Pathfinder Society -hahmot, pelaaja: Arkhios (4225-2), Grapple Flowchart#1, Grapple Flowchart#2

Harrock "Järkäle" Hammerstout

Reddish brown hair and dense beard with elaborate braids, wide smile and surprisingly white teeth. Black stoneplate with black obsidian spikes. Filleadh Mhòr - the great kilt of Hammerstout Clan: Black and red checked tartan. Silver pint dangling on hip. And absolutely disgusting smell, like old vinegar mixed with sweat and rotten blood.
"In Memory of Thibbledorf Pwent. Ye'll be missed, ye crazy lad!"

Male Dwarf Barbarian 2/Fighter 4/Brawler 2 (+1 Rage round/Barbarian Level; Drunken Brute/Brawler/Mutagenic Mauler)
Neutral Good Medium Humanoid
Player Arkhios
Xp 22/24
Faction The Grand Lodge
Prestige 31/38
Total Weight 350.5 (206+144.5) lb.
Init +2
Senses Perception +11; Dorfvision 60 ft.
AC 23, touch 13, flat-footed 22; (+10 armor, +1 dex, +1 insight, +1 Deflection);
Rage -2, Grapple -2, Large -2 (-1 Dex, -1 Size); +2 Natural Armor (Mutagen)
Str 18, Dex 14, Con 18, Int 10, Wis 14, Cha 5
Rage hp 111 || Con Mutagen 103 || Con Mutagen+Rage 127
hp 87 (12+1d12+6d10+32) Rage +24; Con Mutagen +16
Fort +15 (+10 base, +4 Con, +1 Resistance); +17 w/ Con Mutagen
Ref +7 (+4 base, +2 Dex, +1 Resistance)
Will +6 (+1 base, +2 Wis, +1 Resistance, +2 feat)
Special Defenses

  • Rage Fort +3, Will +2, -2 AC; Doesn't end even while unconscious.
  • Uncanny Dodge cannot be caught flat-footed.
  • Hardy (+2 bonus to saves vs. poisons, spells & spell-like)
  • Iron Liver (+2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.)
  • Bravery (+1 morale bonus Will vs. fear)
  • Fortified Drinker (+2 trait bonus on saves against mind-affecting effects for 1 hour, Whenever you imbibe any alcoholic beverage)
  • Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype)
  • Stability (+4 racial bonus to CMD vs. bull rush or trip while standing on the ground)
  • Smoked Goggles (+8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance)).
  • Dusty Rose Prism Ioun Stone & Wayfinder Resonance (+1 insight bonus to AC & +2 insight bonus on CMB and CMD)
  • Mutagen +2 Natural Armor; +4 Strength, -2 Intelligence OR +4 Constitution (+2 Fort, +2 hp/lvl), -2 Charisma

Speed 20 ft.
Melee Unarmed Strike +10/+5 (1d6+13 B; x2)
Flurry Unarmed Strike +8/+8/+3 (1d6+13 B; x2)
Melee Unarmed Strike +12/+7 (1d6+15 B; x2); RAGE!
Flurry Unarmed Strike +10/+10/+5 (1d6+15 B; x2); RAGE!
Melee +2 Furious Obsidian Armor Spikes +13/+8 (1d6+17 P; x2)
Flurry +2 Furious Obsidian Armor Spikes +11/+11/+6 (1d6+17 P; x2)
Melee +2 Furious Obsidian Armor Spikes +17/+12 (1d6+21 P; x2); RAGE! (counts as cold iron, silver & adamantine)
Flurry +2 Furious Obsidian Armor Spikes +15/+15/+10 (1d6+21 P; x2); RAGE! (counts as cold iron, silver & adamantine)
Melee Mwk cold Iron Dwarven Longhammer +10/+5 (2d6+15 B; x3); REACH 10 ft.
Melee Mwk cold Iron Dwarven Longhammer +12/+7 (2d6+18 B; x3); REACH 10 ft; RAGE!
Ranged Mwk Composite Shortbow +10/+5 (1d6 P; x3); RANGE: 70 ft.!
Special Attacks

  • Grapple CMB +16 (PA incl.); Grapple CMD 36
    • Grapple Maintain (move) +21; Damage: See Armor Spikes!
      • No penalty when grappling with one hand. Keep Dexterity to AC if pinning.
    • Rage: Animal Fury Bite +10 (1d4+6) A free attack before maintain grapple check; if a hit, +2 to grapple checks for this round; Rage Power, once/round.
  • Hatred +1 atk vs. Orcs & Goblinoids
  • Armbands of the Brawler +1 competence bonus on grapple checks and checks to break a grapple
  • All Melee Attacks (incl. Grapple) with Power Attack (atk -3/dmg +6(+3/+9))

Base Atk +8/+3; CMB +14; CMD 29

  • Bonuses to CMB and CMD's: Rage +2; Large +1, Mutagen (STR) +2
  • Bull Rush CMB +14; AoO!; Bull Rush CMD 33
  • Trip CMB +14; AoO!; Trip CMD 33
  • Drag CMB +14; AoO!; Drag CMD 29
  • Reposition CMB +14; AoO!; Reposition CMD 29
  • Sunder CMB +14; AoO!; Sunder CMD 29
    • +2 Furious Obsidian Spikes:
      • Hardness: 9, HP: 24
      • Large Hardness: 9, HP: 26
      • Rage Hardness: 13, HP: 44
      • Rage+Large Hardness: 13, HP: 46
    • +1 Stoneplate:
      • Hardness: 12, HP: 55
      • Large Hardness: 12, HP: 100

Feats Improved Unarmed Strike Iron Will, Improved Grapple, Power Attack, Weapon Focus (Armor Spikes), Raging Vitality, Greater Grapple, Weapon Specialization (Armor Spikes), Grabbing Style
Skills (ACP -5)

  • Acrobatics +3 (3)
  • Climb +2 (1)
  • Kno. Dungeoneering +4 (1)
  • Kno. Engineering +4 (1)
  • Kno. Local +4 (1)
  • Kno. Nature +4 (1)
  • Perception +11 (6)
  • Profession: Brewer +12 (7)
  • Stealth -4 (0)
  • Survival +6 (1)
  • Swim +3 (2)

Traits Iron Liver, Fortified Drinker
Languages Taldane, Dwarven
SQ Rage 12 rounds/day, Drunken Rage, Bravery, Close Control (+1 bull rush, drag, reposition), Close Combatant (close weapon group: atk +1/dmg +3) Rage Power (Animal Fury), Uncanny Dodge, Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Brawler's Cunning, Martial Training, Mutagen, Unarmed Strike, Brawler's Flurry, Bonus Brawler Feats (Grabbing Style)

On person Belt of Giant Strength +2 (1 lb.), Armbands of the Brawler (1 lb.), Cloak of Resistance +1 (1 lb.), Smoked Goggles (-), Holy Symbol Wayfinder (1 lb.), Adventurer's Sash (3 lb.), +1 Stoneplate w/+2 Furious Obsidian Spikes (82.5 lb.), Mwk Cold Iron Dwarven Longhammer (20 lb.), Traveler's Outfit (5 lb.), 2 x Spring-Loaded Wrist Sheaths (2 lb.), Mwk Composite Shortbow (2 lb.), 20 Arrows (3 lb.), Dusty Rose Prism Ioun Stone
In Adventurer's Sash Hempen Rope (50 ft., 10 lb.), Metal Canteen filled with Absinthe (40/40 doses) (5 lb.), Potion of Cure Light Wounds x 2, Potion of Enlarge Person x 6, 3 x Bladeguard (-), Oil of Bless Weapon x 4
In Spring-Loaded Wrist Sheath(s) Oil of Bless Weapon (1) & Potion of Enlarge Person (1)


Encumbrance 146.5 lb. (<100 lb. light/<200 lb. medium/<300 lb. heavy)

Vanities & Prestige Awards
Holy Symbol Wayfinder (2 PP): Molded to resemble Cayden Cailean's holy symbol: an ale mug, with the compass embedded in the bottom of the mug. Ioun Stone Socket in the middle filled with Dusty Rose Prism.
Wand of Infernal Healing (2 pp): 1 round casting time, regenerate 1 hp per round, lasts 1 minute. (10 hp per charge; detect as evil) - 50/50
NOTE! The benefits of Improved & Greater Grapple and Armbands of the Brawler apply ONLY on checks to start a grapple, to maintain a grapple or to break a grapple (and to Grapple Combat Maneuver Defense in the case of Improved & Greater Grapple Feat).


As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices).
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.
Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal. (Clarification: No separate attack roll needed! This happens as part of your maintain grapple check!)
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty.

Raging Drunk (Ex):
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.
This ability replaces fast movement.

In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum.
Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Harrock Hammerstout on järkälemäinen kääpiö, joka on saanut varsin osuvan liikanimen: Järkäle. Lähes puoli vuosisataa Absalomissa maleksinut kääpiö on kerännyt mainetta innokkaana tappelupukarina ja henkilönä, joka on ehkä hieman liiankin mieltynyt väkijuomiin; erityisesti omiin keitoksiinsa, mikä puolestaan on suurin syy siihen, että Järkäleen nimi on kulkenut tämän edellä laajalti koko matkan varrelta, Mielenkierävuorilta aina Kortosin saarelle saakka. Järkäleellä kun huhutaan olevan porttikielto useaan kymmeneen juottolaan ja tämän kerrotaan olleen korviaan myöten veloissa vähintään yhtä monen juottolan remontointikustannuksista. Tästä syystä vihdoin Absalomin virkavalta puuttui peliin ja antoi Järkäleelle kaksi vaihtoehtoa: Joko tämä heitettäisiin tyrmään jossa hän viruisi koko surkean loppuelämänsä, tai alottaisi uuden elämän valvotuissa oloissa Tiennäyttäjien Järjestön jäsenkoulutuksessa. Onnekseen (tai virkavallan onneksi?) Järkäle oli tuolloin hyvin heikossa kunnossa usean viikon kestäneen ryyppyputken seurauksena, eikä hänestä olisi ollut vastusta edes rusakolle. Näin ollen Järkäle listautui pakon edessä Tiennäyttäjäkoulutukseen ja loppu onkin historiaa.

Absalomin virkavallan ja monen, monen muun yllätykseksi, Järkäle valmistui kuin valmistuikin Tiennäyttäjäksi, ja keskiän kynnyksen ylittäneen kääpiön silmissä oltiin jopa näkevinään uutta paloa, elämäänsä kyllästyneen juopuneen harituksen tilalla... Joskin väkijuomat näyttävät maistuvan kääpiölle edelleen entiseen malliin. Mutta vielä suurempana yllätyksenä tuli se, että valmistuttuaan Järkäle ei ole aikaansaanut kuin pientä irtainvahinkoa ja on jopa korvannut aiheuttamansa vahingot tehden työtä oluenpanijana; eikä ihan minkä tahansa oluen, vaan Cayden Caileanin Pyhän Oluen! ja työnjäljestään Järkäle on äärimmäisen ylpeä ...kuten eräskin epäonninen puoliörkki sai taannoin tuta läikytettyään tämän omatekoista mallasjuomaa maahan...Mutta se onkin oma tarinansa se!

Nykyään Järkäle onkin osoittautunut varsin hyväntahtoiseksi ja lupsakkaaksi partaveikoksi, joskaan tämä ei ole huomattavasti parantanut peseytymistottumuksiaan...
Viimeisimpien, jokseenkin kyseenalaisten, urotekojen ansiosta Järkäleen liikanimi on saanut täysin uutta pontta, sillä tämän upouusi sotisopa on valmistettu kääpiötekniikoin kiiltävän mustasta kivestä ja tätä koristaa yliluonnollisen lujaa tekoa olevat, mustasta laavalasista,
obsidiaanista valmistetut, poikkeuksellisen tervät piikit. Päässään tällä komeilee musta, hopeajuovikas, jo muutaman lommon saanut kypärä. Silloin harvoin kun Järkäle muistaa peseytyä, eikä hänen tulenpunainen partansa ole vanhan veren, ja muun kuonan, tummentama, näky on varsin vaikuttava. Joskin muutenkin kansansa mittapuulla massiivista kääpiötä piikikkäässä panssarissaan on vaikea olla huomaamatta... ja ehkä parempi niin!

Jokseenkin innokkaana tappelupukarina tunnettu Järkäle omaa myös toisenlaisen puolen. Järkäleellä on tapana esitellä - yleensä varsin juovuksissa ja silloinkin vain jos on hyvällä tuulella - tämän tilaustyönä valmistettua hopeista tuoppia, joka on koristeltu Tiennäyttäjä-symboliikalla, ja erityisesti tuopin pohjaan upotettua kompassia... usein sillä seurauksella, että tuopin sisältö kaatuu joko tämän itsensä tai vieressä istuvan syliin. Järkäle on nimittäin omien sanojensa mukaan harras Cayden Caileanin seuraaja... Mutta tämähän ei kääpiön juomatottumuksista päätellen ole kenellekään suuri yllätys; siitä huolimatta Järkäle asiaa toistaa kyllästymiseen saakka.

Land of originMindspin MountainsHeight4'5"
EthnicityDwarfWeight206 lb.
ReligionCayden CaileanEyesBrown
CategoryPathfinder Society -hahmot

Pathfinder Society - Pelatut Skenut:

  1. The Citadel of Flame
  2. Penumbral Accords
  3. First Steps, Part II: ?
  4. 3-EX The Cyphermage Dilemma
  5. The Temple of Empyreal Enlightenment
  6. Decline of Glory
  7. Song of the Sea Witch
  8. The Midnight Mauler
  9. The Pallid Plague
  10. The Sanos Abduction
  11. City of Golden Death (+3 XP; +4 Prestige)
  12. The Traitor's Lodge
  13. The Stolen Heir
  14. Siege of the Diamond City (-6000gp: Furious Armor Spikes)
  15. Glories of the Past, part I: Halls of Dwarven Lore (GM-credit)
  16. Glories of the Past, part II: Price of Friendship (GM-credit; retrain 1 feat, Dusty Rose Prism Ioun Stone & Ring of Protection +1 = -7350; 5 PP
  17. Echoes of the Everwar, part I: ()
  18. Legacy of the Stonelords
  19. The Devil We Know, part IV: (GM-credit)
  20. Glories of the Past, part III: The Secrets Stones Keep (GM-credit; +5460gp; Upgrade from +1 furious to +2 furious -10000gp)

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