Riptide Snaggletooth's page

100 posts. Organized Play character for Uktar.

Full Name

Riptide Snaggletooth


Speed 40ft | Rage: 11/16 | Spells: 2/day (2/2): Frostbite, Magic Missile, Shocking Grasp | Active Conditions: Uncanny Dodge,


HP: 56/56 (68/68 raging) Sonic HP: 28/28 (34/34 Raging) (AC: 18+1/11+1Tch/18+1FF (Current:-/-Tch/-FF )| CMB: +12 (+2Raging), CMD: 23 | F: +10(+3 rage), R: +6, W: +6 | Init: +2| Perc: +10, SM: +2

About Riptide Snaggletooth

Riptide Snaggletooth
PFS# 100685-12

Male halforc Crossblooded Rageshaper (Aberrant/Abyssal bloodlines)
N Medium humanoid (Human and Orc)
Init +2; Senses Darkvision 60’, Perception +10
AC 18, touch 11, flat-footed 18 (+6 armor, +1 Dex, +1 Natural Armor)
hp 56 (6d10+12+4)
Fort +10 (+3 while raging), Ref +6, Will +6

Speed 40 ft.
[dice=Rage, PA Bite] 1d20+16-2[/dice]
for [dice=magic B,P&S dmg]1d8+11+4[/dice]
[dice=Raging PA Claw#1]1d20+16-2[/dice]
for [dice=magic B&S dmg]2d6+11+4[/dice]
[dice=Raging PA Claw#2]1d20+16-2[/dice]
for [dice=magic B&S dmg]2d6+11+4[/dice]
Melee +1 adamantine falchion: +13 (2d4+10 magic S dmg/18-20) (power att: -2/+6)
Raging: +15 (2d4+13 magic S dmg/18-20) [/b] (power att: -2/+6)
Raging & Enlarged: +15 (2d6+15 magic S dmg/18-20) [/b] (power att: -2/+6)

C.I. mw Falchion +13 (2d4+9/18-20) (power att: -2/+6)
Raging: +15 (2d4+12/18-20) [/b] (power att: -2/+6)
Raging & Enlarged: +15 (2d6+13/18-20) [/b] (power att: -2/+6)
CI Longspear +12 (1d8+9 /x3) [/b] (power att: -2/+6)
Raging: +14 (1d8+12 / x3) [/b] (power att: -2/+6)
Raging & Enlarged: +14 (2d6+13 / x3) [/b] (power att: -2/+6)
CI Heavy Flail ] +12 (1d10+9 /19-20) [/b] (power att: -2/+6)
Raging: +14 (1d10+12 / 19-20) [/b] (power att: -2/+6)
Raging & Enlarged: +14 (2d8+13 / 19-20) [/b] (power att: -2/+6)
CI Heavy Pick ] +12 (1d6+9 / x4) [/b] (power att: -2/+6)
Raging: +14 (1d6+12 / x4) [/b] (power att: -2/+6)
Raging & Enlarged: +14 (1d8+13 / x4) [/b] (power att: -2/+6)
CI Cestus +12 (1d4+6/ 19-20) (power att: -2/+4)
Raging: +14 (1d4+8 / 19-20) [/b] (power att: -2/+4)
Raging & Enlarged: +14 (1d6+9 / 19-20) [/b] (power att: -2/+4)
Bite: +12 (1d4+6) (power att: -2/+4)
Raging: +16 (1d6+10) [/b] (power att: -2/+4)
Raging & Enlarged: +16 (1d8+11) [/b] (power att: -2/+4)
Claws: Raging: +16 (1d8+10) [/b] (power att: -2/+4)
Raging & Enlarged: +16 (2d6+11) [/b] (power att: -2/+4)

Ranged +3str darkwood comp longbow +8 (1d8+3/×3)
Club +7 (1d6+6/20) 10'range

Statistics Str 22, Dex 12, Con 15, Int 7, Wis 10, Cha 12
Base Atk +6/+1; CMB +12; CMD 23
Feats Power Attack, Raging Vitality, Aberrant Tumor
Traits Dangerously Curious, Fate’s Favored, Indomitable Faith (boon) [/spoiler]

Skills Acrobatics +7, Climb +10, Diplomacy +1, Intimidate +5, Perception +10, Sense Motive +2, Stealth 0, Survival +4 (Tracking +4), Swim+9, UMD +6

Languages Common, Orc

Special Abilities
Uncanny Dodge
Bloodline Powers: Claws (1st), Demonic Bulk (4th)
Rageshaper Bestial Aspect (4th lvl) replaces Blood Sanctuary


Amulet of Mighty Fists: Furious
Cloak of Resistance +1
Mithral Breastplate (Agile)
+3 Str Darkwood Composite Longbow
10 Ghost Salt Arrows (cold iron)
10 cold iron arrows
10 blunt cold iron arrows
+1 adamantine falchion
masterwork cold iron falchion
cold iron heavy pick
cold iron heavy flail
cold Iron Longspear
cold iron cestus
2 clubs
Explorer's Outfit
Barbarian Kit

2 Bandoliers:
4 Holy Water flasks
5 Alchemist Fire flask
5 Acid
Wand of Cure Light Wounds
Wand of Infernal Healing
Wand of Shield
wand of Long Arm
Wand of Heightened Awareness
Wand of Magic Missile

2 Spring-loaded Wristsheathes
Cure Serious Potion
Wand of Long Arm

Scrolls: Magic Weaponx2, Feather Stepx2 (UMD-bard druid ranger), Mage Armorx4 (UMD)


Sonic the Hedgehog, Aberrant Tumor Familiar:

Diminutive animal
Init +3; Senses low-light vision; Perception +9
AC 21, touch 17, flat-footed 18 (+3 Dex, +1+3 natural, +4 size)
HP 28 (6HD) Fast Healing 5 when attached to master
Fort +3, Ref +5, Will +3

Speed 20 ft.
Space 1 ft.; Reach 0 ft.
+8 to hit

Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7
Base Atk +5; CMB +4; CMD 9 (13 vs. trip)
Feats Athletic, Combat Reflexes, Bodyguard
Skills Acro: +9 Climb +8, Perception +9, Stealth +19, Swim +5

The master of a hedgehog familiar gains a +2 bonus on Will saves.
Fast Healing 5 when attached to master
Speak With Master

Spiny Defense (Ex)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

TUMOR FAMILIAR (Via Aberrant Tumor Feat)
The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

EMISSARY Familiar:
DIVINE GUIDANCE(Sp) An emissary can cast guidance at will. This replaces alertness.

SHARE WILL (Su) Whenever emissary or master fails a save v mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
This replaces share spells.

At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.

TACTICS SUBDOMAIN: Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.