on the cheek, and said she was going no further. Her parents gave her a decent sum of gold to provide, and she told them she would see me when they came back through in six months on the return trip.

Oren marched up to Madame Odde's shop, Odde & Daughter Herbs, and put her knowledge of exotic herbs to work. Madame Odde was quite pleased to bring the girl on, and Oren made enough to keep herself up, until her parents visited again. Oren worked for Madame Odde for ten years, until the old lady finally closed the business. Oren didn't have enough gold to keep the shutters open, so she continued to make a living by selling herbs at any of the local markets. She has a small but loyal following, and her advice has helped the citizens in many ways.

Oren has seen the changes in Kintargo recently and she doesn't like them. After the protect at Aria park, and hearing rumors about the new group of rebels throwing off the tyrannical shackles, she has decided now is the time to act. She blew the dust off her hand axes and her chain shirt, and is ready for action. She wants to throw her lot in with this young group, and make the legendary Silver Ravens proud.


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