General Gorstav

Victor the Mutated's page

4 posts. Alias of Seranov.


Full Name

Victor von Ulmen

Race

Fiendish Enforcer

Classes/Levels

2 [ HP: 28/28 | AC: 22 T: 11 FF: 21 CMD: 17 | F: +5 R: +4 W: +5 | Init: +1 Per: +7 | 1st: 3/3 | B: 4/4, M: 0/1 | DM: 4/4 ]

Gender

Male

Size

Medium (5'11", 181 lbs.)

Age

34

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Common, Draconic, Dwarven, Infernal

Occupation

Alchemist

Homepage URL

https://www.myth-weavers.com/sheet.html#id=754018

Strength 22
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Victor the Mutated

VICTOR VON ULMEN
Male Tiefling (Hungerseed)
Alchemist (Internal Alchemist/Reanimator) 2
Warder (Fiendbound Marauder) 2
Gestalt 2
LE Medium Humanoid (Human), Outsider (Native)
Init +1; Senses Darkvision 60', Perception +7

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DEFENSE
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AC 22, touch 11, flat-footed 21. . (+1 Dex, +9 armor, +2 natural)
HP 28 (2d12+4)
Fort +5, Ref +4, Will +5; +2 vs. poison
Resist cold 5, electricity 5, fire 5

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OFFENSE
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Speed 20 ft. (Heavy Armor)
Melee Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) +9 (1d8+6/20/x2 plus grab) OR +8 (1d8+8/20/x2)
. . Fiend's Grip (Alchemically Silvered Gauntlet) +8 (1d8+6/20/x2 plus grab) OR +7 (1d8+8/20/x2)
. . Armor Spikes +8 (1d6+6/20/x2) OR +7 (1d6+8/20/x2)
Ranged Sling +3 (1d4+6/20/x2)
Special Attacks Bomb 4/day (1d4+3 fire damage, DC13 reflex)
Special Abilities mutagen, defensive focus (+5'), grab (fiend's grip)
Spell-Like Abilities] (CL 1st, Concentration +0)
. . [at-will] deathwatch
Alchemist Extracts Known (CL 2nd, Concentration +4)
. . 1st (3/day) ant haul, comprehend languages, enlarge person, expeditious retreat, long arm [1], shield [1]
Warder Maneuvers and Stances Known (IL 2nd, 4 readied)
. . [maneuvers] brawler’s attitude BB [1], strength of hell BS, stutter strike CR, DC15 Will [1], terrifying blow EG, DC15 Will [1], voracious drive BS
. . [stances] pugilist stance BB, vigilant keeper's stance EG [1]

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STATISTICS
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Str 22 [18+4], Dex 13, Con 14, Int 14 [16-2], Wis 14, Cha 8
Base Atk +2; CMB +8 (+12 grapple); CMD 17
Feats Brew Potion (bonus), Combat Reflexes (bonus), Precise Shot (bonus), Seize the Opportunity, Weapon Group Adaption (close)
Traits Bruising Intellect, Child of the Temple, Pragmatic Activator, Unorthodox Method
Skills Acrobatics -4, Appraise +2, Bluff -1, Climb +1, Craft (alchemy) +7, Diplomacy -1, Disguise +1, Fly -4, Heal +7, Intimidate +10, Knowledge (arcana) +7, Knowledge (religion) +8, Perception +7, Profession (apothecary) +7, Sense Motive +2, Spellcraft +7, Stealth -4, Survival +2, Swim +1, Use Magic Device +7
SQ darkvision 60', fiendish resistance, pass as human, skilled, soul seer, alchemy, bombs, breath mastery, brew potion, mutagen (+4/-2, +2 NA, 20 minutes), discoveries (precise bombs [3 squares]) poison resistance +2, poison use, defensive focus (+5'), fiend's grip, the dark mark
Languages Common, Draconic, Dwarven, Infernal
Combat Gear -; Other Gear 0pp 0gp 0sp 0cp, masterwork full plate with armor spikes, masterwork cold iron spiked gauntlet, alchemically silvered gauntlet, sling, sling bullets (20), alchemist's kit (Light encumbrance)

Special Abilities:
Favored Class: Alchemist (+1/2 damage to bombs x2)

Racial Traits

Oni-Spawn (Hungerseed) variant heritage: Endowed with brawny muscles and thick bones, hungerseed always seem poised to explode into some larger, more powerful form, and have a voracious appetite for sensory pleasures and carnal delights.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.

Skilled: Hungerseed Tieflings gain a +2 racial bonus on Disguise and Intimidate checks.

Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Traits

Bruising Intellect: Basic (Social)
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Child of the Temple: Basic (Faith)
You have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Pragmatic Activator: Basic (Magic)
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Unorthodox Method: Basic (Regional, Any) - Primal Fury for Steel Serpent
You trade one of your class’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.

Class Features

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Alchemist
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Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

A reanimator’s bombs deal damage one die step lower than normal (regular bombs deal d4s, concussive bombs deal 1d3s, and so on). This ability otherwise functions as and replaces the standard alchemist bomb class feature.

Breath Mastery: At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. This ability replaces Throw Anything.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

. . Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

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Warder
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Maneuvers: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Black Seraph, Broken Blade, Cursed Razor, Eternal Guardian, and Steel Serpent to her list of available disciplines. If she does not have that discipline’s associated skill as a class skill, she gains it as a class skill. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver’s prerequisites to learn it. See the Systems and Use chapter.

Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder’s initiation modifier is Intelligence.

Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).

For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her warder initiation modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.

Stances Known: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.

Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Fiend’s Grip (Su): The signature feature of fiendbound marauders is the ability to manifest an oversized, spiny spectral claw, often wrapped in barbed chains. To manifest her fiend’s grip, a warder must be wearing gauntlets or spiked gauntlets, which act as a focus for the weapon to come into the world. The warder can manifest up to one fiend’s grip for each gauntleted hand she has. Manifesting a fiend’s grip is a move action, and dismissing one is a free action.

A fiend’s grip is a light weapon that deals 1d8 points of bludgeoning or slashing damage (for a Medium-sized wielder). It threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. A fiend’s grip has the grapple and reach weapon properties, and the fiendbound marauder gains the grab universal monster ability for attacks made with her fiend’s grip. Unlike a normal reach weapon, the fiendbound marauder can be used against adjacent foes. In addition, the fiendbound marauder can apply her full Strength bonus on damage rolls with her fiend’s grip, even if wielding it in her off hand. A fiend’s grip is treated as a spiked gauntlet for the purposes Weapon Focus, being discipline weapon for a discipline, and similar feats and abilities. A fiendbound marauder is always proficient in her fiend’s grip.

A fiend’s grip is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. It is also considered a magic weapon for the purpose of overcoming damage reduction, affecting incorporeal creatures, and similar effects.

When attacking with her fiend’s grip, the fiendbound marauder may apply any magical properties and enhancement bonus of the gauntlet or spiked gauntlet that fiend’s grip used as a focus to her attacks. She can also treat a fiend’s grip as being made of the special material of the gauntlet or spiked gauntlet used as a focus. For example, a fiendbound marauder wearing a +1 flaming gauntlet and a +2 adamantine defending gauntlet would grow a +1 flaming fiend’s grip and a +2 adamantine defending fiend’s grip.

As a supernatural ability, manifesting a fiend’s grip does not provoke attacks of opportunities. A fiend’s grip cannot be counterspelled or dispelled, although it winks out while within an antimagic field or similar effect. If a fiend’s grip is sundered or disarmed, the spectral weapon disappears, and may be manifested again on the fiendbound marauder’s next turn (although if the gauntlet it was using as a focus is sundered or otherwise removed, the fiend’s grip cannot be recalled until the fiendbound marauder has a new gauntlet).

This ability replaces aegis and clad in steel.

. . 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.

The Dark Mark (Su): At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack).

At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.

At 16th level, the armiger’s mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent’s hit points to 0 or less (this can only trigger once per marked opponent).

A fiendbound marauder’s armiger’s mark is tainted by his eldritch power, causing marked creatures to also become cursed for the duration of the mark. The mark is now a supernatural ability, but otherwise functions as the armiger’s mark class feature. The fiendbound marauder can use feats and abilities that require or alter the armiger’s mark class feature as normal.

This ability alters armiger’s mark.

Path of War - Maneuvers and Stances

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Maneuvers
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BRAWLER'S ATTITUDE
Discipline: Broken Blade (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.

STRENGTH OF HELL
Discipline: Black Seraph (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

By utilizing his bond to the lower planes from his training, the darkness he welcomed as his own, the martial disciple is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical fiendish strength. Until next turn, the disciple gains a +2 profane bonus to attack and add an additional 1d6 points of damage to the attack.

STUTTER STRIKE
Discipline: Cursed Razor (Strike) [curse]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)

With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level.
In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

TERRIFYING BLOW
Discipline: Eternal Guardian (Strike) [fear]; Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)

With a bellowing cry, you deliver a fearsome wound to your opponent. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become frightened for one round. If your target is cursed, your attack deals an additional 1d6 points of damage.

VORACIOUS DRIVE
Discipline: Black Seraph (Strike); Level: 1
Initiation Action: 1 full-round action
Range: Full round action
Target: One creature
Duration: Instant

The relentless nature of the Black Seraph discipline's philosophy deems that progression must be made with each swing, lest the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes viciously. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 1d6 points of damage. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.

WARDEN'S BEARING
Discipline: Eternal Guardian (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

You shift your weight and assume a stronger, more impressive position. You can activate this boost while making a combat maneuver attempt. You gain a +2 bonus on your CMB roll, you do not provoke attacks of opportunity for making that combat maneuver attempt, and you are treated as one size category larger for purposes of determining if your combat maneuver can affect your target (such as a Medium creature attempting to bull rush a Huge creature).

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Stances
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PUGILIST STANCE
Discipline: Broken Blade (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.

VIGILANT KEEPER’S STANCE
Discipline: Eternal Guardian (Stance) [curse]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adopt an aggressive stance which slows your enemies’ ability to advance or retreat. While you maintain this stance, opponents treat all squares you threaten as difficult terrain. This does not prevent those opponents from charging through your threatened area, however. In addition, whenever you hit an opponent with an attack of opportunity, that opponent becomes cursed until the end of your next turn.

Feats

Brew Potion (bonus): You can create magic potions.

Prerequisites: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Combat Reflexes (+3 AoOs, bonus): You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Precise Shot (bonus): You are adept at firing ranged attacks into melee.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Seize the Opportunity: You possess an exceptional knack for exploiting sudden openings by your opponents.

Prerequisites: Combat Reflexes, base attack bonus +1.

Benefit: When you make an attack of opportunity, you can take an attack action (such as when using the Vital Strike feat) or attempt a combat maneuver (such as a bull rush, disarm or dirty trick) in place of your attack of opportunity. This feat does not allow you to move when it isn’t your turn.

Weapon Group Adaption (close): You specialize in a specific family of weaponry, adapting many techniques to suit them.

Benefit(s): Choose a weapon group (excluding siege weapons and siege firearms). That weapon group is considered associated with disciplines you have access to.

Special: You can take this feat multiple times. Each time you take the feat, you choose a different weapon group to gain its benefits for. In addition, once you reach base attack bonus +5, this 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.

Background:
Born the youngest son to minor nobles, Victor is was the apple of his father's eye. As devout Asmodeans, a fiend-blooded child was nothing but a boon to loyal and faithful folk. From a young age, Victor never wanted for anything, and had the constant affection and attention of his besotted parents. When childish fancy led him to the study of alchemy, the boy was heaped with tomes and tools. But unlike most youths, instead of abandoning alchemy as a flight of fancy, the youngest von Ulmen became enthralled with it. While study and experimentation came easy to the tiefling boy, social things didn't, and it was only exacerbated by the long hours and late nights he spent holed up in his personal laboratory.

As he neared adulthood, his parents realized that he could not live his whole life secluded from the world. Though still their pride and joy, they realized that he needed to experience life outside his home. Sending him to stay with Victor's uncle, who was once a town guard, they hoped their son would learn how to both protect himself, and how to interact with others. Just as with alchemy, he took to his uncle's training with vigor. As the months passed, the slight teen grew sturdy and strong. Sadly, his personality did not change terribly much, even though his uncle was a friendly and well-liked pillar of the community. Rather, as Victor grew and became more martially competent, the fiendish blood in him seemed to sing, and despite his parents' hopes, he remains irascible and overbearing.

Now, many years later, Victor has combined his alchemical studies and his uncle's training to turn himself into a mountain of a man, strong and sharp-witted. Living on his own, the tiefling funds his research by selling potions and working as an enforcer for the local sheriff. As a self-sufficient adult, the youngest von Ulmen has once again begun spending long nights on his studies. As he, and his beloved parents, began to age, Victor realized the frailty of the flesh. This led him, as it inevitably leads all alchemists, to the search for immortality. Enthralled by the ideal of defying death, his studies became ever more fevered, and his trials more arcane and ruthless. Even his own body became a test subject, as he tried all he could to grasp the unreachable.

With his face buried in reagents and tinctures each morning, a recurring dream has been bothering him for quite some time. Pulsing veins running along the surface of towering spire, a skeletal hand offering a crimson stone, the wicked grin of a treacherous devil, and a small phial holding a few drops of an orange-amber liquid. Though with no context to tie these strange images together, the alchemist is sure that they have greater meaning. So when tales of a black spire with cracks running along its surface reached him, Victor packed his meager belongings and rushed out to investigate.

Physical Description:
At first glance, one might not even know that Victor has devil's blood flowing through his veins. He is tall, wide-shouldered and well-built for a human, but is mostly unextraordinary, save his bright amber eyes and short, jet-black horns protruding from his scalp. His black hair is kept short and neat, combed to cover his horns, and he appears nearly permanently clean-shaven. To some, he might even be considered handsome, in a sort of brutish way.

When under the effects of his alchemic concoctions, von Ulmen's eyes glow a dull red, and strange tumors grow from his arms and chest, only to subside when those effects wear off. They even subsume the heavy armor he wears, seeming to grow straight through the metal and leather he clads himself in.

Portrait of Victor.
Portrait of Victor under the effects of his mutagen.

Personality:
Victor can be safely described in a single word - intimidating. Tall and muscular, with a certain calculating air about him, one would generally be afraid to meet him in a darkened alleyway. Powerful and intelligent, he always seems to be trying to remain one step ahead of others. Despite this, he can be quite pleasant when he chooses to.

That is not to say that he is always so, however. Beneath his quiet comportment, Victor's mind is constantly racing, always trying to figure out how to steer situations in his favor, or how to apply his alchemical knowledge (or benefit his research). He is prideful to a fault, and this pride is what inspires his quest for immortality. Victor pinches every copper piece he can earn, as he worries that his research will cost more than he could ever amass in a dozen lifetimes. Despite this, he is forever looking forward and contenting himself with the knowledge that his hard work will be rewarded.

Not content to rest on his laurels, however, Victor is constantly tinkering and experimenting, and can often be found sleeping with his face in various alchemical components and tools. While there is little order in his clothing, furniture or other goods, his lab is always impeccably-kept, for a single errant hand can spell the end of an alchemist. This strictness may be missing from other facets of his life, but has surely kept von Ulmen from an untimely end... thus far.

Attacks:
[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) attack]1d20+9[/dice]
[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) damage]1d8+6[/dice]
[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) grapple attempt]1d20+13[/dice]

[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) attack (Power Attack)]1d20+8[/dice]
[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) damage (Power Attack)]1d8+8[/dice]
[dice=Fiend's Grip (Masterwork Cold Iron Spiked Gauntlet) grapple attempt (Power Attack)]1d20+12[/dice]

[dice=Fiend's Grip (Alchemically Silvered Gauntlet) attack]1d20+8[/dice]
[dice=Fiend's Grip (Alchemically Silvered Gauntlet) damage]1d8+6[/dice]
[dice=Fiend's Grip (Alchemically Silvered Gauntlet) grapple attempt]1d20+12[/dice]

[dice=Fiend's Grip (Alchemically Silvered Gauntlet) attack (Power Attack)]1d20+7[/dice]
[dice=Fiend's Grip (Alchemically Silvered Gauntlet) damage (Power Attack)]1d8+8[/dice]
[dice=Fiend's Grip (Alchemically Silvered Gauntlet) grapple attempt (Power Attack)]1d20+11[/dice]

[dice=Bomb attack]1d20+3[/dice]
[dice=Bomb direct damage]1d4+3[/dice]
[dice=Bomb splash damage]1d1+3[/dice] DC13 Reflex save for half damage.

[dice=Bomb attack (Point Blank Shot)]1d20+4[/dice]
[dice=Bomb direct damage (Point Blank Shot)]1d4+4[/dice]
[dice=Bomb splash damage (Point Blank Shot)]1d1+3[/dice] DC13 Reflex save for half damage.

Status:
[ HP: 28/28 | AC: 20 Touch: 11 Flat-Footed: 19 | Fort: +5 Ref: +4 Will: +5 | Init: +1 Per: +7 | 1st: 3/3 | Bombs: 4/4, Mutagen: 0/1 | Dark Mark: 4/4 ]

Alchemist Extracts:
. . 1st (3/day) long arm [1/1], shield [1/1]
Warder Maneuvers and Stances:
. . [maneuvers] brawler’s attitude BB [1/1], stutter strike CR [1/1], DC15 Will [1/1], terrifying blow EG, DC15 Will [1/1]
. . [stances] pugilist's stance, vigilant keeper's stance [1]

Current Status: Mutagen (20/20 minutes)