Difference between revisions of "Mad Gokar's Character Sheet (Pathfinder)"

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(When Hulked Out (Rage + Feral Strength Mutagen + Enlarge Extract))
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==When Hulked Out (Rage + Feral Strength Mutagen + Enlarge Extract)==
 
==When Hulked Out (Rage + Feral Strength Mutagen + Enlarge Extract)==
 
{|
 
{|
|Strength || 28 (+9)
+
|Strength || 26 (+8)
 
|-
 
|-
 
|Dexterity || 11 (0)  
 
|Dexterity || 11 (0)  
 
|-
 
|-
|Constitution || 22 (+6)
+
|Constitution || 18 (+4)
 
|-
 
|-
 
|Intelligence || 14 (+2)
 
|Intelligence || 14 (+2)
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|Charisma || 7 (-2)  
 
|Charisma || 7 (-2)  
 
|-
 
|-
|Hit Points || 56
+
|Hit Points || 48
 
|-
 
|-
|Armor Class || 19 (+6 from Masterwork Agile Breastplate, -1 size, +4 natural)
+
|Armor Class || 15 (+6 from Masterwork Agile Breastplate, -1 size, +2 natural, -2 rage)
 
|-
 
|-
|Melee Attack Bonus || +11
+
|Melee Attack Bonus || +10
 
|-
 
|-
|Massive Attacks || 10' reach, 4 primary natural attacks at +11 (2 Claw attacks 1d8+9, 1 Bite 1d10+9, 1 Gore 1d10+9)
+
|Massive Attacks || 10' reach, 4 primary natural attacks at +10 (2 Claw attacks 1d8+8, 1 Bite 1d10+8, 1 Gore 1d10+8)
 
|-
 
|-
|CMB || +13
+
|CMB || +12
 
|-
 
|-
|CMD || 23
+
|CMD || 20
 
|-
 
|-
|Will Save || +4 (0 Base, +1 WIS, +1 Trait, +2 rage)
+
|Will Save || +5 (0 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)
 
|}
 
|}
  

Revision as of 16:26, 14 June 2015

Mad Gokar - Level 4 CN Half-Orc Barbarian(Brutal Pugilist)/Alchemist(Beastmorph)

Attributes

Strength 16 (+3)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 7 (-2)

Secondary Attributes

Hit Points 40
Armor Class 17 (+6 from Masterwork Agile Breastplate +1 from Dex)
Base Attack Bonus +3
Melee Attack Bonus +6
Ranged Attack Bonus +4
CMB +6
CMD 17
Base Speed 40 Feet (30 feet in med. armor)
Fort Save +7 (+4 Base, +2 CON, +1 Cloak of Resistance)
Reflex +5 (+3 Base, +1 DEX, +1 Cloak of Resistance)
Will Save +3 (0 Base, +1 WIS, +1 Trait, +1 Cloak of Resistance)
Initiative +3 (+1 Dex, +2 Trait)

When Hulked Out (Rage + Feral Strength Mutagen + Enlarge Extract)

Strength 26 (+8)
Dexterity 11 (0)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 7 (-2)
Hit Points 48
Armor Class 15 (+6 from Masterwork Agile Breastplate, -1 size, +2 natural, -2 rage)
Melee Attack Bonus +10
Massive Attacks 10' reach, 4 primary natural attacks at +10 (2 Claw attacks 1d8+8, 1 Bite 1d10+8, 1 Gore 1d10+8)
CMB +12
CMD 20
Will Save +5 (0 Base, +1 WIS, +1 Trait, +2 rage, +1 Cloak of resistance)

Languages

  • Ubrekti (common)
  • some wild Ulani variant (origin)
  • Celesti
  • Bedowyld
  • Petaran

Traits

  • Auspicious Tattoo - You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune. +1 Will Save
  • Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly +2 Initiative

Feats and Abilities

Barbarian Class Abilities

  • Fast Movement Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
  • Rage 8 times per day you can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 4 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
  • Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
  • Savage Grapple At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.


Alchemist Class Abilities

  • Brew Potion 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 Chapter 15 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.
  • Throw Anything (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)
  • Bomb Gokar is adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that he can hurl at his enemies. He can use 5 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert. 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. On a direct hit, Gokar's bomb inflicts 1d6+3 points of fire damage. Splash damage from Gokar's bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
  • Mutagen Type Select one physical ability score - either Strength, Dexterity, or Constitution (almost always Strength). 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 20 minutes (10 for level, 10 for favored class bonus). 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. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save 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.)
  • Feral Mutagen Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
  • Poison Use Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon

Race Abilities (half-orc)

  • Ability Bonus: (+2 Strength)
  • Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
  • Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
  • Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
  • Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
  • Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Purchased Feats

  • Improved Unarmed Strike
  • Power Attack

Favored Class (Alchemist) Bonuses

  • (1) - Bonus Alchemist Mutagen Duration: Add +10 minutes to the duration of the alchemist's mutagens.
  • Bonus Barbarian Rage Rounds(Racial): Add +1 round of rage

Skills

Skill Ability Modifier Ability Modifier Ranks Misc Bonus
Acrobatics DEX 3 1 2 0 (armor check and or/encumbrance reduced by Agile)
Acrobatics (Jump) DEX 6 1 2 3 (armor check/encumbrance reduced by Agile),(trained class skill)
Acrobatics (Jump/Underground) DEX 3 1 2 0 (armor check/encumbrance reduced by Agile)
Appraise INT 9 3 1 5 (trained class skill)
Bluff CHA -2 -2 0 0
Climb STR 7 3 1 3 (trained class skill)(armor check/encumbrance reduced by Agile)
Craft (Untrained) INT 3 3 0 0
Craft (Alchemy) INT 12 3 4 5(trained class skill)
Craft (Alchemy/Create Item) INT 14 3 4 5(trained class skill) + 1 (alchemy class feature)
Craft (Weapons) INT 7 3 1 3(trained class skill)
Diplomacy CHA -2 -2 0 0
Disguise CHA -2 -2 0 0
Escape Artist DEX -2 1 0 -3 (armor check/encumbrance)
Fly DEX -2 1 0 -3 (armor check/encumbrance)
Heal WIS 8 1 4 3(trained class skill)
Intimidate CHA 2 -2 1 3(trained class skill)
Knowledge (Arcana) INT 10 3 4 3(trained class skill)
Knowledge (Geography) INT 4 3 1 0
Knowledge (History) INT 4 3 1 0
Knowledge (Local) INT 4 3 1 0
Knowledge (Nature) INT 7 3 1 3(trained class skill)
Perception WIS 8 (10 find hidden objects, check food is spoiled, or identify a potion by taste) 1 4 3(trained class skill) (+2 Scavenger racial ability)
Perform (Untrained) CHA -2 -2 0 0
Ride DEX -2 1 0 -3(armor check/encumbrance)
Sense Motive WIS 1 1 0 0
Spellcraft INT 10 3 4 3(trained class skill)
Stealth DEX -2 1 0 -3(armor check/encumbrance)
Survival WIS 5 1 1 3(trained class skill)
Swim STR 4 3 1 0


Known Alchemist Extractions (dc:13 + spell level)

  • 1st level (3/day): Adjuring Step, Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, Longshot, Identify, Shield, Stone Fist, Targeted Bomb Admixture, True Strike
  • Usually Brews 1 Cure Light and Strength Mutagen to start the day


Cool Items

Armor/Clothing

  • Spiked Masterwork Agile Breastplate

Base Item: Agile Breastplate Cost: 600 gp Wt: 25 lbs.   Max Dex: 3   AC Check: -3   Armor Class Bonus: 6   Arcane Failure: 25   Size: M

  • Explorer's Outfit (Peteran-style)
  • Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.
  • heavy steel shield masterwork
  • Cloak of Resistance +1

Weapons

  • Masterwork Silver Flail

Base Item: Flail (Heavy) Type: Weapon. Melee. TwoHanded. Martial. Standard. Bludgeoning. Flail. Weapon Group Flails. Cost: 495 gp Wt: 10 lbs.   Size: M Damage: 1d10   Crit Range: 2   Crit Mult: x2   Bonus to disarm an enemy (pg. 144), May be used to make trip attacks (pg.145), 10 hp/inch, hardness 8

  • longsword masterwork

Misc

  • Alchemist's Kindness 1
  • Alchemist's Lab (portable) 1 - +1 circumstance bonus on Craft (alchemy) checks.
  • Ale (Gallon) 1
  • Backpack 1
  • Bedroll (Cloth) 1
  • Candle (10)
  • Earplugs
  • Flint and Steel
  • Formula Book
  • Hip Flask
  • Manacles (medium)
  • Lamp Oil (1 Pint Flask) 5
  • Obsidian pieces 10
  • Paper Candle Firework 1
  • Rope (Hemp/50 ft.) 1
  • String (50 ft.) 1
  • Rations (Trail/Per Day) 2
  • Sunrod 0
  • Tindertwig 2
  • Waterproof Bag 1
  • Waterskin (Filled) 1
  • Assorted standard alchemy supplies