Fighter

Stephen Rogerson's page

160 posts. Alias of Crisischild.


Full Name

Stephen Rogerson

Race

Human

Classes/Levels

Stats:
Brawler/7 AC: 23,15,19; HP: 74/74; Saves: 9,10,7; Init+7; Per+11

Gender

Male

Size

Medium

Age

23

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Elven

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 12

About Stephen Rogerson

Male Human Brawler(Shield Champion/Mutagenic Mauler)/7
LG Medium Humanoid (Human)
Deity: Iomedae
Init +7
Senses Normal Vision; Perception +11
ACP -1

====================
Defense
====================
AC 23, touch 15, flat-footed 19
HP 74/74
Fort +9, Ref +10, Will +7
CMD 25
====================
Offense
====================
Speed 30 ft.
Melee
Unarmed +12/+7 1d8+6/1d8+6
Shield Bash +12/+7 1d8+6+/1d8+6
Range
Shield Throw +10/+5 1d8+4/1d8+4

BAB +7
CMB +11
====================
Statistics
====================
Str 18, Dex 1+, Con 14, Int 12, Wis 12, Cha 12
Skills Acrobatics +12; Climb + 8; Intimidate +10; Know(Dungeoneering) +10, Know(Local) +10, Perception +11, Sense Motive +10; Swim +8
Languages Common, Elven
Traits Armor Expert; Shield Bearer

Tracked Resources:

Shield Bearer 1/1
Mutagen(Strength/Int; +2 Natural Armor, +4 STR,-2 INT, +2 Bonus on Melee Damage Rolls, low-light vision, +10 Speed; 70 Min) 1/1

Feats:

Dodge: +1 Dodge Bonus to AC.
EWP: Throwing Shield: Knows how to use Throwing Shields
Improved Initiative: +4 Initiative.
Improved Unarmed Strike: Can deal Lethal damage with unarmed strikes, does not provoke AOO's with unarmed strike, does more damage with unarmed strike, may make unarmed strikes with hands full. Apply full strength modifier to unarmed strike.
Iron Will: +2 on all Will saving throws.
Shield Focus: +1 AC bonus granted by shields.
Pummling Style: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.
Toughness: +3 HP. +1HP/Level after level 3.

Special Abilities:

Archetype: Mutagenic Mauler/Shield Champion

Additional Traits: 2 extra traits.
Armor Expert: -1ACP to armor worn.
Beastmorph: Starting at 4th level, a mutagenic mauler gains additional abilities when using her mutagen. At 4th level, she gains low-light vision and a +10 enhancement bonus to her base speed. At 9th level, she gains darkvision to a range of 30 feet and a climb speed of 15 feet. At 13th level, the enhancement bonus to her base speed increases to +15 feet and she gains the scent ability within 30 feet. At 18th level, her climb speed increases to 30 feet, and the enhancement bonus to her base speed increases to +20 feet.
Bonus Feats:At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.
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.
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.
Close Weapon Mastery: Close Weapons do 1d6 Damage.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Knockout: At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
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: 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.
Returning Shield: At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion's attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic's adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability. If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler's flurry.
Shield Bearer:When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Throw Shield: t 3rd level, a shield champion can throw a heavy or light shield as a normal (non-improvised) thrown weapon with a range increment of 10 feet or the shield's range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield. At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. At 11th level, a shield champion gains Shield Master as a bonus feat. She must meet all prerequisites before selecting that feat.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawlers' attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full.

Armor Proficiency: Light, Shields(Except Tower)
Weapon Proficiency: All Simple; Throwing Shield

Combat Gear:

Belt of Physical Might Str/Con +2 (10000 GP, +2 enhancement bonus to Strength and Constitution.)
Brawling Elven Chain (6150 GP, 20 WGT, +6 AC, +4 Dex, -0 ACP, Mithral, Treated as Light Armor, +2 bonus on unarmed attack and damage rolls and maneuver checks made to grapple, Unarmed Strikes count as magic for bypassing DR.)
Cloak of Resistance +2 (4000 GP, +2 resistance bonus to all saves.)
Explorer's Outfit (0GP, 8WGT)
Heavy Steel Bashing Mithral Throwing Shield (2070GP, 7.5WGT, +2 AC, -1 ACP, Does bash damage as shield 2 times larger, Acts as +1 weapon when used to Bash, Can be thrown as a free action 20' range.)

Gear:

Carried:
Acid Flask (2) (20GP, 2WGT)
Backpack, Masterwork (50GP, 2WGT)
Bedroll (1SP, 5WGT)
Grappling Hook (1GP, 4WGT)
Ioun Torch (75GP)
Mess Kit (2SP, 1WGT)
Potion of Cure Moderate Wounds (3) (2d8+3, 900GP)
Rope, Silk (50Ft) (10GP, 5WGT)
Soap (5SP, 1WGT)
Sunrod (4) (4GP, 4WGT)
Trail Rations (7) (3.5GP, 7WGT)
Waterskin (2) (2GP, 8WGT)

Platinum: 0
Gold: 210
Silver: 1
Copper: 9

Encumbrance: 69WGT Light Load.

Skills:

Skills/Level: 5
Total Mod = Skill + Ranks + Misc

Levels:

+5 Skill Points/LVL
Favored Class: Brawler
Level 1: Brawler; FCB: +1HP
Level 2: Brawler; FCB: +1HP
Level 3: Brawler; FCB: +1HP
Level 4: Brawler; FCB: +1HP
Level 5: Brawler; FCB: +1HP
Level 6: Brawler; FCB: +1HP
Level 7: Brawler; FCB: +1HP
===============================
Human Bonus Feat: Iron Will
Level 1 Feat: EWP: Throwing Shield
Level 2 Brawler Bonus Feat: Shield Focus
Level 3 Feat: Pummling Style
Level 5 Feat: Dodge
Level 5 Brawler Bonus Feat: Improved Initiative
Level 7 Feat: Toughness

Physical Description:

Heigth: 6'6"/198cm
Weight: 230lbs/105kg
Eyes: Pale blue
Hair: Light blonde

Useful Dice: