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Male Azata-Blooded Aasimar Brawler (Mutagenic Mauler) 10/Bard (Archaeologist) 1
Neutral Medium Outsider (Aasimar)
Player Swyrlyn


Init + 5 (+2 dex, +2 trait, +1 competence)
Senses Darkvision, Perception +14


AC 25, touch 14, flat-footed 23; (+6 armor, +2 dex, shield +5, +1 deflection, +1 insight)
HP 112 (10d10 + 1d8 + 22 con + 10 fcb + 11 toughness)
Fort +11 (con +2, brawler +7, bard +0, +2 resistance)
Refl +13 (dex +2, brawler +7, bard +2, +2 resistance)
Will +10 (wis +0, brawler +3, bard +2, +1 trait, +2 resistance, +2 feat)
Special Defences:

  • Acid resistance 5, Cold Resistance 5, Electricity Resistance 5, +1 to saves while using * Archaeologist’s Luck
  • You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
  • Preserve Organs: The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Speed 30ft 40ft with mutagen, with armor 30ft 40ft with mutagen, 15 climb speed with mutagen, fly 30 (average)
1-handed Melee Unarmed strike +19/+14 1d10+10 (B/*2)
1-handed Melee+Power Attack Unarmed strike +16/+11 1d10+16 (B/*2)
1-handed Melee+Power Attack+Mutagen Unarmed strike +18/+13 1d10+20 (B/*2)
Brawler's flurry Unarmed strike +17/+17/+12/+12 1d10+10x3 (B/*2)
Brawler's flurry+Power Attack Unarmed strike +14/+14/+9/+9 1d10+16x2 (B/*2)
Brawler's flurry+Power Attack+Mutagen Unarmed strike +16/+16/+11/+11 1d10+20x3 (B/*2)
Special Attacks: Archaeologist’s Luck (Ex):
As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. 5 rounds/day
Brawler's strike: Unarmed attacks go through magic, silver and cold iron DR. Pummeling Style: Combine all unarmed attacks together.
Knockout 2/day (DC 21) with Mutagen (DC 23)

  • Attack Bonus: Bab +10, Str +6, Enchantment +1, Competence +1, Weapon focus +1 = 19
  • Damage with all: Str +8, Enchantment +1, Trait +1, Weapon Specialization +2, PA +6, Mutagen +2 = 20

Ranged Cold Iron Javelin +12 1d6+6/+8 (Range 30/P/*2)


Spells:(CL 1, Concentration +2)
1st (2/day) (DC 12)- Remove Fear, Grease
Cantrips Detect Magic, Read Magic, Mending, Prestidigitation
Spell-like abilities
1/day -Glitterdust (DC 13), 1/day -Enlarge Person (self for 2 rounds)


Str 22 (18+2level+2ench) , Dex 15, Con 14, Int 14 (12+2), Wis 10, Cha 12
Base Atk +10; CMB +18/+19 Trip/+20 grapple; CMD 31/33 mutagen +2 grapple, +1 trip
Feats

  • 1: Power Attack
  • 2: Pummeling Style (Brawler Bonus Feat)
  • 3: Deific Obedience (Irori) - +4 sacred bonus on knowledges
  • 5: Weapon Focus (unarmed)
  • 6: Weapon Specialization (unarmed)
  • 7: Iron Will
  • 8: Toughness (Extra feat from Boon)
  • 9: Angel Blood, Pummeling Charge (Brawler Bonus Feat)
  • 11:Angel Wings

Skills acp: 0; total skill ranks: (Bard 1x6, Brawler 4x10, Int 11*1) = 57

  • Acrobaticsc (3) +8
  • Appraisec (1) +6
  • Bluffc (1) +6
  • Climbc (1) +10/+20 with mutagen climb speed 15
  • Craft Alchemyc (1) +6
  • Diplomacyc (11) +18
  • Disable device
  • Disguisec (1) +5
  • Escape artistc (1) +6
  • Flyc (3) +8
  • Handle animalc (1) +5
  • Heal
  • Intimidatec
  • Knowledge(arcana)c (3) +13
  • Knowledge(dungeoneering)c (1) +11
  • Knowledge(engineering)c (1) +11
  • Knowledge(geography)c (1) +11
  • Knowledge(history)c (1) +11
  • Knowledge(local)c (1) +11
  • Knowledge(nature)c (1) +11
  • Knowledge(nobility)c (1) +11
  • Knowledge(planes)c (1) +11
  • Knowledge(religion)c (3) +13
  • Linguisticsc (2) +7
  • Perceptionc (11) +14
  • Perform Oratoryc (1) +7
  • Professionc
  • Ridec (1) +6
  • Sense motivec (11) +14 (Headband)
  • Sleight of handc (1) +6
  • Spellcraftc (1) +6
  • Stealthc
  • Survival
  • Swimc (1) +10
  • Use magic devicec (1) +5

Traits:Quain Martial Artist, Reactionary, Indomitable Faith
Languages: Common, Celestial, Tien, Osiriani, Thassilonian, Ancient Osiriani
RSQCelestial Resistance, Skilled (+2 perform/diplo), Spell-Like Ability (Sp): Glitterdust, Darkvision
SQBardic knowledge, Archaeologist’s Luck (Ex), Brawler's cunning, Martial training, Brawler's flurry, Maneuver Training 1 (Grapple), Knockout 1/day, Brawler's strike (magic, cold iron, silver), Close Weapon mastery
* Mutagen (Su):

At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist's mutagen and uses the brawler's class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.

This ability replaces martial flexibility.

  • Knockout (Ex)

At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.


On person:Cold Iron Longspear, Alchemical Silver Cestus, Cold Iron Gladius, Spring-loaded Wrist Sheetx2
In backpack: Crowbar, Acid*2, Alchemist Fire*4, Alchemy Crafting Kit, Wayfinder
Wealth
Mule:
Potions/Oils: Oil of Magic weapon, Potion of touch of the sea, Antiplague, Antitoxin, Fly, Daylight
Scrolls:
Wands: CLW, Heightened Awareness
Miscs:
Ioun Stones:Cracked Dusty Rose Prism, Cracked Mulberry Pentacle (+1 Bluff/Diplo), Dusty Rose Prism in Wayfinder
Encumbrance lb. without backpack (//), lb. with backpack


Wondrous Items

  • Head
  • Headband Headband of vast Intelligence +2 (Sense Motive, Thassilonian)
  • Face/Eyes
  • Neck Amulet of Mighty Fists +1
  • Shoulders +2 Cloak of Resistance
  • Chest
  • Body
  • Armor +2 Mithral Chain Shirt, +3 Mithral Heavy Steel Shield
  • Belt Belt of Giant Strenght +2
  • Wrist
  • Hand
  • Ring Ring of Protection +1
  • Ring
  • Feet

Notes

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Things to buy


Tulevaisuus


  • Extra +2 on strenght because of protege, extra trait because of Sky Key Solution (Indomitable Faith)

Knockout: Rogue pomo Slaugrak Nagaji munkki Haltia rangeri Fiendish Harpy Asmodean Cleric Barbarian Morlock

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