Sajan

Xander Paleolog's page

5 posts. Organized Play character for Gavmania.


Full Name

Demetrius Paleolog

Race

Human

stats:
HP 13/13 AC19 (T10, FF19) F/R/W 4/3/6 Init+1, per+8

Classes/Levels

Brawler (Mutagen Mauler) 1 // Warpriest 1

Gender

Male

Size

5'6"

Age

18

Special Abilities

Brawler's cunning, martial training, unarmed strike, Mutagen, Aura, blessings (minor), focus weapon, orisons, sacred weapon

Alignment

Chaotic Good

Deity

Cayden cailean

Languages

Taldane, Celestial

Strength 18
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 18
Charisma 7

About Xander Paleolog

Background:
Born an orphan and raised by the Good Brothers at the Temple of Cayden Cailean, John grew up an ordinary acolyte, fairly unremarkable.

All that changed when he was snatched off the streets at the age of 13 and subjected to a strange ritual, destined for who knows what.

But whether it was the spark of divinity from his fervent prayers, or some quirk of his blood, what was awakened within him was a Bestial creature that he was transformed into. Being stronger and tougher, he managed to maul a few of the initiates before escaping into the night. Waking a few hours later in an alley, John knew that the Beast still slumbered within him, ready to break out whenever he was threatened. He decided that he must seek to control his bestial nature, and use it for good. He ran away to Kenabres and joined the Temple there, dedicating himself to Prayer, Martial prowess and Brawling.


JOHN VALIANT
Male Human Brawler (Mutagen Mauler) 1 // Warpriest 1
CG medium humanoid (human)
Init +1; Senses Perception +8,
Aura Aura of Chaos, Aura of Good,
Languages Celestial, Common
defense:
AC 19, touch 10, flat-footed 19
hp 13 (1HD) (10+2CON1Favored Class)
Fort +4, Ref +3, Will +6
Defensive Abilities Mutagen (+2 Natural Armor), Liberation Blessing
Speed 20 ft. (6 squares)

attacks:
Melee unarmed strike +6 (1d6+4)
Melee unarmed strike (power attack)+5 (1d6+6)
Melee Dagger (Cold Iron) +5 (1d4+2)
Melee Dagger (Cold Iron) with Power attack +4 (1d4+3)
Ranged sling +2 (1d4+4, 50')
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +1; CMB +5; CMD 16
Atk Options ,
Special Actions blessings (Good, Liberation, 4/day),

Spells:
Prepared Spell List
Cleric (CL 1st):
1st - divine favour, Protection from Evil (DC 15)
0th - detect magic , light , stabilize (DC 14)

other:
Deity Cayden Cailean; Blessings Good, Liberation,
Abilities Str 18, Dex 12, Con 14, Int 12, Wis 18, Cha 7
Special Qualities Aura, Aura of Chaos, Aura of Good, Blessings (4/4), Dual Talent, Holy Strike (minor), Liberation (minor), Orisons, Spontaneous Casting,

Feats:
Improved Unarmed Strike, Power attack, Weapon Focus (unarmed)

Skills:
Acrobatics -8, (Dex+1, Armor-9)
Appraise +1, (Int+1)
Bluff -2, (Cha-2)
Climb -1, (Rank1 Str+4 Class+3 Armor-9)
Craft (Untrained) +1, (Int+1)
Diplomacy -2, (Cha-2)
Disguise -2, (Cha-2)
Escape Artist -8, (Dex+1, Armor-9)
Fly -8, (Dex+1, Armor-9)
Heal +8, (Rank1 Wis+4 Class+3)
Intimidate -2, (Cha-2)
Perception +8, (Rank1 Wis+4 Class+3)
Perform (Untrained) -2, (Cha-2)
Ride -8, (Dex+1, Armor-9)
Sense Motive +8, (Rank1 Wis+4 Class+3)
Stealth -8, (Dex+1, Armor-9)
Survival +4, (Wis+4)
Swim -5,(Str+4 Armor-9)

Possessions:
worn: traveler's outfit;
Belt Pouch Containing 11gp, 8sp, 10cp
Holy Symbol (wooden)
Scroll Case Containing:
Scroll (cure Light Wounds) x2
Splint Mail;
Shield;
Wrist Sheath Containing:
Dagger (Cold Iron);

Carried:
Sling ;
Sling Bulletsx10


Acid Flask
abilities:

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a moderate chaotic aura.
Aura of Good (Ex) You project a moderate good aura.
Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mutagen (Su):As a standard action, the Mutagen Mauler may manifest a Strength based Mutagen. Upon being manifested, the mutagen causes the Character to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to Strength for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to Intelligence.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Stolen Fury: You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on the table above. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.