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Failed Disciple

Failed Disciple CR 17

Source NPC Codex pg. 93
XP 102,400
Half-orc fighter 18
CE Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4

Defense

AC 25, touch 16, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +1 insight, +1 monk, +5 natural)
hp 175 (18d10+72)
Fort +19, Ref +17, Will +16; +5 vs. fear
Defensive Abilities bravery +5, orc ferocity

Offense

Speed 40 ft.
Melee vicious unarmed strike +36/+31/+26/+21 (1d8+18 plus 2d6) or mwk ranseur +29/+24/+19/+14 (2d4+11/×3)
Ranged +1 returning javelin +27 (1d6+10)
Special Attacks stunning fist (5/day, DC 21), weapon training (natural +4, thrown +3, heavy blades +2, close +1)

Tactics

Before Combat The fighter drinks his potions of barkskin, greater magic fang, and heroism.
During Combat The fighter prefers to grapple, pin, and then bind his foes. He fights defensively when he can, abandoning that tactic against enemies with high armor classes.
Base Statistics Without barkskin, greater magic fang, and heroism, the fighter’s statistics are Senses Perception +2; AC 20, touch 16, flat-footed 16; Fort +17, Ref +15, Will +14; Melee unarmed strike +30/+25/+20/+15 (1d8+14 plus 2d6) or mwk ranseur +27/+22/+17/+12 (2d4+11/×3); Ranged +1 returning javelin +25 (1d6+10); CMB +24 (+28 grapple); Skills Acrobatics +21 (+30 when jumping), Intimidate +22.

Statistics

Str 22, Dex 16, Con 14, Int 10, Wis 14, Cha 8
Base Atk +18; CMB +26 (+30 grapple); CMD 40 (42 vs. grapple)
Feats Deflect Arrows, Dodge, Greater Grapple, Greater Penetrating Strike, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Grapple, Improved Iron Will, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Nimble Moves, Penetrating Strike, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +23 (+32 when jumping), Intimidate +24
Languages Common, Orc
SQ armor training 4, orc blood, weapon familiarity
Combat Gear potion of barkskin (CL 12th), potion of cure serious wounds, potion of greater magic fang (CL 16th), potions of haste (2), potion of heroism, potion of shield of faith (18th); Other Gear +1 returning javelin, masterwork ranseur, belt of physical perfection +2, boots of striding and springing, bracers of armor +4, cloak of resistance +4, dusty rose prism ioun stone, monk’s robe, ring of sustenance, vicious amulet of mighty fists, masterwork manacles (2), silk rope (50 ft.), 779 gp

Many failed disciples wander the land purely to prove their martial prowess. Others latch on to evil cults, dealing death for a dark god.

Urguk the Chosen

As a child, a cult of apocalyptic monks kidnapped Urguk to raise him as a champion of their order. Their teachings of violence and scorn for life took hold, but their attempts to install obedience and inner discipline did not. Urguk mastered many of their techniques, but never in a fashion that pleased them. Frustrated by his failures and unwilling to let Urguk leave with intimate knowledge of their order, the monks decided to terminate their experiment.

Urguk had learned their lessons better than he knew. He killed the monks sent to murder him and fled into the night.