Karnak Redfeather's page

No posts. Organized Play character for Mike Lindner.


About Karnak Redfeather

Karnak Redfeather
Male ifrit fighter (armor master) 5/golden legionnaire 4 (Pathfinder RPG Bestiary 2 160, Pathfinder RPG Ultimate Combat 44)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 28, touch 14, flat-footed 26 (+12 armor, +2 Dex, +3 shield, +1 trait)
hp 81 (9d10+23)
Fort +10, Ref +6, Will +3; +2 vs. charms & compulsions
Defensive Abilities fortification 25%; DR 6/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +13/+8 (1d3+4) or
. . greataxe +12/+7 (1d12+4/×3) or
. . (S) mwk greatsword +11/+6 (1d10+3/19-20) or
. . (S) mwk longspear +11/+6 (1d6+3/×3) or
. . (S) mwk scythe +11/+6 (1d6+3/×4) or
. . unarmed strike +13/+8 (1d3+4)
Ranged javelin +11 (1d6+3) or
. . mwk composite longbow +12/+7 (1d8+3/×3)
Special Attacks allied retribution
Spell-Like Abilities (CL 9th; concentration +10)
. . 1/day—burning hands (DC 12)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 8, Cha 12
Base Atk +9; CMB +12; CMD 24
Feats Archon Diversion, Archon Justice, Archon Style, Bodyguard[APG], Combat Expertise, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Stand Still, Step Up
Traits defender of the society, oregent desperation
Skills Acrobatics +1, Climb +3, Diplomacy +13, Disable Device +9, Heal +3, Intimidate +13, Profession (sailor) +3, Profession (soldier) +8, Survival +3, Swim +3
Languages Auran, Common, Ignan, Terran
SQ armor training 2, armored defense, authoritative command, deflective shield, defy danger (defy danger [charms & compulsions]), fire in the blood, improved aid, intercept, legion feats (combat feat, stand still), united defense, wildfire heart
Combat Gear scroll of restoration, alchemist's fire (2), alkali flask[APG] (2), holy water (4), liquid ice[APG], tanglefoot bag; Other Gear +3 benevolent adamantine full plate, +1 fortification (light) heavy steel shield, arrows (40), greataxe, javelin (5), mwk composite longbow (+3 Str), mwk greatsword, mwk longspear, mwk scythe, +1 amulet of mighty fists, cloak of resistance +2, heavyload belt[UE], ring of tactical precision[UE], sash of the war champion[APG], bedroll, belt pouch, everburning torch, hemp rope (100 ft.), masterwork backpack[APG], masterwork thieves' tools, piton (2), shield sconce[UE], trail rations (10), waterskin, 28 gp, 5 sp
--------------------
Special Abilities
--------------------
Allied Retribution (+1 att/dam, 4 rds, 1 targets) (Ex) Morale bonus to attack designated adversaries who have attacked you or ally in 60 ft.
Archon Diversion (1/round) Can use a free hand to divert an attack vs. adj. ally to self.
Archon Justice If hurt during Archon Diversion, allies threatening the foe who hit you gain AoO.
Archon Style (swift action) Choose 1 foe, adj. allies gain +2 AC vs. that foe's next attack.
Armored Defense (1/2/3) (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR 2/ - when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Authoritative Command (+1/4 allies) (Ex) As move action, give you & allies bonus to attack, damage, saves, AC.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Deflective Shield +1 (Ex) +1 bonus to touch AC, up to AC bonus provided by shield worn.
Defy Danger (Charms & Compulsions) +2 (Ex) +2 to save vs. charms & compulsions.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Fortification 25% You have a chance to negate critical hits on attacks.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).

Construction
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Improved Aid +1 (Ex) Ally gains increased bonus to attack or AC when you use Aid Another.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intercept +2 (Ex) Bonus when using Stand Still, and to CMD vs. moving through your area.
Oregent Desperation (1/day) 1/day, improve from dying to disabled but take 4 Int damage.
Ring of tactical precision (????) +1 to teamwork feat/aid another bonus. Imbue teamwork feat & can use it with wearer of ring.
Sash of the war champion This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.

Construction
Requirements Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
United Defense -1/+2 (Su) Swift action to take a penalty to AC to grant adjacent ally dodge bonus to AC.
Wildfire Heart +4 racial bonus on initiative