Fighter

Steven_Rogers's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Steven Rogers

Race

Andoren

Classes/Levels

Shield Champion 7

Gender

Male

Size

Medium

Age

23(Born 83 years ago.)

Special Abilities

XP: 19/21 , GP: 4,534

Alignment

Neutral Good

Location

Almas, Andoran

Languages

Common, Skald, Tien, Polyglot

Occupation

Soldier

Homepage URL

Brawler Reference

Strength 17
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 10
Charisma 7

About Steven_Rogers

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Character Inspired by the Marvel Comics character Captain America.
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Steven Rogers was born from Andoren colonists in Elesomare, North Arcadia. Once a frail young man, now Cpt. Steven Rogers is a super soldier spawned from a top-secret Andoran military experiment.

Trapped in ice during a mission in the Lands of the Linnorm Kings 60 years ago, Rogers now lives in a world unfamiliar to him.

Steve is good friends with Logan and T'Chara.

Fighting Styles:

- Trained Fighting Styles -
Demonic Style
Dolphin Style
Dragon Style
Jabbing Style
Pummeling Style
Scorpion Style
Shark Style
Snapping Turtle Style
Stick-Fighting Style
Tiger Style
Upsetting Shield Style
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---In Training---
Wis 13
--> Asura Style
--> Dragonfly Style
--> Perfect Style
--> Monkey Style
-
-&- Combat Reflexes
----> Indomitable Mountain Style
----> Panther Style
----> Barracuda Style
-
-&- Improved Grapple
----> Kraken Style
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-&- Knowledge(Nature) 3
----> Wolf Style
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Sense Motive 3
--> Snake Style
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Intimidate 3
--> Boar Style
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Perform(Dance) 3
--> Janni Style
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Blind-Fight
--> Blinded Blade Style
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Bodyguard
-&- Combat Reflexes
----> Vanguard Style
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Cleave
--> Cerberus Style
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Dodge
--> Crane Style
--> Mobility
----> Charging Stag Style
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Exotic Weapon Proficiency(Whip)
--> Wyvern Fury Style
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Improved Bull Rush
--> Street Style
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Improved Grapple
--> Bull-Catcher Style
--> Grabbing Style
--> Tatzlwyrm Claw Style
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Step Up
--> Skyseeker Style
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Weapon Focus(Any)
--> Outslug Style
-
Weapon Focus(Gauntlet/Spiked Gauntlet)
--> Shield Gauntlet Style
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Weapon Focus(Quarterstaff, Polearm, or Spear)
--> Shielded Staff Style
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Weapon Focus(Any Spear or Polearm)
--> Spear Dancing Style
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Weapon Focus(Thrown)
--> Startoss Style
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Weapon Focus(Heavy Blade or Light Blade)
--> Swordplay Style

Levels:
-=Levels=-
1st +1 +2 +2 +0 Brawler's cunning, martial flexibility, martial training, unarmed strike1d6
2nd +2 +3 +3 +0 Bonus combat feat, brawler's flurry (Two-Weapon Fighting) 1d6
3rd +3 +3 +3 +1 Throw Shield 1 1d6
4th +4 +4 +4 +1 AC bonus +1, knockout 1/day 1d8
5th +5 +4 +4 +1 Bonus combat feat, Returning Shield, close weapon mastery 1d8
6th +6/+1 +5 +5 +2 Martial flexibility (swift action) 1d8
7th +7/+2 +5 +5 +2 Throw Shield 2 1d8

8th +8/+3 +6 +6 +2 Bonus combat feat, brawler's flurry (Improved Two-Weapon Fighting) 1d10
9th +9/+4 +6 +6 +3 AC bonus +2, Returning Shield 1d10
10th +10/+5 +7 +7 +3 Martial flexibility (free action), knockout 2/day 1d10
11th +11/+6/+1 +7 +7 +3 Bonus combat feat, Throw Shield 1d10
12th +12/+7/+2 +8 +8 +4 Returning Shield (alignment), martial flexibility (immediate action) 2d6

Feats:
- Feats -

1 Shield Focus
1 Point Blank Shot
1C Improved Unarmed Strike
2BF Combat Expertise
2C Two Weapon Fighting
3 Improved Shield Bash
3C Far Shot
5 Power Attack
5BF Furious Focus
7 Extra Martial Flexibility

8BF Shield Slam
8C Improved Two Weapon Fighting
9
9C Greater Shield Focus
11
11C Shield Master
11BF
---

--------------=Weapon Mastery=-------------------------
Martial Focus: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls.
Special: The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats.
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Cut from the Air, Prerequisites: Str 13, Power Attack, base attack bonus +5, weapon training class feature with a melee weapon.
When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected.
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Devastating Assault, Prerequisites: Base attack bonus +9, weapon training class feature with a melee weapon.
As a full-round action, you can bat aside all of your foe’s defenses to ensure you make a single, especially effective melee attack. You make a single melee attack using an appropriate weapon against a single target, but make as many attack rolls as you could in a full-attack action using that weapon. You make the attack rolls in order from highest bonus to lowest, as if you were making a full attack. If any of the attack rolls hit the target, your single attack is considered to have hit and you roll damage normally. If one or more rolls are critical threats, you confirm the critical hit only once using your highest base attack bonus.
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If you hit with two or more attacks, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or suffer a condition for 1d4 rounds. If at least two attacks hit, you can choose from deafened, entangled, or shaken. If at least three attacks hit, you can also choose from blinded or staggered. If at least four attacks hit, you can also choose the dazed condition. Once you have forced a foe to attempt a saving throw to avoid suffering a condition via this feat, you cannot attempt to inflict that condition on it again with Devastating Assault for 24 hours.
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Difficult Swings, Prerequisites: Base attack bonus +5, weapon training class feature with a melee weapon.
When you make a full attack with an appropriate melee weapon, you can force creatures to treat squares adjacent to you as difficult terrain until the beginning of your next turn. You can choose to allow any creature you are aware of to ignore the difficult terrain you effectively create with this feat.
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Impressive Grit, Prerequisites: Base attack bonus +11, weapon training class feature with a ranged weapon.
Select one of the following gunslinger deedsUC: dead shot, startling shot, or targeting. You can perform the selected deed a number of times per day equal to your highest mental ability score modifier (Intelligence, Wisdom, or Charisma; minimum 1). You can use this deed with an appropriate ranged weapon. If you also have the selected deed as a class feature, reduce the number of grit points that you need to use it by 1, as per the Signature Deed feat.
Special: You can select Impressive Grit up to three times. Each time you select it, choose a different gunslinger deed. A gunslingerUC can ignore the weapon training class feature prerequisite of Impressive Grit.
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Retributive Kick, Prerequisites: Improved Unarmed Strike, base attack bonus +5, weapon training class feature with a melee weapon.
When you make a full attack with an appropriate melee weapon and your first attack misses or is blocked, deflected, parried, or otherwise caused to not hit the target, you can immediately make an unarmed attack against the same target with the same attack bonus. You then cannot make any more attacks as part of that full attack.
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Spellcut, Prerequisites: Str 13, Cut from the Air, Power Attack, base attack bonus +9, Spellcraft 1 rank, weapon training class feature with a melee weapon.
Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you.
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Targeted Blow, Prerequisites: Str 13, Power Attack, base attack bonus +9, weapon training class feature with a melee weapon.
As a standard action, you can make a single melee attack with an appropriate weapon while targeting a specific body part of your foe. On a successful attack, you affect the target as if you had used the targeting gunslinger deed. You can use this ability two times per day, plus one additional time per day when your base attack bonus reaches +10, +15, and +20.
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Weapon Material Mastery, Prerequisites: Base attack bonus +7, weapon training class feature with a melee weapon.
While wielding an appropriate melee weapon, you gain the following special abilities, based on which special material the weapon is primarily constructed of (if any).
---> Adamantine: Your critical hits ignore the target’s DR.
---> Alchemical Silver, Mithral, or Silversheen: When you successfully deal damage to a creature that is under the effects of an illusion or polymorph effect (such as disguise self or the change shape special ability), its wound fizzles and boils loudly, revealing the presence of such effects. If the effect is a racial ability, anyone that sees you attack the creature gains a +4 bonus on Knowledge checks to identify the creature. In addition, you immediately receive a Will save to disbelieve any illusion effect on the creature that allows disbelief.
---> Cold Iron: When you score a critical hit against a target benefiting from spells that grant temporary hit points or bonuses to AC, ability scores, attack rolls, damage rolls, or saving throws, you must immediately attempt a special dispel check (1d20 + your base attack bonus) as a targeted dispel as per the dispel magic spell, but targeting only those spells. Once a creature has been the target of this effect, you can’t affect it in this way again for 24 hours.
---> Elysium Bronze: When you damage a magical beast or monstrous humanoid, the creature must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or lose access to a randomly selected supernatural or spell-like ability (if any). Once a creature has been the target of this effect, you can’t affect it in this way again for 24 hours.
---> Fire-Forged Steel or Frost-Forged Steel: When your weapon is exposed to 10 points or more of energy damage (fire for fire-forged steel or cold for frost-forged steel), the weapon adds +1d6 points of energy damage to its attacks instead of +1d4 points of energy damage. Additionally, the duration of this effect increases by 1 round for every 5 points of the appropriate type of energy damage to which the weapon is exposed beyond 10.
---> Greenwood or Living Steel: When you score a critical hit, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or lose its fast healing and regeneration (if any) for 1d3 rounds.
---> Viridium: You add your Strength modifier and the weapon’s enhancement bonus (if any) to the Fortitude DC to determine if a foe struck by the weapon contracts leprosy.
---> Whipwood: The weapon gains the trip special weapon feature, and you gain a +2 bonus on trip combat maneuvers made with it.
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Weapon Style Mastery, Prerequisites: Any two style feats from different styles, base attack bonus +6, weapon training class feature with a melee weapon.
Choose one weapon style (a style feat that lists Weapon Focus as a prerequisite) that you have. You can have the chosen style and a second style active at once. Starting a stance provided by a style feat is still a swift action, but you can assume both the chosen weapon style’s stance and another style’s stance simultaneously using this action. This ability doesn’t stack with other abilities that allow you to have multiple styles active at the same time.
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--------------=Armor Mastery=-------------------------
Armor Focus: Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor. The Armor Focus feat counts as the armor training class feature for the purpose of armor mastery feat prerequisites and determines what types of armor you can use with armor mastery feats.
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Armor Material Expertise, Prerequisites: Base attack bonus +6 or fighter level 4th, armor training class feature.
When wearing armor made of one of the materials listed below, you can use the listed ability twice per day (unless otherwise stated).
---> Mithral: As an immediate action, you gain spell resistance against transmutation spells equal to 5 + the armor’s enhancement bonus + your character level for 1 round.
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Sprightly Armor, Prerequisites: Dex 13, base attack bonus +11 or fighter level 8th, armor training class feature, proficiency with light armor.
You add your armor’s enhancement bonus as a bonus on your initiative checks.
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Rat Catcher:
You gain a +1 dodge bonus against attacks made by creatures at least two size categories smaller than yourself, and gain a +1 bonus to attack and damage rolls against such creatures. Additionally, you take only half damage from swarm attacks, and as a full-round action can make a single attack with a natural or bludgeoning weapon against an adjacent swarm. If the attack hits, you deal half damage to the target, even if the swarm is small enough to normally be immune to such attacks.
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Ghostslayer: As a swift action, imbued weapon damages incorporeal creatures as though it were magical, If the imbued weapon has an enhancement bonus of +2 or greater, it functions as a ghost touch weapon. A weapon imbued in this way can deal precision damage (such as sneak attack damage) to incorporeal creatures.
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Aquatic Combatant: +2 Swim, no penalties to melee ATK rolls, melee slashing & unarmed bludgeoning do full damage.
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Dedicated Adversary: Gain Favored Enemy versus a specific creature type.
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Soulblade: As a standard action, you can make a weapon attack against a haunt. If successful, your attack deals damage equal to your weapon dice plus any enhancement bonus (but not other bonuses, such as those granted by Strength, Weapon Specialization, or class features like sneak attack). You can use any Vital Strike feat in order to enhance this attack.
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Improved Trip
o--> Ki Throw
o--[-]&[Improved Bull Rush]--> Improved Ki Throw
o--> Greater Trip
Stumbling Bash
o--[Fighter 8]-->Toppling Bash
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Improved Bull Rush
o--> Greater Bull Rush
o--> Crushing Impact
o--[-]-->Smashing Impact
Shield Slam
-
Improved Disarm
o--> Greater Disarm
o--> Numbing Blow
o--> Follow-Up Strike
Shield Snag
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Improved Grapple
o--> Greater Grapple
-
Improved Sunder
o--> Greater Sunder
-
Improved Dirty Trick
o--> Greater Dirty Trick
o--> Quick Dirty Trick
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Improved Reposition
o--> Greater Reposition
o--> Quick Reposition
o--> Tactical Reposition
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Disruptive
o--[Fighter 10]--> Spellbreaker
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Precise Shot
Deadly Aim
Two-Handed Thrower
Relentless Shot
Charging Hurler

-
Missile Shield
Deflect Arrows
Armor Focus
Shielded Stand
Shield Specialization

-
Quick Draw
Blind-Fight
Weapon Focus

o--> Weapon Specialization
Lunge

o--> Monkey Lunge
Throat Slicer
Caster’s Champion

o--> Riving Strike
Catch Off-Guard
Throw Anything

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Golden Legion's Stayed Blade
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Armor Trick(Light Armor Tricks)
- Combat Acrobatics (Int 13, Combat Expertise, Acrobatics 3 ranks): You have trained yourself to expose only armored sections of your body when performing flips and rolls, leaving you less distracted by concerns about being struck in combat. You are not considered flat-footed when using Acrobatics to move on narrow surfaces and uneven ground without falling, and do not lose your Dexterity bonus to AC while doing so. Additionally, if you use Combat Expertise to increase your AC, the DC for you to use Acrobatics to move through a threatened square at full speed without provoking an attack of opportunity by 10 does not increase.
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Beast Hunter
Pick one of the ranger’s favored terrains. You gain a +2 bonus on Survival checks to track animals native to that terrain. Additionally, against animals native to that terrain that are at least one size category larger than you, you gain a +1 dodge bonus to your AC and a +1 insight bonus on attack rolls.
Special: You can take this feat multiple times. Each time you select this feat, you can choose an additional favored terrain to gain the listed benefits in.
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Bloody Assault
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
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Belier's Bite
When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage. The belier devil appears in Pathfinder Adventure Path volume #12.
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Bludgeoner
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
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Clinging Climber
As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check with the same DC as that of climbing the surface as a move action. If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM can rule that this feat doesn’t work on certain climbing surfaces.
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Combat Rhythm
When you deal damage with a melee attack to an opponent you have already damaged this round, you can reduce the total of any voluntary penalties to your melee attack rolls imposed by actions or feats (such as the Power Attack feat) by 1 (to a minimum penalty of 0). This reduction in penalties lasts until the beginning of your next turn and stacks with itself.
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Combat Vigor
You gain a vigor pool with a maximum number of points equal to your Constitution bonus. As a standard action, you can spend up to 1 vigor point per 3 Hit Dice you have (minimum 1) to regain 1d6 hit points per vigor point spent (maximum 7d6). Each time you spend vigor points, you become fatigued for 1 minute. You cannot spend vigor points while fatigued or exhausted. Spending vigor points doesn’t provoke attacks of opportunity. The points in your vigor pool are replenished to their maximum after you rest for 8 hours.
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Cracking the Shell, Prerequisites: Weapon Focus with piercing weapon.
When you deal damage with a melee attack with a piercing weapon to an opponent you have already damaged this round, you can also reduce the value of that target’s spell resistance or energy resistances by 1 until the start of your next turn. This reduction stacks with itself.
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Dazing Assault, Prerequisites: Str 13, Power Attack, base attack bonus +11.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Demon Hunter, Prerequisites: Knowledge (planes) 6 ranks.
You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
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Disrupting Shot
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
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Disruptive
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
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Elephant Stomp, Prerequisites: Str 13, Power Attack, Improved Overrun, base attack bonus +1.
When you overrun an opponent and your maneuver check exceeds your opponent’s CMD by 5 or more, instead of moving through your opponent’s space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.
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Equipment Trick
- Boot Tricks
Heel Crush (Improved Dirty Trick): When you succeed at a successful dirty trick combat maneuver check against an opponent within melee range, you can crush the target’s foot or similar appendage with your boot heel. Instead of inflicting one of the conditions that can normally be imposed by a dirty trick, you reduce the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. As usual, a creature with a movement speed of 5 feet can’t take a 5-foot step.
Sharp Veer (Combat Reflexes): Whenever you use the charge or run action, you can make one 90-degree turn during your movement. You must move at least 10 feet in a straight line after this turn if you are charging.
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- Rope Tricks
Hogtie (Improved Grapple): When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.
Knotted Weapon (Weapon Proficiency [spiked chain]): You can use a knotted length of rope as a spiked chain that inf licts bludgeoning damage instead of piercing damage.
Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
Lifeline (Climb 5 ranks): When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.
Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.
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- Shield Tricks
Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack.
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Exceptional Pull, Prerequisites: Dex 13, Deadly Aim, base attack bonus +3.
When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon’s strength rating. You don’t take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you’re proficient with that weapon.
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Footslasher
If you damage a foe that is of a larger size category than you with a weapon that does piercing or slashing damage, you can attempt to damage the creature’s feet in a way that impedes its movement. Attacking a foe in this way is a standard action—you cannot use Footslasher as part of a full-attack action. When you use Footslasher, you take a –2 penalty on your attack roll, but if you hit and deal at least 1 point of damage to the target, it is affected as if by caltrops—its speed is reduced by half. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check or receives at least 1 point of magical healing. Footslasher does not stack with itself—once a foe has been wounded by this attack, its speed cannot be further reduced by additional attacks (or by damage from caltrops).
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Follow-Up Strike, Prerequisites: Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike, base attack bonus +6 or monk level 6th.
Whenever you succeed at a combat maneuver check to disarm an opponent, you can spend a swift action to make an unarmed strike attack at your highest base attack bonus against the target you disarmed.
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Flanking Foil
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
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Fury's Fall, Prerequisites: Improved Trip.
When making a trip attack, add your Dexterity bonus to your CMB.
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Gang Up
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
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Gate Breaker, Prerequisites: Str 13, Improved Sunder, Power Attack, base attack bonus +1.
Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your Strength modifier. This applies to both unattended objects and those you damage as part of a successful sunder combat maneuver check.
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Hook Fighter
You treat a grappling hook as a one-handed weapon that deals piercing damage equal to a heavy pick of its size and that has the disarm and trip special weapon features. You do not incur penalties as you would for using a grappling hook as an improvised weapon. If you are proficient with whips and your grappling hook has at least 10 feet of rope or chain attached to it, you can treat it as a two-handed melee weapon with 15-foot reach, though you can use it against foes anywhere within your reach (including adjacent foes), though you don’t threaten any squares with it. Changing between using a grappling hook as a normal weapon and a reach weapon is a move action. When performing a repositionAPG maneuver with a grappling hook, you can only move the target toward you from its original position.
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Guarded Charge
When performing a bull rush or overrun combat maneuver as part of a charge, you don’t provoke an attack of opportunity for that maneuver. If you already have the improved Bull Rush or Improved Overrun feats, you gain an additional +2 bonus on your combat maneuver check when attempting the respective maneuver.
Special: This feat counts as having a Strength score of 13 and Power Attack for the purposes of meeting the prerequisites of Improved Bull Rush and Improved Overrun, and for feats that require either of those two feats as prerequisites.
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Hurricane Punch, Prerequisites: Str 13, Improved Bull Rush, Improved Unarmed Strike, Power Attack.
When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can’t exceed half your speed.
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Improved Initiative
You get a +4 bonus on initiative checks.
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Intimidating Prowess
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
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Lob Shot
While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can’t use this feat unless you have headroom equal to at least half the attack’s range.
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Meteor Swing, Prerequisites: Weapon Focus with bludgeoning weapon, base attack bonus +6.
As a standard action, make a single attack with your chosen weapon. If the attack hits, the target must succeed at a Reflex save with a DC equal to 10 + your base attack bonus or lose its ability to make attacks of opportunity until the beginning of your next turn. When your base attack bonus reaches +11, you can instead cause the target to lose its Dexterity bonus to AC. When your base attack bonus reaches +16, you can instead cause the target to become flat footed. You can use this feat’s benefits only once per minute.
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Soulwrecking Strike, Prerequisites: Vital Strike, base attack bonus +6.
Whenever you use the attack action against a creature that is possessed, both the creature and any creature possessing it are damaged by your attack (the amount of damage includes your weapon’s damage dice, your Strength modifier, weapon special abilities, and so on). The possessing creature can attempt a Will save (DC = 10 + 1/2 your base attack bonus + your Charisma modifier) to halve the damage. Damage reduction applies normally against this attack, but incorporeal creatures take full damage from this attack as if they were corporeal.
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Stage Combatant, Prerequisites: Weapon Focus, base attack bonus +5
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.
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Staggering Blow, Prerequisites: Str 13, Power Attack, Vital Strike, base attack bonus +8.
When you attack a foe using Vital Strike, you can choose to take a –2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect.
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Stand Still, Prerequisites: Combat Reflexes.
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
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Stony Rampart, Prerequisites: Knowledge (planes) 3 ranks.
As a standard action, you can call forth a low wall of unworked stone along any side of a square within 30 feet. This wall is 5 feet long, 3 feet high, 2 inches thick, and acts as a low obstacle, except that it provides only partial cover. A single 5-foot section of stone created by this feat has hardness 8 and 30 hp. You can only have one such wall in existence at a time for every 5 ranks in Knowledge (planes) you have (minimum 1); walls last for a number of rounds equal to your ranks in Knowledge (planes) before crumbling to dust. If you have 10 or more ranks in Knowledge (planes), you can create multiple walls as a single standard action by expending an equivalent number of uses of this ability.
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You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
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Street Style, Prerequisites: Str 15, Improved Bull Rush, Improved Unarmed Strike, Power Attack, base attack bonus +4 or monk level 3rd.
While using this style, once per round as a swift action when you hit a target with an unarmed strike, you can deal an extra 1d6 points of damage and attempt a bull rush combat maneuver against that target.
Special: You can enter the style stance for street style only while in urban terrain, and the stance ends immediately if you cease to be in urban terrain.
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Tumbling Upset, Prerequisites: Int 13, Combat Expertise, Improved Trip, Acrobatics 7 ranks.
When you succeed at an Acrobatics check to move through an enemy’s space, you can spend a swift action to attempt a trip combat maneuver check against the opponent. Even if you fail this check by 10 or more, you do not fall prone.
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Vicious Stomp, Prerequisites: Combat Reflexes, Improved Unarmed Strike.
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
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Weapon Trick
- Polearm Tricks
Choke Up (Acrobatics 1 rank, Climb 1 rank): You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.
Close Sweep (Improved Bull Rush, Improved Reposition, or Improved Trip): You can attempt a bull rush, repositionAPG, or trip combat maneuver check (one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality.
Haft Bash (Weapon Focus): You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities (such as trip) or special abilities (such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.
Polearm Balance (Acrobatics 10 ranks): You can use a polearm to improve your balance. Any round in which you do not make a melee attack, you can take 10 on an Acrobatics check even when distraction would normally prevent you from doing so.
Pole Vault (Acrobatics 3 ranks): Martial Arts Handbook pg. 14 You gain a +4 bonus on Acrobatics checks to jump, and you count as having a running start if you move at least 5 feet before jumping.
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- Two-Handed Weapon Tricks
Crush Armor (Improved Sunder, Power Attack): When you deal damage to a foe’s armor with a successful sunder combat maneuver check while using a two-handed weapon, the foe must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or be fatigued for 1 round. If the armor has the broken condition after you damage it, the foe must continue making this save every round until he removes the armor or the armor loses the broken condition. If the armor is destroyed by your sunder attempt, the foe is automatically fatigued for 1 round. The foe cannot become exhausted this way.
Warding Weapon (Combat Expertise): While you are using the total defense action, fighting defensively, or using Combat Expertise, you gain a +1 shield bonus to AC.
One-Handed Lunge (base attack bonus +6): Martial Arts Handbook pg. 14 As a standard action, you can release one of your hands holding a two-handed weapon and make a melee attack with the weapon, increasing your reach by 5 feet for the duration of the attack. If the attack hits, you deal damage as if using a one-handed weapon, adding only your Strength bonus to damage if you are using your primary hand or half your Strength bonus if you are using your off hand, instead of 1-1/2 times your Strength bonus. Otherwise, you take no penalty for using the weapon one-handed. The extra reach doesn’t stack with the Lunge feat or other effects that extend your melee reach beyond that granted by your size category.
- Weapon and Shield Tricks
Shielded View (Knowledge [dungeoneering] 1 rank): When you avert your eyes to avoid a gaze attack, you have an 80% chance to avoid having to attempt a saving throw against the gaze.
Warded Movement (Dodge): As a swift action, you can choose a foe you can see. You can pass through that foe’s threatened area without provoking attacks of opportunity from that foe this round. Once you target a foe with this trick, you can’t target it again that day.
Block and Counter (Two-Weapon Fighting): Martial Arts Handbook pg. 14 You can ready a standard action to block an attack with your shield, making an attack roll as though you were making a shield bash and using the result as your AC against that attack. If you successfully block the attack, you can attack that opponent with the weapon in your other hand as an immediate action.
Shield Charge (Shield Focus, Double Slice, base attack bonus +11): Martial Arts Handbook pg. 14 When you make a charge attack, you can attack twice—once with your shield and once with the weapon you are wielding in your other hand, applying the normal penalties for fighting with two weapons to each.
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Weapon Versatility, Prerequisites: Weapon Focus, base attack bonus +1.
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
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Wind Stance, Prerequisites: Dex 15, Dodge, base attack bonus +6.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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Phase Strike, Prerequisites: Knowledge (planes) 10 ranks.
As a move action, you can phase out one manufactured weapon or piece of ammunition you are holding. The next melee attack or thrown ranged attack you make with that weapon before the end of your turn is resolved as a touch attack and ignores cover, but does not ignore armor bonuses from force effects. You can attack through total cover this way, although you must still select the correct square for your target.
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You can use this feat’s benefit once per day, plus an additional time per day for every 10 ranks you have in Knowledge (planes). This feat does not function on planes that are not coterminous with the Ethereal Plane.

Equipment:
- Equipment - 1304
20 Heavy Shield
+50 Throwing Shield
+3000 Adamantine
+1000 +1

+4000 Bashing
40(20) Net(2)
80(40) Bladeguard(2)
45 Twitch tonic
50(25) Smelling Salts(2)
2PP Wand/CLW
Armor
+1000 +1
100(50) Antitoxin(2) <
100(50) Antiplague(2)
300 Potion of Delay Poison <
600(300) Potion of Bull's Strength(2) <<
600(300) Potion of Lesser Restoration(2) <<
750 Potion of Remove Blindness <
1000 Boots of the Cat <
2000 Ring/Protection +1 <
1000 Elixir/Spirit Sight <

750 Potion of Ablative Barrier
4000 Belt/Giant's Strength +2
+6000 Belt/Physical Might +2
4000 Headband/Wisdom +2
12000 Boots of Speed

Missions:

- The Overflow Archives -
Beneath the Grand Lodge of Absalom lie the vaults, a series of storerooms and libraries that contain much of the Society’s findings from the past centuries. Cataloguing the sundry relics and texts takes time, and finds requiring closer study find their way to an extensive vault called the Overflow Archives. Soon after a pair of initiates sneaks into the archive and steals a few items on a dare, the complex inexplicably springs a leak. It is up to the PCs to investigate this strange phenomenon and put a stop to it before thousands of priceless documents are ruined forever.

- Gallows of Madness -
o A Foul Breed
o What Lurks in the Woods
o The Festering Blot
- Gallows of Madness Boon(s) -
o Dependable Drummady’s: Get really fancy shoes. Later if you want a Feet slot item, pay the difference between it and the shoes. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
o Gunty’s Hearty Breads: At the beginning of every adventure, receive 4 loaves of hearty bread that count as trail rations. They are only good during the adventure.
o Petrello’s Haberdashery: You get a courtier's outfit and a noble's outfit.
o [1] Pricknettle’s Potions and Poultices: Purchase a potion at 30% discount.
o Temple of Erastil: Wand of Cure Light Wounds with 12 charges. Wand is made of elk antler.
o Witch’s End Tavern: Reduce the price of lodging by 50%.

- Shades of Ice -
Written in Blood
When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city... or worse?

- Black Waters -
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

- Storming the Diamond Gate -
Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access point into their adventuring paradise, however, the Decemvirate sends a crack team of Pathfinders to secure the gate for future Society use... at any cost.