Zig

Yarrrrr!! For Gold and Mazmezz!

Male Goblin Barbarian (Feral Gnasher) 10
CE Medium Humanoid/Goblinoid (Goblin)
Player Swyrlyn
Favored Class Barbarian (+1 hp)


Init +3 (+4 Dex, -1 acp)
Senses Perception +13, Darkvision


AC 26, touch 16, flat-footed 26 (Uncanny Dodge); (+8 armor, +4 dex, +1 size, +2 natural, +1 deflection) Rage AC: 24
HP 120 (10d12 + 30 con + 10 fcb), Rage HP: 150
Fort +12 (con +3, class +7, +2 resistance), Rage +15
Refl +9 (dex +4, class +3, +2 resistance)
Will +6 (wis +1, class +3, +2 resistance), Rage +8
Special Defences:

  • DR 2/-
  • Resist Electricity 10 while raging
  • Rage: +2 Fort/Will, -2 AC
  • Defiant luck: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll.
  • Uncanny Dodge (Ex): Cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Speed 30 ft, Climb speed 20, Rage 60 fly speed (good maneuverability)
Melee 2-handed Improvised Greatclub (plank) +16/+10 1d8+7 (B/19-20), Bite +10 1d8+2 (B/S/P/20)
Melee 2-handed+PA Improvised Greatclub (plank) +13/+8 1d8+16 (B/19-20), Bite +8 1d8+5 (B/S/P/20)
Melee 2-handed+Natural+Rage+PA Improvised Greatclub (plank) +15/+10 1d8+19 (B/19-20), Bite +10 1d8+6 + Grab (Large) +23 CMB
Melee Natural Bite +15 1d8+6 + Grab (Large) +24 CMB (B/S/P/20)
Melee Natural+Rage+PA Bite +14 1d8+18 + Grab (Large) +23 CMB (B/S/P/20) - no grapple condition when using grab (no -4 dex and -2 attack penalty)

  • Grapple CMB: (BaB +10, Str +4, Size -1, Imp. Grapple +2, Grab +4, Fiendish Obedience +4 profane, Armbands of the brawler +1 competence = 24)

Ranged Sling +15 1d3+4
Special Attacks
+4 STR(Rage) 25 rounds/day, Unarmed strike 1d2+4, Impromptu Armament (Ex): Can pick up an unattended object that can be wielded in one hand as a free action, Raging Grappler, Elemental Blood, lesser - 3/day - 1d6 Electricity for 1 round


Str 18 (15+1+2), Dex 19, Con 16 (15+1), Int 13, Wis 12, Cha 8
Base Atk +10; CMB +13, Grapple CMB +24/+26; CMD 32, vs Grapple 34
Feats

  • 1: Improved Unarmed Strike, Defiant Luck (Campaign Feat)
  • 2: Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons (Feral Gnasher)
  • 3: Improved Grapple
  • 5: Raging Vitality: +2 morale bonus to Con and Rage continues while unconscious / Improvised Weapon Mastery (Bonus feat: Archetype): You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
  • 7: Power Attack
  • 9: Fiendish Obedience (Mazmezz): Bind a living creature so only a few key portions of anatomy (such as the belly, mouth, or eyes) remain exposed, allowing you to torment these exposed areas with needles, tiny knives, or poisonous vermin. Gain a +4 profane bonus on grapple checks and to CMD

Rage Powers:

  • 4: Raging Grappler (Ex): As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
  • 6: Elemental Blood, Lesser (Su): Benefit(s): Choose an energy type: acid, cold, fire, or electricity. While raging, as a swift action up to three times a day, the barbarian can imbue her melee attacks with elemental energy, dealing an additional 1d6 points of damage of the chosen energy type for 1 round.
  • 8: Elemental Blood (Su): While raging the barbarian gains energy resistance 10 against the energy type chosen when she took lesser elemental blood.
  • 10: Greater Elemental Blood (Su): While raging, the barbarian gains a special movement type or bonus based on her chosen element: acid grants a burrow speed of 30 feet, cold grants a swim speed of 60 feet, fire grants an increase of 30 feet to her base land speed, and electricity grants a fly speed of 60 feet (good maneuverability).

Skills acp: -1; total skill ranks: Barbarian Level 10 x (Class 4 + Int 1) = 50 + Background 20

  • Acrobaticsc (10) +16
  • Appraise
  • Bluff
  • Climbc (1) +7
  • Craft Shipsc (8) +12
  • Diplomacy (1) +0
  • Disable device
  • Disguise
  • Escape artist
  • Flyc (1) +14 (in rage)
  • Handle animalc (1) +3
  • Heal
  • Intimidatec (4) +6
  • Knowledge(arcana)
  • Knowledge(dungeoneering)
  • Knowledge(engineering)
  • Knowledge(geography)
  • Knowledge(history)
  • Knowledge(local) (1) +2
  • Knowledge(nature)c (1) +5
  • Knowledge(nobility)
  • Knowledge(planes) (1) +2
  • Knowledge(religion) (5) +6
  • Linguistics
  • Perceptionc (10) +14
  • Perform
  • Profession Sailorc (10) +15
  • Ridec
  • Sense motive
  • Sleight of hand
  • Spellcraft
  • Stealthc (1) +11
  • Survivalc (10) +14
  • Swimc (3) +10
  • Use magic device

Traits: Wild Shadow (Water), Dockside Brawler: You gain a +1 trait bonus on damage rolls with brass knuckles and improvised weapons., Ship Aptitude: +1 trait bonus on Prof. Sailor and becomes a class skill
Languages: Goblin, Common
RSQ Darkvision, Hard Head, Big Teeth (Gain bite attack)
SQ RAGE, Savage Bite (Ex), Uncanny Dodge (Ex), Impromptu Armament (Ex), Lockjaw (can grab creatures one size larger than bite), Rage Powerx2, Improved Lockjaw, DR 2/-


Wondrous Items

  • Head Helm of underwater action
  • Headband
  • Face/Eyes
  • Neck Amulet of Natural Armor +2
  • Shoulders Cloak of Resistance +2
  • Chest
  • Body
  • Armor Mithral Breastplate +2
  • Belt Belt of Giant Strength +2
  • Wrist Armbands of the brawler (+1 competence to grapple)
  • Hand Gloves of improvised might +1
  • Ring Ring of Protection +1
  • Ring
  • Feet Slippers of spider climbing

Misc Backpack, crowbar, rope (hemp)
Weapons Greatclub, Cold Iron Dagger, Sling(20 bullets), Great Treasure: Alchemist Fire
Wands
Potions
Metamagic Rods
Wealth 43 gp
Cash
Valuables
Encumbrance lb. (49,5 lb. light/100 lb. medium/200 lb. heavy)


Biography

  • Zigin lapsuus: Paljon pieniä vihreitä otuksia karsinassa. Taistelua ruuantähteistä: Zig voittaa koska vahvin ja isot hampaat! Muita otuksia haetaan pois karsinasta eivätkä ne koskaan palaa takaisin, joten Zig on teroittanut hampaitaan karsinan yhteen laitaan ja yhtenä päivänä yksi laidoista hajoaa tässä touhussa. Kummastuksissaan hän lähtee tutkimaan uutta ympäristöä ja päätyy luolan ulkopuolelle. Zig ei katsele haikaillen luolan perään vaan syöksyy suurta vauhtia kohti herkullisia tuoksuja joita lähistöltä havaitsee (eksyen samalla viidakkoon). Tästä alkaa suuri pettymysten ja juhlinnan aikakausi, kun Zig metsästää jäniksiä ja muita pieniä eläimiä ruuakseen ja vastavuoroisesti joutuu välillä itse metsästyksen kohteeksi.
  • Zigin nuoruus: Varttuessaan Zig löysi uuden päämäärän, kun hänet kaapattiin ja sidottiin köysillä ihmisten toimesta(tämä toki tapahtui sen jälkeen, kun pari liian innokasta merimiestä oli väheksynyt hiittä ja menettänyt muutaman sormen). Iloinen Kala nimisellä laivalla Zig laitettiin töihin ja pidettiin tiukassa kurissa, mutta pienenä ja ketteränä hän pääsi moniin paikkoihin mihin ihmiset eivät helposti päässeet, joten hänet pidettiin hengissä. Työskennellessään laivalla Zig päätti, että tulevaisuudessa kukaan ei tule häntä enää sitomaan vaan Zig itse on se joka tulee kukistamaan kaikki tätä yrittävät.
  • Iloiselta Kalalta Zig karkasi jossain Kahleiden alueen satamassa ja hiippaili sieltä sitten toisen laivan kyytiin. Tämän jälkeen Zig on välillä luvan kanssa ja välillä ilman lupaa seilannut pitkin Kahleiden aluetta työskennellen useimmiten ruokapalkalla, kunhan on saanut haastaa merimiehiä painiin. Satamissa Zig on monesti yritetty mukiloida, mutta kimppuun käyneet ovat pian huomanneet, että pienessä hiidessä on yllättävän paljon raakaa voimaa tätä yrittäviä kohtaan. Liikkuessaan merimiesten kanssa Zig on huomannut, että kiiltävillä asioilla saa ostettua ruokaa ja kaikkea muuta, joten hän on lisännyt tavoitelistaansa myös rikastumisen, koska sitten voi hankkia mitä haluaa.
  • Zig on saapunut Port Periliin satamaan tarkoituksenaan etsiä uusia töitä mistä saisi lisää kiiltäviä asioita. Edellisellä laivalla Zig on kuullut, että yksi Port Perilin pahamaineisista kapakoista olisi nimeltään Hirmuinen Piika ja siellä löytyisi varmasti kaikkea mahdollista. Nyt Zig suuntaa kohti Hirmuista Piikaa virne kasvoillaan, koska sieltä varmasti löytyy lisää haastajia ja tarjouksia kiiltävien kolikkojen tienaukseen.

Notes

Height: 3'1 = noin 94cm / Weight 35 lb. = noin 16kg
Age: 15

Level Up

1. Feat: Improved Unarmed Strike
2. Throw Anything (archetype - no rage power), Uncanny Dodge
3. Feat: Improved Grapple, Lockjaw: Grab on bite = medium size
4. STR+, Rage power: Raging Grappler
5. Feat: Raging vitality, Feat: Improvised Weapon mastery (archetype)
6. Rage Power: Lesser Elemental Blood (electricity), Improved Lockjaw (Ex): No penalties on grapple
7. Feat: Power attack, , Damage reduction 1/-
8. CON+, Rage power: Elemental Blood
9. Feat: Greater Grapple (Fiendish Obedience?, Greater Lockjaw (Ex): Grab = large
10. Rage Power: Greater Elemental Blood, Damage reduction 2/-
11. Feat: Toughness/Extra rage power?
12. DEX+, Rage Power? (Animal Fury/Hive Totem), Wicked Improvisation (Ex):
13. Feat: Toughness/Extra rage power?, Damage reduction 3/-
14. Rage Power: Hive totem?
15. Feat: Toughness/Extra rage power?, Greater Lockjaw (Ex): Grab = huge
Stuff to get

  • Anaconda's coil belt 18,500 gp,(belt, +2 competence on grapple, +2 str, 1d6 constrict)
  • Gauntlets of the skilled maneuver (hands, 4k, +2 to grapple),
  • Dusty Rose Prism 5k (+1 insight to cmb, resonance in wayfinder),
  • Armbands of the brawler 500gp (wrist, +1 competence on grapple),
  • Brawling enchantment (+3 to armor +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple), cracked pale green prism
  • Gauntlets of Twisting Vines 5000 (Hands, +2 circumstance bonus on combat maneuvers
  • Gloves of Improvised Might +1 4000gp
  • Helm of Underwater Action: The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer’s eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer’s head and maintains it until the command word is spoken again, enabling her to breathe freely.
  • Slippers of Spider Climbing: When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
  • http://www.pfsprep.com/e107_files/public/1482694608_186_FT297_grappleflowchart_1.0.pdf

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