Droogami

Rok - Celestial Dire Tiger's page

167 posts. Alias of DM Livgin.


Full Name

Rok - Dire Tiger

Race

Perception: +7; Darkvision 60ft., Scent | Heat Shimmer 0/6, Ki 0/6, Place Magic 4/6, Spells: 2nd-2/4 1st-4/5, Stunning Fist 7/7, Wild Shape 2/4 |

Classes/Levels

Active Effects: Bark Skin, Cloak of Shade, Delay Poison, Mage Armor, Planer Wild Shape, Shield, Bless, Fatigued

Gender

Dwarf Menhir Savant / Tetori 10 | AC33 T18 F26; DR 5/evil; Resist Acid, Cold, Electricity, and Negative 10 | HP 64/97 | CMD:34 (42 grapple) | F:+16 R:+12 W:+15; SR 15| Init:+4 |

About Rok - Celestial Dire Tiger

The dire tiger charges into battle, it's celestial coat turning aside spell, blade and bile.

Dwarf Menhir Savant 4 / Tetori 6
LN large humanoid (dwarf)
Init +4; Senses Darkvision 60ft., scent; Perception +7
Defense
AC 23, touch 19, flat-footed 19 (+2 deflection, +3 dex, +1 insight, +1 monk, +4 natural, -1 size, +3 wis); +2 vs aberrations
AC 27, touch 19, flat-footed 23 (+4 armor) w/ mage armor
AC 30, touch 19, flat-footed 26 (+7 natural) w/ mage armor, barkskin
AC 34, touch 19, flat-footed 30 (+4 shield) w/ mage armor, barkskin, shield
AC 38, touch 23, flat-footed 30 (+4 dodge) w/ mage armor, barkskin, shield, Ki
hp 97 (4d8+6d8+4+40)
Fort +16, Ref +12, Will +15; +3 vs. poison, spells, and spell-like abilities, +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +3 vs. death
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10, negative 10; SR 15
Offense
Speed 60 ft.
Melee unarmed strike +12 (2d6+6) or;
bite +12 (2d6+6 plus grab), 2 claws +12 (2d4+6 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks heat shimmer (6 rounds/day, DC 15), place magic (6/day), pounce, rake (2 claws +12, 2d4+6), smite evil 1/day (+0 attack and AC, +10 damage), stunning fist (7/day, DC 18), wild shape (4/day)
Druid Spells Prepared (CL 6th; concentration +9)
2nd —barkskin (2), lesser restoration, shifting sand
1st —cheetah's sprint (2), cloak of shade, frostbite, liberating command
0 (at will)— create water, detect magic, guidance, read magic
Domain Desert
Statistics
Str 22, Dex 16, Con 18, Int 10, Wis 16, Cha 5
Base Atk +7; CMB 18 (33 grapple; 20 bullrush and overrun)); CMD 37 (43 vs. grapple; +2 vs aberrations)
Feats Celestial Obedience (Falayna), Greater Grapple, Improved Grapple, Improved Unarmed Strike, Lunge, Planar Wild Shape, Power Attack, Shaping Focus, Stunning Fist, Stunning Pin
Traits Glory of Old, Magical Knack
Skills Acrobatics +7, Climb +14, Diplomacy -1, Fly +11, Handle Animal +8, Intimidate +6, Knowledge (nature) +10, Knowledge (planes) +5, Linguistics +1, Perception +7, Sense Motive +3, Spellcraft +4, Stealth +3, Survival +7, Swim +10
Armor Check Penalty 0
Languages Ancient Osiriani, Druidic, Dwarven, Elven, Gnome, Taldane
SQ break free (re-roll entangled, paralyzed, slowed, or staggered), counter-grapple, dwarf blood, fast movement (+20), graceful grappler, ki pool (6, magic), maneuver training, nature bond (Desert domain), purity of body, relentless, spirit sense, stonecunning

Combat Gear
acid flask (2),
alchemist fire,
antitoxin,
bullets (cold iron),
bullets (silvered),
dispelling amulet of mighty fists,
holy water (2),
liquid ice (2),
masterwork cold iron scimitar,
oil of bless weapon,
potion of mage armor
rod of lesser metamagic (extend),
scroll of breath of life,
scroll of carry companion (3 charges),
scroll of lesser restoration (1 charges),
scroll of shield (1 charges),
scroll of shield (6 charges),
sling, -
vibrant purple prism (cracked) ioun stone (store one spell: shield),
wand of cure light wounds (10 charges),
wand of cure light wounds (50 charges),
wand of mage armor (36 charges),
wand of magic fang (21 charges),
wand of obscuring mist (49 charges)
wand of shield (47 charges),

Other Gear
armbands of the brawler,
backpack (masterwork),
bandoleer,
belt of physical might +2 (str, con)
bloodvine rope (break DC 30),
boxing dummy,
cloak of resistance +3,
courtier's outfit,
deep red sphere ioun stone (+2 dexterity),
diamond dust (750 gp)
druid's vestments,
dull grey ioun stone (spell level 4),
dusty rose prism ioun stone (+1 insight to AC, +2 CMB/CMD w/ resonance),
dusty rose prism (cracked) ioun stone (+initiative),
gauntlet of skilled maneuvers (grapple),
grapple hook,
headband of inspired wisdom (+2 wisdom),
jewerly (rings, 50g),
magnesium power components (5),
masterwork tool (beard braid grooming kit; diplomacy vs. nobles. 8/10),
masterwork tool (cheat sheet; spellcraft identify items),
Mind Crystal (Reroll compulsion save every turn),
Nexus Crystal (Resist 10 negative energy),
pink and green sphere (cracked) ioun stone (+1 handle animal),
pearl of power I,
polymorphic pouch,
ring of eloquence,
ring of protection +2,
rope (knotted, 50 ft, break DC 23),
rope (silk, break DC 24),
saltpepper (6),
smelling salts,
spider silk rope (break DC 25),
lesser caster's tattoo (Boon limitations),
lesser talisman of warrior's courage, (not worn)
Unlife Gem (+4 resistance vs. death, absorbs negative levels)
urea (10),
wayfinder,

Tactics (how to bot):
Rok attempts to grapple and then pin enemies.

[dice=Grapple]1d20+33[/dice]
[dice=Grapple, maintain]1d20+38[/dice]

[dice=fortitude]1d20+16[/dice] [*ooc]+3 vs. poison, spells, and spell-like abilities, +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +3 vs. death[/ooc]
[dice=reflex]1d20+12[/dice] [*ooc]+3 vs. poison, spells, and spell-like abilities, +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +3 vs. death[/ooc]
[dice=will]1d20+15[/dice] [*ooc]+3 vs. poison, spells, and spell-like abilities, +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +3 vs. death[/ooc]

[dice=diplomacy]1d20-1[/dice]
[dice=knowledge(planes)]1d20+10[/dice]
[dice=perception]1d20+7[/dice]
[dice=spellcraft]1d20+4[/dice]

Grapple Rules Reference:
Grapple Flow Chart

Secret unofficial answers:
1: Maintaining is something that always happens on the turn after. Period.
2: Rake attacks are bonus free action attacks.
3: No two weapon fighting.
4: tied up does not equal helpless or bound.
5: No grab/constrict full attack chains.
6: grap can -20 to avoid the grappled condition, no more, no less.
7: armor spikes a weapons. Not a lot more there.

Maneuver
Grappling:As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

Conditions:
Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Universal Monster Rules
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.

Temporary Gear:

notes:

Pathfinder Agent Dossier:
Agent No.: 156828-5
Faction: Scarab Sages
Experience: 28
Prestige: 16
Fame: 51

Faction Journal:
Season 8: 1 Goal
Season 7: 2 Goal
Season 6: 6 Goals
Scribe: +2 saves vs. death
Soul Warden: +4 con for hp death.

Boons:
Rescued the Minotaur Prince: +1 to Int/Cha checks in Absalom.
Snowmask Induction: Endure Elements (Su) in cold, down to 0 deg F.
Explore, Report, Cooperate: One question of the GM.
Friend of Janira Gavix: +1 Knowledge in Grand Lodge.
Zamir coerced into joining the Society: +4 circumstance bonus to specific checks, 1d4 hours.
Icy Jewel Recovery: Free ice diamond shard, +2 saving throw after rolling, or +1 CL once.
Warm Friend in a Cold Land: +2 Diplomacy in Irrisen,
Wartime Knowledge: +1 DV, OM, and Morale in Mass Combat.
Acquainted with Aslynn: Aslynn knows of Rok.
Nexus Crystal: Has the minor artifact Nexus Crystal.
Ghoul Hunter: +1 AC vs ghoul/ghast natural attacks. +1 Fort vs ghoul/ghast disease, paralysis, and stench.
Djinni's Admiration: Admiration of Jairo.
Gnoll Tactics: Opens character options.
Impressive Influence: Impressed the following individuals (Nigel Aldain, Alexander Bedard, Hamaria Blakros, Jeon Reang-Woo, Rubaani Shafar)
Mind Crystal: Has the minor artifact Mind Crystal.
Hypnotic Therapy: Expended to retrain.
Averaka-Trained: Opens character options.
Magic Tattoo (4 3/5): Limited use lesser caster's tattoo.
Accumulating an Army (Elven Uprooters): Secured the aid of the Uprooters in the Worldwound.
Bonekeep SPOILER: SPOILER
Inubrix Ore: Able to purchase an Inubrix weapon.
Unlife Gem: Has the minor artifact Unlife Gem 4/5 charges.
Exemplar of the Order: Check two faction journal boxes per mission.
Savior of knowledge: +5 knowledge in Absalom/Osirion. Check for +20 anywhere.
Torch's Respect: +2 Diplomacy, Bluff, Intimidate vs Torch and his agents.