| SKREE GRIZZLEHIDE | LEVEL 11 |
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Male mongrelfolk gladiator 11
NG Medium humanoid (orc)
Init +9+3 Dex plus +4 Improved Initiative plus +2 Reactionary trait; Senses darkvision 60 ft.; Perception +0
2 NEGATIVE LEVELS = -2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks; reduce current and max hp by 10; treat level-dependent abilities (such as spellcasting) as two levels lower
| DEFENSE |
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AC 25, touch 15, flat-footed 21 (+7 armor, +1 deflection, +3 Dex, +1 dodge, +3 natural)
hp 155 (11d12+6611d12 gladiator, +44 Con, +11 Favored Class, +11 Toughness feat)
Fort +13+7 base, +4 Con, +2 cloak of resistance, Ref +8+3 base, +3 Dex, +2 cloak of resistance, Will +5+3 base, +0 Wis, +2 cloak of resistance; +3 vs. fear, +2 vs. any condition transmitted via an attack (excludes afflictions, spell-like abilities, or supernatural abilities)
Defensive Abilities bravery +3, improved uncanny dodge; DR 2/; Resist fire 3aegis ring of energy warding
Flaws illiterate
| OFFENSE |
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Speed 35 ft.30 ft. base, -0 ft. armor, +5 ft. Fleet (7 squares)
Melee
+2 weakening great maca +18/+13/+8BAB plus +5 Str plus +2 enhancement plus +1 Weapon Focus (2d6+13+7 1.5x Str plus +2 enhancement plus +2 Weapon Specialization plus +2 melee smash/17-20) and hoof +11BAB plus +5 Str plus -5 secondary attack (1d4+4+2 one-half Str plus +0 enhancement plus +2 melee smash) or
Power Attack +2 weakening great maca +15/+10/+5BAB plus +5 Str plus +2 enhancement plus +1 Weapon Focus plus -3 Power Attack (2d6+22+7 1.5x Str plus +2 enhancement plus +2 Weapon Specialization plus +2 melee smash plus +9 Power Attack/17-20) and hoof +8BAB plus +5 Str plus -5 secondary attack plus -3 Power Attack (1d4+7+2 one-half Str plus +0 enhancement plus +2 melee smash plus +3 Power Attack) or
2 claws +16BAB plus +5 Str (1d4+7+5 Str plus +0 enhancement plus +2 melee smash) and hoof +11BAB plus +5 Str plus -5 secondary attack (1d4+4+2 one-half Str plus +0 enhancement plus +2 melee smash)
Ranged
+1 composite longbow +15/+10/+5BAB plus +3 Dex plus +1 enhancement (1d8+6+5 Str plus +1 enhancement; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)
Special Attacks melee smash +2+1 plus +1 per 5 levels over 4th
Spell-Like Abilities (CL 11th; concentration +10)
1/daydash
| STATISTICS |
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Str 2116 base, +2 race, +1 level, +2 enhancement belt of physical might, Dex 1614 base, +0 race, +0 level, +2 enhancement belt of physical might, Con 1815 base, +2 race, +1 level, Int 1113 base, -2 race, +0 level, Wis 1010 base, +0 race, +0 level, Cha 911 base, -2 race, +0 level
Base Atk +11/+6/+1; CMB +16+11 BAB, +0 size, +5 Str (+18 bull rush); CMD 3110 +11 BAB, +0 size, +5 Str, +3 Dex, +1 deflection, +1 dodge (33 vs. bull rush, disarm)
Traits Magical Talent, Reactionary
Feats Armor Proficiency (light, medium), Bleeding CriticalB, Combat ExpertiseB, Dodge, Improved Initiative, EnduranceB, Exotic Armor Proficiency (partial)B, Exotic Weapon Proficiency (great maca)B, FleetB, Improved Bull Rush, Improved Charge, Improved Critical (great maca)B, Martial Weapon Proficiency (all melee, all thrown), MobilityB, Power AttackB, Run, Shield Proficiency (all; including tower shields), Simple Weapon Proficiency (all), ToughnessB, Weapon Focus (great maca)B, Weapon Specialization (great maca)
Skills Acrobatics +1611 ranks, +3 Dex, +3 class skill, -1 armor, Appraise +00 ranks, +0 Int, Bluff +64 ranks, -1 Cha, +3 class skill (-2 interacting with other races), Climb +81 ranks, +5 Str, +3 class skill, -1 armor, Craft (stonemasonry) +74 background ranks, +0 Int, +3 class skill, Diplomacy -10 ranks, -1 Cha (-2 interacting with other races), Disguise -10 ranks, -1 Cha, Escape Artist +61 ranks, +3 Dex, +3 class skill, -1 armor, Fly +20 ranks, +3 Dex, -1 armor, Heal +00 ranks, +0 Wis, Intimidate -10 ranks, -1 Cha, Knowledge (dungeoneering) +75 background ranks, +0 Int, +2 racial, Knowledge (nature) +55 background ranks, +0 Int, Linguistics +33 background ranks, +0 Int, Perception +00 ranks, +0 Wis, Profession (fisherman) +85 background ranks, +0 Wis, +3 class skill, Ride +20 ranks, +3 Dex, -1 armor, Sense Motive +00 ranks, +0 Wis, Stealth +92 ranks, +3 Dex, +3 class skill, +2 racial, -1 armor, Survival +72 ranks, +0 Wis, +3 class skill, +2 racial, Swim +81 ranks, +5 Str, +3 class skill, -1 armor; Racial Modifiers +4 Use Magic Device emulating nonhuman race, +2 Knowledge (dungeoneering), +2 Stealth, +2 Survival, -2 Bluff and Diplomacy interacting with other races
Languages Aklo, Common, Goblin, Mongrelfolk, Undercommon
SQ emulate race, gladiator training, hide to survive, improved gladiator style (exotic), mixed blood, shake it off, social pariah, sound mimicry
Combat Gear potion of astute fighting (CL 10th) (2), bully buster admixture (2), potion of cure serious wounds (3), potion of good hope, potion of neutralize poison (2), potion of remove blindness/deafness (2), arrows (20)
Other Gear +3 leather lamellar, +1 composite longbow (+5 Str), +2 weakening great maca, aegis ring of energy warding +1 (fire), amulet of natural armor +2, belt of physical might +2 (Str, Dex), brute ring, cloak of resistance +2, gauntlets of the blazing arc, helm of battle, 820 pp, 229 gp
| SPECIAL ABILITIES |
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Bleeding Critical When you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. The effects of this feat stack. Can only apply one critical feat to a given hit unless you possess Critical Mastery.
Combat Expertise Choose to take a -3-1 plus -1 per 4 BAB penalty on melee attack rolls and combat maneuver checks to gain a +3+1 plus +1 per 4 BAB dodge bonus to AC. Can only be used when making an attack or full-attack action with a melee weapon. Effect lasts until your next turn.
Emulate Race (Ex) Automatically emulate any humanoid race using Use Magic Device with no need for skill check. Gain +4 racial bonus on Use Magic Device checks to emulate nonhumanoid races. If spellcaster, can cast any spell restricted to specific races.
Equipment Descriptions
brute ring 2/dayAs standard action, unleash blast of force to bull rush a single creature up to 30 ft. away from you with either +5 CMB or your own, whichever is higher. As force effect, can affect incorporeal creatures.
bully buster admixture Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str and Con for 3 minutes.
gauntlets of the blazing arc 3/dayAs standard action, create 15-ft. cone of flame dealing 4d4+4 fire damage (DC 14 Reflex half).
helm of battle 3/dayAs swift action, gain +2 bonus on next combat maneuver check during your turn.
weakening special weapon ability When you score a critical hit, target takes -4 penalty to Str (minimum score 1) for 10 minutes. Multiple strikes are not cumulative.
Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Fleet While wearing light or no armor and not carrying a medium or heavy load, base speed increases by 5 ft.
Gladiator Training (Ex) Ignore Combat Expertise and ability score requirements when selecting combat feats. Count as fighter level -2 for qualifying for combat feats.
Hide to Survive (Ex) Disguise, Stealth, and Survival are always class skills.
Illiterate Cannot read at all and cannot make Linguistics checks to decipher written text. May not take Craft (calligraphy) or any other writing-based skill. Languages learned via Linguistics skill apply to speaking only.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver.
Improved Charge You deal double damage on a charge. Precision attacks, such as sneak attack, do not double. Multiple doublings add multipliers (such as x2 crit on a charge deals x3 damage).
Improved Uncanny Dodge (Ex) Cannot be caught flat-footed, flanked, nor lose Dex bonus to AC if attacker is invisible. Still loses Dex bonus to AC if immobilized or if opponent successfully uses feint. An attacker must have at least four more rogue levels than you to gain sneak attack on a flank.
Melee Smash (Ex) Gain +2+1 plus +1 per 5 levels over 4th bonus to damage with melee attacks.
Mixed Blood (Ex) Pick one humanoid subtype (and possibly another subtype through alternate racial traits) and can take feats, traits, & archetypes matching subtype otherwise restricted to those races. Count as member of those races for any effect related to race.
Mobility Gain +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.
Power Attack Take -3-1 base minus 1 per 4 BAB penalty on all melee attack rolls and combat maneuver checks to gain +6+2 base plus 2 per 4 BAB bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Run When running, move five times normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). Gain +4 bonus on Acrobatics check if you make a jump after a running start. While running, retain Dex bonus to Armor Class.
Sound Mimicry (Ex) Mimic any voice or sound you have heard by making a successful Bluff check against listener's Sense Motive check. Listener takes -4 penalty if unfamiliar with person or creature type mimicked. You gain +8 racial bonus on Bluff check to mimic sound if you have listened to it for at least 10 minutes. Cannot duplicate effect of magical abilities (but can imitate sound of such). Does not allow you to speak or understand languages you do not know.
Height 6'2"; Weight 248 lbs.; Hair Brown; Eyes One Brown/One Blue; Skin Biege; Age 9; Religion Maw That Remembers; Homeland Forbidden City, Oerth; Favored Class Gladiator
Defeated Enemies Bugbear Slaughterist, Deep Lake Terror Chuul, Elder Serpent Emperor Cobra Druid-Mage, Histachii Rager, Yuan-ti Thrallcoil Sentinel Flourisher (3), Yuan-ti Writhebow Cultist (2)
Defining Characteristic Boldness in the face of adversity.
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2025 | DM Charles W. Plemons III 10 Games Played | Last Played 12/02/2025 | Created 09/14/2025 | Mercenary |