Rolwaz Character in Elmaloris | World Anvil

Rolwaz

Close and trusted friend of Tilkaz, he's a quiet creature who packs quite a powerful punch. Early into adventuring with the half-undead gnoll, he started gaining an interest in body art, in the form of tattooing, and after the pair arrived at Telhoken, he started practicing this craft in full, and actually earned a fair bit of coin in the process.
  Alongside his friend, he fought in Shasys' Rebellion, valiant and powerful though he was, one can never beat the numbers game. Defeated and injured, he departed the battlefield, clutching his friend's phylactery close, tearful for having witnessed her fall in the fray. Taken in and sheltered by the Gravetenders of Elimond, he huddled in the undercroft, tending to his wounds and watching over the ornate box for the week it took for Tilkaz to reform, fiber by fiber.
  Though he recovered, mostly, the injury didn't set right, and over the course of 20 years, the state of his old wounds worsened, leaving him with a slight limp. Gone were his days of adventuring, but, this did allow him to put more focus on the art of tattooing.
Species
Year of Birth
1576 DF 35 Years old
Children

Rolwaz CR 4 (XP 1200)

NG medium humanoid(gnoll) Striker 5
Init +1;Senses: Darkvision 60 ft;Perception +8;
DEFENSE
AC 21, touch 15, flat-footed 20 (+4 armor, +1 Dex, +2 natural, +4 Wis)
HP 56(5d10+25 ConHit Die:d10;
Fort +8, Ref +5, Will +3
Defensive Abilities: uncanny dodge
OFFENSE
Speed 30 ft.
Melee: mwk silver dagger +9 (1d4+2/19-20), shove +8 touch (3)
Ranged: -
Space 5 ft; Reach 5 ft
Special Attacks:
MARTIAL
Tradition: Tattooed Warrior; PAM: CON
Brute sphere - DC 16
Guardian sphere - DC 16, Packages: Challenge
Open Hand sphere - DC 16
STATISTICS
Str 16(+3) Dex 13(+1) Con 18(+4) Int 12(+1) Wis 10(+0) Cha 09(-1)
Base Atk +5; CMB +8 (+9 trip CMD 23
Feats: Dragon's Tattoos, Iron Will, Perfect Calm
Skills: Acrobatics +9, Craft (tattoo) +12, Perception +8, Sense Motive +8, Survival +8;
Languages: Common, Gnoll, Goblin
SQ: challenge -3 (5 rounds), combat training, desperate tension (1 tension), drill knuckle 2 DR/hardness ignored, drop, mystic fists, shove, striker art (lasting flame), sweep, tear flesh (1 bleed/NA reduction), tension boost (1 tension), tension training (victorious defense), tension: critical knuckle, tension: expert guard, tension: fiery offense, tension: light step (swift action), tension: perfect offensive, tension: rapid pummel (swift action), tension: second chance, tension: speed step (swift action), tension: stalwart form, tension: swift focus, tension: timely dodge, unarmed training, unarmored training +3
Traits: artist of battle in all forms(trip)
Gear: mwk studded leather, mwk silver dagger, bedroll (2), blanket[APG], blanket[APG], masterwork backpack[APG], masterwork tattooing tools, medium tent[APG], tilkaz's phylactery;
SPECIAL ABILITIES
Brute: Drop Manhandle - Make a free trip attempt against target (no AoO)
Brute: Shove Move action, move up to 1/2 speed and make a touch attack that renders target battered for a turn and may benefit from a (manhandle) talent
Challenge -3 (5 rounds) Gives a target +2 to hit you, but a penalty to attack anyone other than you
Combat Training (DC 16) You have training in one or more combat spheres
Darkvision (60 feet) You can see in the dark (black and white only).
Desperate Tension (1 tension) (Ex) Gain 1 tension at start of your turn, if you began the turn with 0 tension
Drill Knuckle (2 DR/hardness ignored) (Ex) Ignore listed amount of hardness with your unarmed strike
Equipment: Unarmed Training You gain proficiency with the boot blade, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may treat these and any natural attacks you pos
Equipment: Unarmored Training +3 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Open Hand: Mystic Fists (Magic) While martially focused, your unarmed strikes are treated as magic for DR and incorporeal creatures
Open Hand: Sweep Trip as a move action, no AoO (-2 penalty, cannot use manufactured weapon)
Open Hand: Tear Flesh (1 bleed/NA reduction) Deal bludgeoning, piercing, or slashing damage with unarmed strikes; on attack-action unarmed hit you may reduce natural armor and cause bleed damage
Tension Boost (1 tension) (Ex) Gain tension at the start of your first turn in combat
Tension: Critical Knuckle (Ex) Increase crit range of unarmed strike by 1 till your next turn
Tension: Expert Guard (Ex) +1 to all saves per tension spent, until your next turn
Tension: Fiery Offense (Ex) +1 to all saves per tension spent, until end of your next turn
Tension: Light Step (swift action) (Ex) Your movement does not provoke AoO's from chosen creature until your next turn
Tension: Perfect Offensive (Ex) Auto-confirm a crit with unarmed strike
Tension: Rapid Pummel (swift action) (Ex) Mak an extra unarmed attack at -2 as a swift action
Tension: Second Chance (Ex) Reroll a saving throw (must take the second result even if it is worse)
Tension: Speed Step (swift action) (Ex) Move up to your speed as a swift action
Tension: Stalwart Form (Ex) Gain 1 DR for each tension spent, until your next turn
Tension: Swift Focus (Ex) Regain martial focus as a swift action
Tension: Timely Dodge (Ex) Gain +1 dodge AC for each tension spent, until your next turn
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Perfect Calm: You can expend your martial focus as part of any single Will saving throw or concentration check you make. When you expend your martial focus in this manner, your saving throw or concentration check is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw or concentration check is 13.