[ +- ] KRAIG
Kraig
Ulfen Human Striker (Barfighter)/10
CG Medium Humanoid (Human)
Senses - Normal Vision; Perception +16
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Defenses
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AC - 10 Base + 6 Unarmored Armor Training + 5 Force Redirection Technique + 2 Armor Atunement + 2 Deflection (ABP) + 1 Natural Armor (ABP) + 4 AC Bonus (Striker Level 1) = 30
Touch - 10 Base + 5 Force Redirection Technique + 6 Unarmored Armor Training + 2 Armor Atunement + 2 Deflection (ABP) + 4 AC Bonus (Striker Level 1) = 30
FF - 10 Base + 6 Unarmored Armor Training + 2 Armor Atunement + 2 Deflection (ABP) + 1 Natural Armor (ABP) + 4 AC Bonus (Striker Level 1) = 25 **Cannot be caught Flatfooted (Uncanny Dodge; Striker Level 3)**
HP - 10 Base + 45 Average Level Up + 40 Con = 95
Reflex - 7 Base + 0 Dexterity Score + 3 Resistance (ABP) = 10
Constitution - 7 Base + 4 Constitution Score + 3 Resistance (ABP) = 14 **Immune to Sickened, Nauseated, Disease (Blood Alcohol Content; Barfighter Level 3)
Will - 3 Base + 3 Wisdome Score + 3 Resistance (ABP) + 2 Iron Will = 9
CDM - 10 Base + 5 Strength + 4 AC Bonus (Striker Level 1) = 19 + 3 vs bull rush, drag, overrun, and reposition (Greater Brute)
DR/10 vs Nonlethal when Drunk (Revelry; Barfighter Level 7)
Convert 50% of damage taken to nonlethal damage when Drunk (Go Limp- Barroom Sphere; Striker Level 5 talent)
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Offense
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CMB= 10 BAB + 5 Strength + 3 vs bull rush, drag, overrun, and reposition (Greater Brute)
Speed - 30 Base + 10 FCB = 40
Unarmed Vital Strike
Attack - 10 BAB + 5 Strength + 2 Enhancement Bonus (ABP)
Damage - 3d6 Base Damage + 6d6 Vital Strike + 5 Strength
Rock Throw
Attack - Same as melee attack - Crushing Thrower (Equipment Sphere via Martial Tradition: Giant)
Damage - Same as melee attack - Crushing Thrower (Equipment Sphere via Martial Tradition: Giant)
Tension - 4 Con + 3 Striker Levels = 7
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Ability Scores
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Strength - 10 Base + 2 Human Bonus + 5 Pont Buy (Cost: 7) + 1 Level four ability increase + 2 Physical Prowess (Level 7 ABP) = 20
Dexterity - 10 Base = 10
Constitution - 10 Base + 7 Point Buy (Cost 13) + 1 Level eight ability Increase = 18
Intelligence - 10 Base = 10
Wisdom - 10 Base + 4 Point Buy (Cost 5) + 2 Mental Prowess (Level 6 ABP) = 16
Charisma - 10 Base = 10
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Martial Tradition (Giant)
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Equipment: Rock Toss
Brute sphere
Variable: Giants gain a talent of their choice from both the Brute sphere (Greater Brute) and the Equipment sphere (Crushing Thrower)
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Drawbacks
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1: Barroom Sphere - Alcoholic: Remove Brutal Breaker, add Double Chug
2: Open Hand Sphere - Savage Combatant: Remove Sweep, add Tear Flesh
3: Brute Sphere - Burly: Remove Shove, add Muscular Surge
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Striker (Barfighter) 10
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*Combat Training*
A striker may combine combat spheres and talents to create powerful martial techniques. Strikers are considered Expert practitioners and use Constitution as their practitioner modifier.
*Full Glass, Empty Glass*
The barfighter must choose the Barroom sphere as a bonus sphere with the first talent she gains from this class. The barfighter cannot possess a drawback which removes the hard drinker ability or removes her ability to gain the drunk status or select (drunk) talents. If she already possesses such a drawback, she has to buy it off instead. In addition, Barroom sphere talents the barfighter possesses count towards her unarmed damage progression.
*AC Bonus (Ex)*
When wearing light armor or no armor, not carrying a shield, and unencumbered, the striker adds her Constitution bonus (if any) to her AC and her CMD; this bonus cannot exceed her class level. (A 1st level striker with 16 Constitution still gains only a +1 bonus to her armor class from this class feature.) This AC bonus does not stack with any class features which share the same name as it.
This bonus to AC applies even against touch attacks or when the striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, uses a shield, or when she carries a medium or heavy load.
*Tension (Ex)*
A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension):
Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike or makes successful combat maneuver check against a creature to initiate a combat maneuver, she gains 1 tension.
Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.
Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension.
Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses.
*Tension Techniques (Ex)*
A striker can spend tension in order to accomplish incredible feats and each tension technique can only be used once per round (if an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn):
1 Tension
Expert Guard: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn.
Fiery Offense: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn.
Staggering Step: The barfighter may spend a swift action to increase all movement speeds she possesses by 10, ignores difficult terrain, and may take 5-foot steps in difficult terrain until the beginning of her next turn.
Stalwart Form: For each tension a striker spends on this tension technique, she gains DR 1/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction.
Timely Dodge: For each tension a striker spends on this tension technique, she gains a +1 dodge bonus to her armor class until the beginning of her next turn.
2 Tension
Critical Knuckle: The striker increases the critical threat range of her unarmed strikes by 1 until the beginning of her next turn; this bonus stacks with other increases to the striker’s unarmed strikes critical threat range, but is applied last.
Perfect Offensive: The striker automatically confirms a critical threat made with an unarmed strike.
Swift Focus: The striker spends a swift action to regain martial focus.
3 Tension
Inebriated Maneuver: The barfighter may spend a swift action to make a combat maneuver check of her choice, rolling twice and taking the higher result. The barfighter does not provoke an attack of opportunity when performing a combat maneuver this way.
Second Chance: The striker can reroll a saving throw after the result has been revealed, although she must accept the result of the reroll, even if it is worse.
Speed Step: The striker can spend a swift action to move up to her speed with whatever methods of movement she possesses.
*Striker Art (Ex)*
At 2nd level and every three levels thereafter, a striker gains a striker art from the following list (striker arts with the [Tension] tag add new tension techniques): Exploited Opening (2); Vital Tension (5); Critical Tension (8)
*Tension Boost (Ex)*
At 2nd level, a striker gains 1 tension at the start of her first turn in combat (including surprise rounds). At 7th level and every six levels thereafter, she gains an additional tension at the start of her first turn in combat.
*Uncanny Dodge (Ex)*
At 3rd level, a striker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A striker with this ability can still lose her Dexterity bonus to armor class if a creature successfully uses the feint action against her. If a striker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
*Blood Alcohol Content (Ex)*
At 3rd level, the barfighter’s passionate love of drinking has granted her inhuman tolerance. The barfighter gains immunity to the sickened condition and cannot gain an addiction towards alcohol. This allows the barfighter to consume any number of alcoholic beverages each day without being sickened after drinking more than 1 plus double her Constitution modifier.
At 9th level, the barfighter gains immunity to all diseases, including natural and supernatural diseases. She also gains immunity to the nauseated condition.
*Desperate Tension (Ex)*
At 4th level, if the striker starts her turn with 0 tension, she gains 1 tension (this is gained before the tension gained from tension boost, rising tension, or ultimate tension).
*Tension Training (Ex)*
At 5th level and every six levels thereafter, a striker learns new ways to gain tension; she can select one of the following new methods through which to gain tension (a striker cannot gain tension from any of these more than once per round); a striker cannot regain tension if any of these tension training abilities are used against a helpless or unaware creature, or on a creature that has fewer Hit Dice than half the striker’s character level:
Critical Offense: Whenever the striker confirms a critical hit with an unarmed strike while in the heat of combat, she gains 1 tension.
Deadly Offense: Whenever the striker reduces a creature’s hit points to 0 or less with an unarmed strike, she gains 1 tension.
Deceptive Taunt: Whenever a striker makes a successful Bluff check to feint in combat against a creature, she gains 1 tension.
Threatening Taunt: Whenever the striker makes a successful Intimidate check to demoralize a creature, she gains 1 tension.
Victorious Defense: Whenever the striker makes a successful saving throw against a non-harmless effect, she gains 1 tension.
*Revelry (Ex)*
At 7th level, the barfighter’s inebriated heroics slowly become less far fetched. As long as the barfighter has the drunk status, she gains DR /– against nonlethal damage equal to her barfighter level and a +1 morale bonus on attack and damage rolls. At 12th level, and every 5 levels thereafter, the morale bonus granted by this ability increases by +1. This ability replaces pummeling punisher.
*Rising Tension (Ex)*
At 10th level, a striker gains 1 tension at the start of her turn. At 16th level, she instead gains 2 tension at the start of her turn.
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Talents
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1: Barroom Sphere – Good for What Ails Ya (drunk)
2: Barroom Sphere - Miracle Drink (drunk)
3: Alchemy Sphere - Formulae (Universal Alcohol)
4: Barroom Sphere - Focusing Buzz
5: Barroom Sphere - Go Limp
6: Brute Sphere - Giant
7: Brute Sphere - Terrain Trasher
8: Open Hand Sphere - Sweep
9: Open Hand Sphere - Leopard’s Gambit
10: Brute Sphere - Titan
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Feats
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Focused Study (Replaces Skilled) Level 1: Perception
Focused Study (Replaces Skilled) Level 8: Sense Motive
Level 1: Extreme Mood Swings
Level 3: Muscular Reflexes
Level 6: Iron Will
Level 7: Extra Talent – Equipment Sphere (Unarmored Training)
Level 9: Extra Talent - Equipment Sphere (Force Redirection Technique)
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Alchemy Sphere
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Universal Alcohol (formulae)
Craft DC: 10
You gain the knowledge of the creation of various minor types of beneficial alcohol. When you create this formulae, you create a set of drinks, with a number of drinks equal to your practitioner modifier, together counting as a single formulae slot. All drinks created with one formulae slot must be of the same type, and the slot is considered to be used until no creature benefits from them any longer, and all the drinks have expired or have been consumed or destroyed. You can create the following drinks:
Calming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Invisible Ichor: Creatures that drink this alcohol cannot tell it is alcoholic, as it is entirely and purely tasteless, but is as potent as two alcoholic beverages. This drink also masks poisons mixed with it, foiling Perception checks entirely and even magic, unless the caster succeeds on a magic skill check against your Alchemy sphere DC.
Lullabying Lager: Creatures that drink this alcohol fall asleep after an hour of consuming it and experience a fully lucid and comforting dream, allowing them to regain twice the number of hit points or ability damage they regain from resting. This benefit stacks with the benefit provided by a Heal check made to provide long-term care, providing them with three times the benefits of resting.
Mindbending Mead: Creatures that drink this alcohol are subject to strange visual and sound-based hallucinations, which apply a -2 penalty to all Perception checks they attempt, but cause them to see past true illusions, granting them a +2 circumstance bonus against all illusion effects. The bonus and penalty both increase by 1 per 5 ranks in Craft (alchemy) that you possess.
Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Sobering Schnapps: You create the perfect concoction; an alcoholic drink that wears away at hangovers. Creatures that drink this alcohol ignore the penalties for being drunk (and bonuses, if any) for 1 hour, and reduce the penalties from the sickened condition by half. Once you have 10 ranks in Craft (alchemy), the sickened condition is instead cured automatically, and creatures are immune to it for the duration.
Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.
Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
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Barroom Sphere
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*Double Chug*
As a move action, you can draw and drink two non-magical alcoholic drinks or one magical drink and one non-magical drink; doing so doubles the duration of the drunk status and grants you a +1 circumstance bonus on all saving throws while drunk. You must have two open hands in order to perform a double chug. At +10 base attack bonus, performing a double chug lets you expend your drunk status twice before actually losing it.
*Good For What Ails Ya*
Whenever you imbibe a non-magical alcoholic drink, you regain an amount of hit points equal to your base attack bonus; this healing cannot increase your hit points above 1/2 of your maximum hit points. At +10 base attack bonus, this healing can instead not increase your hit points above 3/4 of your maximum hit points.
*Miracle Drink (drunk)*
You gain a +2 alchemical bonus to your Strength, Dexterity, or Charisma (your choice) for a number of rounds equal to your Constitution modifier (minimum 1), +1 round per 4 points of base attack bonus you possess. At 10 base attack bonus, this alchemical bonus increases to +4.
*Focusing Buzz*
Whenever you drink an alcoholic beverage as a move action, you regain your martial focus.
*Go Limp*
As long as you possess the drunk status, whenever you receive damage, you may convert 1/2 of it into nonlethal damage; this talent ceases to function if you are immune to nonlethal damage or currently helpless.
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Brute Sphere
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*Greater Brute*
You gain a +1 competence bonus to your bull rush, drag, overrun, and reposition combat maneuver checks, as well as to your CMD vs those maneuvers. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to these maneuvers provided by Improved or Greater Bull Rush, Improved or Greater Drag, Improved or Greater Overrun, or Improved or Greater Reposition feats. Associated Feats: Improved Bull Rush, Improved Drag, Improved Overrun, Improved Reposition.
*Muscular Surge*
As a move action, you gain a bonus equal to 1/2 your base attack bonus (minimum 1) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier. This does not apply to combat maneuver checks nor attack and damage rolls. You are fatigued for 1d4 rounds after the duration ends, even if you would normally be immune to fatigue. If you are fatigued when you begin or end this effect, you are instead exhausted. If you are already exhausted, you cannot use this ability. If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterward.
*Giant*
You may use your Muscular Surge talent as a free action rather than a move action, and are not fatigued after its duration expires; in essence, the bonuses become permanent. Your total carrying capacity is also multiplied by 2. This does not stack with other effects that multiply carrying capacity, such as the ant haul spell. You may still expend your martial focus as a free action to gain the more powerful bonus for a number of rounds equal to your Constitution modifier, and are only fatigued afterward rather than exhausted. For this duration, you also count as being one size larger than you are for the purpose of targeting creatures with combat maneuvers and for talents that have effects dependent on size, such as Rock Toss or Thrower’s Reflexes from the Equipment sphere, the Terrain Trasher legendary Brute talent, or Living Weapon from the Wrestling sphere.
*Terrain Trasher*
You may make a Strength check to break a solid surface such as a wall, door, or floor within your reach as a move action rather than a standard action. If successful, not only do you break the object, but you also rip out a large chunk of up to your size or smaller, chosen by you. If you so choose, you may use this chunk as a rock for the Rock Toss Equipment talent, or as an improvised weapon. Unsolid surfaces such as loose dirt cannot be broken in this fashion. When using this talent against a large surface such as a stone wall or floor, you rip out a 1 ft. thick slab off of the surface in question. If the surface is thicker (for example, ripping apart 3 ft. thick walls or the ground) this leaves a 1 ft. hole deep hole in the surface. Calculate the break DC as if the material were 1 ft. thick. Ripping a Medium-sized chunk leaves a 5 ft. square hole, while the hole is half as large for each size category smaller, and twice as large for each size category larger. If you rip a hole in the floor, the pit is deep enough that it can potentially trip creatures. Any creature occupying the square when you first create the hole, or who is shoved into the hole such as through a bull rush, drag, or reposition maneuver, must make a Reflex saving throw to avoid falling prone in an adjacent square. If the hole is smaller than a 5 ft. square, the creature gains a +2 bonus to this saving throw per size category smaller the hole is. A creature that makes its saving throw still treats the space as difficult terrain.
*Titan*
Your carrying capacity multiplier from the Giant talent increases from x2 to x10. You are always considered as being one size larger than you are for the purpose of who you may target with combat maneuvers and for talents that have effects dependent on size. If you have expended your martial focus with the Muscular Surge talent, you are considered two size categories larger for the duration. If you possess Strong Lungs from the Athletics sphere, you may add your bonus from Muscular Surge to your Constitution score when determining how many rounds you may run or hold your breath. If you possess the Oversized Weapons legendary talent from the Equipment sphere, you may wield weapons of any size without increasing the effort required (i.e., you do not increase the weapon’s category by 1 step from light to one-handed, one-handed to two-handed, etc.), though you still suffer a -2 penalty on attack rolls for each size category the weapon is larger than you.
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Equipment Sphere
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*Crushing Thrower*
You may choose to treat your ranged attacks with thrown weapons as melee attacks, using your melee attack bonus, including Strength bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use the Power Attack feat with your thrown weapon attacks.
*Unarmored Training*
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
*Force Redirection Technique*
You may use your Strength modifier in place of your Dexterity modifier to AC, up to a maximum of 3 + half of your base attack bonus. Characters who gain Climb or Swim as a class skill may instead choose to have the cap increase by +1 for every 2 ranks in the listed class skill they possess. Your bonus to AC is still affected by anything that would limit or remove your Dexterity modifier to AC such as wearing armor or being flat-footed. You may disable or enable Force Redirection Technique as a free action at the start of your turn, once per turn.
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Open Hand Sphere
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*Tear Flesh*
You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1.
*Leopard’s Gambit (stance)*
While in this stance, whenever a creature makes a melee attack against you, you may allow the creature to roll its attack twice, taking the better result. If you do, the creature provokes an attack of opportunity from you after the attack and damage is determined. You must make this attack of opportunity with an unarmed strike. If the creature attacking you is battered, you may resolve your attack of opportunity prior to their attack being resolved. This talent cannot be used in conjunction with the Bloody Counter talent.
Sorry it's so long, it's mostly a reference for myself since I've never played Spheres, the final version will be much shorter. I think I'm gonna drop wis to 14 and bump cha, take a trait that grants diplomacy as class, and replace something with the Charming Drunk talent cuz Kraig is a friendly guy.