Male Oread Fighter (Polearm MasterAPG) 4/ Cavalier(Gendarme) 1/ Alchemist(Internal alchemist) 2/ Barbarian (Superstitious) 2/ Living Monolith 2 (+4hp)
Chaotic Neutral Medium Outsider (native)
Player mosillan (37103-3)
Init +5 (+3 dex, +2 trait)
Senses Perception +13, Darkvision 60'
AC 22, touch 14, flat-footed 18; (+3 dex, +1 dodge, +7 armor, +1 NA) (+4 Shield, +2 Na mutagen, -2 rage)
hp 97 (2d12 + 5d10 + 3d8 + 10x 2con + 10 feat + 4fc) (+20 rage)
Fort +18, (+2 con, +4 f, +2 c, +3 b, +3 a, +1 lm, +3 res) (+2 Rage)
Ref +10, (+3 dex, +1 f, +0 c, +0 b, +3 a, +0 lm, +3 res)
Will +7, (-1 wis, +1 f, +0 c, +0 b, +0 a, +0 lm, +3 res, +2 feat, +2 familiar) (+2 Rage)
Speed 30ft, with armor 20ft
Melee +1 Keen Furious FauchardCHR +15/+10 (1d10+9 /15-20/x2)
|Combat Experties||+12/+7||1d10+9||+3 AC|
|str-mutagen + Rage||+21/+16||1d10+17|
|str-mutagen + PA||+14/+9||1d10+21||+2 AC|
|Rage + PA||+16/+11||1d10+23||-2 AC|
|Rage + PA + str-mutagen||+18/+13||1d10+26|
Melee MWK Silver Lucerne Hammer +15/+10 (1d12+6 /x3)
Melee MWK Cold Iron Guisarme +15/+10 (2d4+6 /x2)
Melee Scimitar +14/+9 (1d6+4/+6 /18-20/x2)
Ranged Javelin +11/+6 (1d6+4 / x2) Range: 30' (60' while using Spear Thrower)
rdy&aops: +1 AR on polearms
Power Attack: -3 AR -> +6/+9 dmg
Combat Experties: -3 AR -> +3 AC
Str-mutagen: +2 AR -> +2/+3 dmg -> +2 AC
Con-mutagen: +18hp -> +2 AC
Rage: +2 AR -> +2/+3 dmg -> -2 AC -> 18 hp
Rage furious: +4 AR -> +4/+5 dmg -> -2 AC -> 18 hp
LM: Enlarge Person: +1 AR -> +1 dmg -> -2 AC -> 1d10>>2d8 -> +3 CMB
Spell-like Ability (CL 1, Concentration +3)
Spell-like Ability (CL 10, Concentration +7)
Extracts prepared (CL 2)
1st (2+1/day) DC 13 - Expeditious Retreat, Long Arm, Comprehend Languages
1st: Polypurpose Panacea, Enlarge Person, Touch of the Sea, Shield, Expeditious Retreat, Comprehend Languages, Long Arm(15gp)
Str 22 (18+2), Dex 16, Con 14 (12), Int 15 (13), Wis 10, Cha 5
Base Atk +8/+3; CMB 14; CMD 29
Traits Soul Drinker1, Reactionary2
Languages Common, Terran, Orc, Sphinx, Osirion, Ancient Osirion, Azlant(headband)
RSQ Granite Skin, Crystalline Form
SQ Pole Fighting3, Steadfast Pike4, Challenge5 1/day, mount6, order of the Warrior, Alchemy, Bomb 4/day 1d6+2 DC12, Mutagen7, Breath mastery8, Fast movement9, Rage10, Alchemist discovery(Tumor Familiar(Hedgehog))11, Rage power(Roused Anger)12, Soul Stone(Ka),
On person +1 Breastplate, +1 Keen Furious Fauchard, MWK Silver Lucerne Hammer, MWK CI Guisarme, Scimitar, Javelin x7, Explorer's outift, Alchemist's Fire x2, Waterskin, Wayfinder
In backpack Mwk Backpack, Bedroll, Grappling hook, rope 50ft (silk), Tent (large), Torch x3
Wands: CLW (1), IH (21), Shield (41)
Ioun Stones: cVPP, cracked Opalescent White Pyramid(Fauchard), Clear Spindle in wayfinder
Encumbrance 107 lb. without backpack, 161 lb. with backpack (117 lb. light/233 lb. medium/350 lb. heavy)
1 There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
2 You gain a +2 trait bonus on Initiative checks.
3 At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
4 At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd.
5 Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge.
7When 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.
8The 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.
9A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed
10A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
lvl10: Living monolith +8hp / Ka Stone. Toughness