Umagro

Wargrym's page

121 posts. Alias of WabbitHuntr.


Full Name

Wargrym ...Titan Mauler/Pack Rager 2, Maneuver Master 2, Kensai 7

Race

Tracked Resources:
Arcane Pool 6/7, Rage 9/9, Stunning Fist 4/4 |Rods: Extend 2/3, Piercing 3/3 |Wands: BladeLash 50/50, Shield 50/50|

Classes/Levels

&Current effects:
Mage Armor extended 7hrs, Ablative Barrier 7hrs ,Big Game Hunter+1 to AC and hit.

Gender

HP 93/93 with Mage Armor|AC 23 | T 19 | FF 17| F +17| R +10 | W +12| Init + 8| Perc +23|

About Wargrym

Spells:

Magus Kensai -1 spell of each level
0th 4+1 Arcane Mark, Detect Magic, Light, Dancing Lights, Read Magic
1rst 3+2 (Frostbite, Mage Armor, Shield, Enlarge Person, Blade Lash) Pearl of Power 4/4
2nd 3+1 (Frigid Touch , Ablative Barrier, Mirror Image, Resist Energy)
3rd 1+1 (Displacementx2)

Spellbook:
0th:
1rst: Frostbite, Mage Armor,Shield, Enlarge Person, Thunderstomp, Blade Tutor's Spirit, True Strike, Vanish, Mage Armor, Snowball, Blade Lash, Monkey Fish, Feather Fall, Chill Touch, Shocking Grasp, Grease

2nd: Frigid Touch, Ablative Barrier, Mirror Image, Resist Energy, Bladed Dash, Glitterdust, Invisibility

3rd: Haste, Dispel Magic, Displacement, Greater Magic Weapon, Storm Step, Slow, Channel Vigor, Fly, Monstrous Physique I, Water Breathing, Sleet Storm

Statblock:

Male Human Barbarian (Titan Mauler)2, Monk (Maneuver Master)2, Magus(Kensai)7
CG Medium Humanoid Perception +23
XP, 11th lvl

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DEFENSE
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Initiative +8 (+3 Dex, +2 trait+ 3 Int)
AC23, 23 vs incorporeal, touch 19, flat footed 17(+4 Mage Armor,+3 dex, +3int, +3wis)
CMD27 ,+2 vs Trips
HP93
Fort+17 (12+3Con,+2res)
Ref+10 (5,+3Dex,+2res) Evasion
Will+13 (8,+3Wis,+2res)

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OFFENSE
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BAB+15 (+8 BAB +5Str +1 Fauchard,+1 Weapon Focus)
Speed30 ft
CMB+14, +20 when Tripping
MeleeFauchard+15/+10/+Trip (1d10+6/15-20/x2 S) dam:+5 Str
Unarmed Strike+13 (+8 BAB +5 Str) dam 1d6+5

Fauchard is +1 Keen, Fortuitous, Spell Storing, Wing Clipping* see gear section

As swift action can use 1 Magus Arcane Pool pt= weapon enhanced +2 for 1min, free action

One Handed w/Spell Combat+Spell Strike (-4 to attack)
MeleeFauchard +11/+11/+6/+Trip (1d10+9/15-20/x2 S) +Spell Damage

Two Handed w/Power Attack(-3/+8)
meleeFauchard +12/+7/+Trip (1d10+16/15-20/x2 S) [+7str,+8PA,+1Enh]

Trip attacks at +6 (+2Improved & +2Greater Trip, Maneuver Mastery+2)

AOOs=4+Fortuitous

Stunning Fist 4/day DC=18

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STATISTICS
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Str21 (15,+2 Human, +2 Belt, +2 level up)
Dex16 (14,+2 belt)
Con16 (14,+2belt)
Int16 (14,+2 headband)
Wis16 (14,+2headband)
Cha 8

Feats and Traits:

Traits Bruising Intellect: Int to Intimidate
Exile
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit You gain a +2 trait bonus on Initiative checks.

Human Skilled(Skill Focus Intimidate +6, Perception+6)
Lvl 1: Power Attack

Lvl 2: Pack Rager BF: Outflank
Lvl 3: Wolf Style,
Monk BF: Improved Trip

Lvl 4: Monk BF: Combat Reflexes

Lvl 5: Enforcer
Kensai BF: EWP and Weapon Focus Fauchard

Lvl 7: Dirty Fighting

Lvl 9 xtra Arcana Wand Wielder
Kensai BF: Greater Trip

Lvl 11:

Magus Arcana:

Arcane Pool 1/2 Magus lvl (3) + Int (3) + FCB (1) =7

3rd Maneuver Mastery (Trip): Use your magus level instead of your BAB when performing one combat maneuver

6th Spell Blending (Mage Armor, Resist Energy)

9th extra arcana feat: Wand Wielder

Human Favored Class Bonus Magus:

+1/4 Arcane PooL per lvl= +1

Languages:

Languages Common,Elvish, Celestial, Infernal

Gear:

Magical Gear
Handy Haversack 2,000
Headband of Int Wis +2 10,000
Belt of Physical Perfection +2 16,000
Cloak of Resistance +2 4,000

Ioun Torch Heightened to 4th lvl x2 200
Wand of Blade Lash 50/50, 750
Wand of Shield 50/50, 750
Pearls of Power 1rst x4 4,000
lesser Metamagic Rod Extend 3,000
Lesser rod Piercing 3,000
+1 Fortuitous, Spell Storing, Keen,Wing Clipping*Fauchard see spoiler

Total Spent 81,418

Potions
Mundane Equipment Spellbook, platinum ring from Malcolm THANKS, Wrist Sheath spring-loadedx2 (holds Wands BladeLash and Shield)
Encumbrance
Coin 582gp

Negotiator:

+1 Fortuitous, Spellstoring, Keen,Wing-Fouling* Fauchard

Based on Dragoncatch Guisarme

Aura moderate conjuration; CL 8th; Weight 5 lbs.;Price 13,308 gp
DESCRIPTION
This +1 dragon bane guisarme is has a shaft wound tightly with dragonhide. A dragoncatchguisarme can be used to make a special tripmaneuver against creatures using wings to fly. If the maneuver succeeds, the target's wings are fouled and the creature is knocked off balance, falling to the ground and gaining the entangledcondition. A creature tripped in this way can attempt a DC 15 Fly check as a move action to remove the entangled condition.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, black tentacles,summon monster I; Cost 6,808 gp

Explanation: the DragonCatch weapon is +1 and bane therefore it is a +2 weapon, with the Wing-Fouling property

A +2 weapon normally costs 8,000

But the Dragon Catch costs 13,308

Therefore the Wing-Fouling property adds 5,308 to the cost

I’ve Taken a +1 Fortuitous, SpellStoring ,Keen, Fauchard and added the Wing-Fouling property. Total cost= 37,308gp

This custom weapon is very important to the build as many high level opponents Fly and that invalidates a lot of this build. It’s difficult enough to trip larger creatures. But with this weapon at least he can trip those flying with wings.

Future Enchantments to add: Cruel, Merciful, Holy, Impervious

Racial and Special Abilities:

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Racial Abilities
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Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. Source PCS:ISR

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

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Special Abilities

Barbarian Titan Mauler/Pack Rager 2
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Rage: 9/9 (6+Con) rounds per day
Big Game Hunter: +1 to hit and ac vs larger creatures
Jotungrip: -2 while wielding a 2 handed weapon one-handed
Teamwork bonus feat: Outflank

Monk Maneuver Master 2
IUS
Stunning Fist 4/day DC18
Wis to AC
Evasion
Bonus Feats x2 (Improved Trip, Combat Reflexes)
Flurry of Maneuvers

In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load.

This ability replaces flurry of blows.

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Magus 7 Kensai
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Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)

[See FAQ]

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
This ability replaces spell recall.

Fighter Training (Ex)

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
This ability replaces knowledge pool.

Iaijutsu (Ex)

At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
This ability replaces the medium armor ability.

.

Skills:

ranks:30 +33 Int=63

Acrobatic 15____________(3 class +9 rank + 3 Dex)
Climb 8_______________(3 class + 1 rank + 5 Str)
Escape Artist 7________(3 class +1 rank + 3 Dex)
Fly 9_________________(3 class +3 rank + 3 Dex)
Intimidate 23__________(3 class + 11rank + 3 Int +6 Skill Focus)

Perception 23_________(3 class + 11 rank + 3 Wis +6 Skill Focus)
Ride 7________________(3 class + 1 rank + 3 Dex)
Spellcraft 14_________(3 class + 5 rank + 3 Int)
Stealth 7_____________(3 class + 1 rank + 3 Dex)
Survival 7____________(3 class +1 rank + 3 Wis)
Swim 9________________(3 class + 1 rank + 5 Str)
Use Magic Device 3___(3 class + 1 rank -1 Cha)

Knowledge
Arcana 8______________(3 class + 1 rank + 3 Int +1 racial)
Dungeoneering 8________(3 class + 1 rank + 3 Int +1 racial)
Engineering 7__________(3 class + 1 rank + 3 Int)
Geography 7____________(3 class + 1 rank + 3 Int)
History 8______________(3 class + 1 rank + 3 Int +1 racial)
Local 7________________(3 class + 1 rank + 3 Int)
Nature 13_______________(3 class + 6 rank + 3 Int +1 racial)
Nobility and Royalty 7 _( 3 class + 1 rank + 3 Int )
Religion 11____________(3 class + 4 rank + 3 Int +1 racial)
the Planes 10___________(3 class + 3 rank + 3 Int +1 racial)

Appearance:
WIP

Background:
WIP Summary: young Shoanti barbarian captured in a raid upon a monastery and set to work to repay for his crimes. Gained respect of the Monks. Learned much there. Learned the Martial Arts and grew interested in magic, something he had never been exposed to. After many years and his debt paid, he began to wander the world

Tactics and Role:

Name? fills the melee slot. Uses Enlarge Person and his reach weapon to create AOOs and control a large area with tripping maneuvers. Typically starts off a tough encounter with a Shield spell from his Wand and activates Frostbite in his Spellstoring Fauchard. From the beginning of the encounter opponents hit by him w/Frostbite (Enforcer Feat) will subject to an Intimidate check debuffing (Shaken) debuffing them allowing others in the party to attack them (ac or saves) more easily.

Except for Frostbite and Bladelash he tends to use his spells other than Enlarge Person as defensive buffs.

He can swing his fauchard SkyReaver one handed to use spell combat/ spellstrike or he can Power Attack 2-handed.

He will be a lot of fun to play with the various options he has, spells, AOOs, Trips, Power Attacking, Intimidating enemies. I very much hope I can play him in this Epic Campaign

Magic Item wish list:

crown of conquest and take additional feats (fates favored, second Chance)
seeking adaptive composite bow +1
Pearls of Power as many as he can get
add Tumbling to Belt
add Cruel and Impact to Negotiator
Cloak Displacement Minor/Resistance
Gloves of Dueling/ Gloves of Maneuver +2 Dirty Trick

Pie in the sky item wishlist: Helmet of the Golden General/Krepesh of Refuge

BAB15 (+8 BAB +5Str +1 Fauchard,+1 Weapon Focus)
Speed30 ft
CMB+14, +20 when Tripping
MeleeFauchard+15/+10 (1d10+6/15-20/x2 S) dam:+5 Str

Now Fauchard is +1 Keen, Fortuitous, Spell Storing, Wing Clipping* see gear section

As swift action can use 1 Magus Arcane Pool pt= weapon enhanced +2 for 1min, free action

Free action upon hit cast Piercing Frostbite with Fauchard 1d6+7 non lethal cold damage

Frostbite:

School transmutation [cold]; Level bloodrager 1, druid 1, magus 1, shaman 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.


Fatigued:

Fatigued

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Enforcer feat due to non-lethal damage from Frostbite:

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

free action Intimidate:

Demoralize Opponent

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.

Action Demoralizing an opponent is a standard action.

Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.

[dice=free action Intimidate]1d20+22[/dice] DC=10 + the target’s Hit Dice + the target’s Wisdom modifier. If succesful target is Shaken for #rounds equal to non-lethal damage dealt

Shaken:
Shaken

A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

arcane pool weapon+2
One Handed w/Spell Combat+Spell Strike -4 to attack
[dice=Melee Fauchard#1]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=damage]1d10+11[/dice]

[dice=Melee Fauchard#2]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=damage]1d10+11[/dice]

[dice=Melee Fauchard#3]1d20 +8[/dice] 15-20/x2 +Spell Damage
[dice=damage]1d10+11[/dice]

arcane pool weapon+2
One Handed w/Spell Combat+Casting Spell -4 to attack
[dice=Melee Fauchard#1]1d20 +13[/dice] 15-20/x2
[dice=damage]1d10+11[/dice]

[dice=Melee Fauchard#2]1d20 +8[/dice] 15-20/x2
[dice=damage]1d10+11[/dice]

arcane pool weapon+2
Two Handed w/Power Attack to hit(-3) dam[+7str,+8PA,+3Enh]
[dice= PA Fauchard#1]1d20 +15[/dice] 15-20/x2
[dice=PA damage#1]1d10+18[/dice]

[dice= PA Fauchard#2]1d20 +10[/dice] 15-20/x2
[dice=PA damage#2]1d10+18[/dice]

ENLARGED +2 STR, -2DEX, -1 ac and to hit, dam=2d8
arcane pool weapon+2
One Handed w/Spell Combat+Spell Strike -4 to attack
[dice=Melee Fauchard#1]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=damage]2d8+10[/dice]

[dice=Melee Fauchard#2]1d20 +13[/dice] 15-20/x2 +Spell Damage
[dice=damage]2d8+10[/dice]

[dice=Melee Fauchard#3]1d20 +8[/dice] 15-20/x2 +Spell Damage
[dice=damage]2d8+10[/dice]

arcane pool weapon+2
One Handed w/Spell Combat+Casting Spell -4 to attack
[dice=Melee Fauchard#1]1d20 +13[/dice] 15-20/x2
[dice=damage]2d8+10[/dice]

[dice=Melee Fauchard#2]1d20 +8[/dice] 15-20/x2
[dice=damage]2d8+10[/dice]

[dice=Flurry of Maneuvers Trip see below]1d20+20[/dice]

One Handed Trip CMB[/b] 11 +6Str +1Size +2Improved +2Greater Trip +2Maneuver Mastery +1 Weapon Focus -4Onehanded SpellCombat -2Flurry of Maneuvers= 19
with BladeLash CMB=29
with True Strike CMB=39

Plus Enhancement 1-3

arcane pool weapon+2
Two Handed w/Power Attack to hit(-3) dam[+9str,+8PA,+3Enh]
[dice= PA Fauchard#1]1d20 +14[/dice] 15-20/x2
[dice=PA damage#1]2d8+20[/dice]

[dice= PA Fauchard#2]1d20 +9[/dice] 15-20/x2
[dice=PA damage#2]2d8+20[/dice]

[dice=Flurry of Maneuvers Trip see below]1d20+20[/dice]

2 Handed Trip CMB[/b] 11 +6Str +1Size +2Improved +2Greater Trip +2Maneuver Mastery +1Weapon Focus -2Power Attack -2Flurry of Maneuvers= 21

AOOs=2+Fortuitous

Stunning Fist 4/day DC=18