Supreme Hunter

Riku "The Harpoon" Yumehito's page

125 posts. Alias of Fiasko.


Full Name

Riku “The Harpoon” Yumehito

Race

| HP 82/82 | AC 22 T 14 FF 18 | CMB +14, CMD 27 | F: +8, R: +9, W: +4 | Init: +3 | Perc: +8, SM: +5

Classes/Levels

| Speed 30ft | Ranged: Crossbow +11 1d8, Melee: Unarmed Strike +15 1d10+9, +1 Keen Harpoon Leg +15 1d10+9 Active conditions: None.

Gender

CG Brawler Contructed Pugilist 9

About Riku "The Harpoon" Yumehito

This Tian man has dark black hair, guarded eyes, and a toothy smile. His prosthetic leg ends in sharp spikes like a harpoon.

Riku "The Harpoon" Yumehito

Brawler 9
N Medium humanoid (Skinwalker)
Init +2; Senses Perc +8, SM +5,

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Defense
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AC 22, touch 15, flat-footed 18
HP 75
Fort +8, Ref +9, Will +4

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Offense:

Speed 30 ft.
Melee Unarmed strike +15 1d10+9, harpoon leg +15 1d10+9
Ranged Crossbow +11 1d8+2
Space 5 ft.; Reach 5 ft.

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Statistics
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Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 12
Base Atk +8/3; CMB +13 (+17 to Grapple, +16 Reposition); CMD 27 (+31 vs Grapple & Reposition)
Feats Improved Unarmed Strike, Improved Two-weapon Fighting, Dirty Fighting, Combat Reflexes, Step up, Improved Repositioning, Extra Feature, Pummeling Style, Pummeling Charge, Improved Grapple
Traits Seeker, Pathfinder
Languages Tian, Common,
SQ
Skills Acrobatics +7, Climb +9, Craft: Clockwork +4, Craft: Weapons +4, Escape Artist +6, Handle Animal +5, Intimidate +5, Knowledge: Dungeoneering +3, Kn: Local+3, Perception +8, Profession Pearl Diver +4, Sense Motive +5, Swim +10,
Combat Gear , Crossbow (light)
Other Gear Brawler's kit, +1 Chain shirt, Cloak of Resistance +1, +2 Belt of Strength, Ring of Protection +1, +1 Keen Prostetic leg, +1 AoMF, 10 Bolts (10)

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Special abilities

Constructed Limb (Ex):

A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points. She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes.

The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie).

Grapnel Arm:
The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature, except it requires only a hit (not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded (a standard action).

Vicious Spikes:
Long spikes protrude from the limb, causing it to deal bludgeoning and piercing damage and increasing its critical multiplier to ×3. A constructed pugilist who has the vicious blades limb modification can’t select this modification.

Brawler’s Flurry (Ex):

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 (Ex) Grapple & Reposition:

At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

Knockout (Ex):

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.

Brawler’s Strike (Ex):

At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Full Attack Code:
[dice=Punch 1]1d20+13[/dice]
[dice=Damage]1d10+9[/dice]

[dice=Harpoon Kick]1d20+13[/dice]
[dice=Damage]1d10+9[/dice]

[dice=Punch 2]1d20+10[/dice]
[dice=Damage]1d10+9[/dice]