Garb's Character Sheet (Pathfinder)

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Garb Mac ChulainnFlann [20 Points]

Character Stats
Garb.png
Level 2
Race Dwarf
Class Brawler 1(Shield Champion/Kineticist 1 (Geokineticist )
Armor Masterwork Chain Shirt
Weapon(s) Shield, piles of rocks and dirt, fists
Hometown Thol Zanos Lotol Citadel, deep beneath the Scar and Gildenhome
Garb Mac ChulainnFlann ==Stats==
Garb Mac ChulainnFlann None 20
Character Name PLAYER ALIGNMENT DEITY POINTS
Kineticist1 Brawler1

(Mutagenic Mauler, Shield Champion)

2000 Dwarf Medium / 5 ft. 4' 1" 178 lbs. Darkvision (90 ft.), Dazzled in bright light
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 5000 80 Male Dark White
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
17 +3 17 +3
CON
Constitution
19 +4 19 +4
INT
Intelligence
8 -1 8 -1
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
6 -2 6 -2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
26




  

Walk 20 ft.

AC
Armour Class
18 : 13 : 15 = 10 + 4 + 1 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


25 -3 +3 7  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+8 = +4 + +4 + +0
+ +0
+ +0
+
Reflex

Dexterity

+7 = +4 + +3 + +0
+ +0
+ +0
+
Will

Wisdom

+0 = +0 + +0 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:

+1 vs. mind-affecting effects, except fear

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+1 = +1
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+1 = +1
+ +0 + +0
+ +0
+ +1
+
CMB +1 +1 +1 +1 +3 +3
CMD 14

14

14 14 14 14
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:

+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.


UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+1
1d6
20/x2
5 ft.
  




*bash
HAND TYPE SIZE CRITICAL REACH
Primary
BP
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +2
-2
+2
-4
-2
-6
 Dam 1d4
1d4
1d4
1d4
1d4
1d4
 Special Properties  (Masterwork Shieldbash (Light/BrawlingAbilityOK, Shield, Weapon Group Close, Weapon Group Thrown, Simple/Shield Spikes)), Spiked
  
*quickshield
TOTAL ATTACK BONUS DAMAGE CRITICAL
+1
1d6-1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Equipped
0 ft.
P
M
 (Masterwork Quickdraw Shield (Light/Steel/Alchemical Silver/Shield Spikes/Shield Spikes/Throwing Shield/Throwing)), Can unclasp and throw as a free action (except tower)., small 1d4 damage; medium 1d6 damage; range 20 ft., deals bludgeoning damage., Spiked (2), 10 hp/inch, hardness 8
  
Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Carried
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-2
-4
 Dam 1d6+1 1d6+1 1d6+1 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Masterwork Chain Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+4
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-1
20

==SKILLS== MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 4 = 3
+ 1
+ 0
  Acrobatics (Jump) DEX 0 = 3
+ 1
+ -4
  Appraise INT -1 = -1
+ 0
+ 0
  Appraise (Precious metals and gemstones) INT 1 = -1
+ 0
+ 2
  Bluff CHA -2 = -2
+ 0
+ 0
  Climb STR -3 = 0
+ 0
+ -3
  Craft (Untrained) INT -1 = -1
+ 0
+ 0
  Diplomacy CHA -2 = -2
+ 0
+ 0
  Disguise CHA -2 = -2
+ 0
+ 0
  Escape Artist DEX 0 = 3
+ 0
+ -3
  Fly DEX 0 = 3
+ 0
+ -3
  Heal WIS 0 = 0
+ 0
+ 0
  Intimidate CHA -2 = -2
+ 0
+ 0
  Knowledge (Dungeoneering) INT 3 = -1
+ 1
+ 3
  Linguistics(Common, Dwarven) INT 1 = -1
+ 2
+ 0
  Perception WIS 5 = 0
+ 2
+ 3
  Perform (Untrained) CHA -2 = -2
+ 0
+ 0
  Ride DEX 0 = 3
+ 0
+ -3
  Sense Motive WIS 0 = 0
+ 0
+ 0
  Stealth DEX 0 = 3
+ 0
+ -3
  Survival WIS 0 = 0
+ 0
+ 0
  Swim STR -3 = 0
+ 0
+ -3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
==EQUIPMENT==
ITEM LOCATION QTY WT. COST
 Outfit (Explorer's)
Equipped
1
8
0
 Masterwork Chain Shirt
Equipped
1
25
250
==Garb's Shield==
       Masterwork Quickdraw Light Shield - Alchemical Silver + Steel Shield Spikes (bash 1d4)

Throwing Shield/Throwing: Can unclasp and throw as a free action - medium 1d6 damage; range 20 ft., deals bludgeoning damage. (10 hp/inch, hardness 8)

Equipped
1
12
339
 Pouch (Belt)
Equipped
1
0.5
1
 Alchemist's Fire (Flask)
       (Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)
       
Carried
1
1
20
 Acid (Flask)
       (Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
       
Carried
1
1
10
ITEM LOCATION QTY WT. COST
 Tindertwig
       
Carried
1
0
1
 Oil (1 Pint Flask)
       
       
       
       
       
Carried
5
1
0.1
 Backpack
Carried
1
2
2
 Flint and Steel
Backpack
1
0
1
 Rations (Trail/Per Day)
       
       
       
       
       
Backpack
5
1
0.5
 Waterskin
Backpack
1
0
1
TOTAL WEIGHT CARRIED/VALUE   59.5 lbs. 928 gp
WEIGHT ALLOWANCE
Light 33 Medium 66 Heavy 100


MONEY
Unspent Funds = 132.0
Acid (Flask)
HAND TYPE SIZE CRITICAL
Carried
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-2
-4
 Dam 1d6+1 1d6+1 1d6+1 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Dwarven
PROFICIENCIES
Battle Aspergillum, Battleaxe, Bayonet, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Cestus, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Hair, Hanbo, Hook Hand, Javelin, Khakkhara, Kumade, Kunai, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Pick (Heavy), Pitchfork, Quarterstaff, Rock, Shieldbash, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Stonebow, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light), Warhammer, Weighted Spear
Archetypes
Mutagenic Mauler

Not content with perfecting her body with natural methods, a mutagenic mauler resorts to alchemy to unlock the primal beast within. Not content with perfecting her body with natural methods, a mutagenic mauler resorts to alchemy to unlock the primal beast within.
Shield Champion

Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon. Stalwart in battle, a shield champion has perfected an entire martial discipline relying on only her hand-to-hand fighting skills and her ever-present shield. What she forgoes in weapon versatility and improved combat maneuvering, she makes up for in her ability to turn her defense into a weapon.
Racial Traits

Relentless

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.

Darkvision

(Ex)

[Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deep Warrior

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).

Lorekeeper

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Darkvision (Minesight)

(Ex)

?
     Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deep Warrior

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).

Giant Hunter

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Humanoid Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.308]
     Humanoids breathe, eat, and sleep.

Magic Resistant

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells.

Steady

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves never have their speed reduced by armor or encumbrance.

Stonesinger

(Ex)

[Paizo Inc. - Advanced Player's Guide, p.11]
     Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability.

Weapon Familiarity

(Ex)

[Paizo Inc. - Core Rulebook, p.21]
     Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Xenophobic

(Ex)

[Paizo Inc. - Advanced Race Guide, p.12]
     Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear effects.


Class Abilities

Basic Geokinesis

[Paizo Inc. - Occult Adventures, p.23]
     Element earth; Type utility (Sp); Level 1; Burn 0 You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the siftAPG cantrip.

Brawler's Cunning

(Ex)

[Paizo Inc. - Advanced Class Guide, p.23]
     If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Burn

(Ex)

[Paizo Inc. - Occult Adventures, p.11]
     At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Earth

[Paizo Inc. - Occult Adventures, p.14]
    

Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.

Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.

Wild Talents: 1st-basic geokinesis, earth walk, kinetic cover, pushing infusion; 2nd-bowling infusion, earth climb, entangling infusion; 3rd-impale, jagged flesh, magnetic infusion, rare-metal infusion, tremorsense; 4th-enduring earth, shift earth; 5th-earth glide, stone sculptor, tremorsense (greater); 6th-deadly earth; 7th- fragmentation, shift earth (greater); 9th-seismic master.

Earth Blast

[Paizo Inc. - Occult Adventures, p.15]
     Element earth; Type simple blast (Sp); Level -; Burn 0 Blast Type physical; Damage bludgeoning, piercing, or slashing You shape earth into clumps or shards and send them flying at a foe.

Elemental Focus

(Su)

[Paizo Inc. - Occult Adventures, p.10]
     At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Gather Power

(Su)

[Paizo Inc. - Occult Adventures, p.12]
     If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion

(Su)

[Paizo Inc. - Occult Adventures, p.12]
     At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. The descriptions of infusions begin on page 17.

Kinetic Blast

(Sp)

[Paizo Inc. - Occult Adventures, p.11]
     At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15-16.

Kinetic Fist

[Paizo Inc. - Occult Adventures, p.21]
     Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier.

Kineticist

[Paizo Inc. - Occult Adventures, p.84]
     FCB: Add 1/3 point of damage to earth element blasts that deal damage.

Martial Training

(Ex)

[Paizo Inc. - Advanced Class Guide, p.23]
     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)

[Paizo Inc. - Advanced Class Guide, p.86]
     You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until it is picked up by either an mutagenic mauler or a mutagenic mauler. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. If a non-mutagenic mauler or non-mutagenic mauler drinks a mutagen, they must make a DC 9 Fortitude save or become nauseated for 1 hour - a non-mutagenic mauler or non-mutagenic mauler can never gain the benefit of a mutagen, but an mutagenic mauler or a mutagenic mauler can gain the effects of another mutagenic mauler or mutagenic mauler's mutagen if drunk. (Although if the other mutagenic mauler or mutagenic mauler creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an mutagenic mauler or a mutagenic mauler drinks a mutagen, the effects of any previous mutagen immediately end. Additionally, a mutagenic mauler gains +1 weapon damage when she attacks in melee while her mutagen is active.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Weapon and Armor Proficiency

[Paizo Inc. - Occult Adventures, p.10]
     Kineticists are proficient with all simple weapons and light armor, but not shields.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide, p.86]
     A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This replaces the brawler's weapon and armor proficiencies.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
    You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
FEATS
Point-Blank Shot [Paizo Inc. - Core Rulebook, p.131]
    You are especially accurate when making ranged attacks against close target.
    You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Shield Proficiency [Paizo Inc. - Core Rulebook, p.133]
    You are trained in how to properly use a shield.
    When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
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