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Landsknetch Doppel's page

142 posts. Alias of Johnnycat93.


About Landsknetch Doppel

XP 635,000
Male human bloodrager (steelblood) 15 │ ranger (skirmisher, witch guard) 15 │ antipaladin (tyrant) 3/cavalier (castellan) 12
LE medium humanoid (human)
Init +5; Senses Perception +27
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DEFENSE
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AC 31, touch 12, flat-footed 29 (+5 natural, +14 armor, +1 deflection, +1 dex)
hp 210 (15d10+45)
Fort +18, Ref +17, Will +17 (+4 vs fear)
Immune fear
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OFFENSE
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Speed 30 ft
Melee +2 furious heartseeker valiant greatsword +25 (2d6+14/17-20)
Ranged
Special Attacks touch of rage +8 3/day, quickened touch of rage +8 3/day, bloodrage 50 rounds/day. hunter's tricks 10/day, smite good 1/day, touch of corruption 1d6 4/day, challenge 4/day, glorious challenge, tactician 2/day

Bloodrager Spells Known (CL 15th; concentration +18)
1st 4/day - cheetah's sprint, enlarge person, line in the sand, protection from evil, shield, true strike
2nd 3/day - final sacrifice DC 15, glitterdust DC 15, mirror image, spider climb, resist energy, bull's strength
3rd 3/day - fly, haste, greater magic weapon, visions of hell, wind wall
4th 2/day - black tentacles, dimensional blade, stoneskin, earth glide
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STATISTICS
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Str 26, Dex 13, Con 16, Int 8, Wis 16, Cha 16
Base Atk +15; CMB +23; CMD 34 (35 vs overrun)
Traits Second Chance, Community Minded
Feats Eschew Materials, Improved Initiative, Iron Will, Combat Reflexes, Disruptive, Intimidating Prowess, Shatter Defenses, Dreadful Carnage, Improved Critical (Greatsword), Bodyguard, In Harm's Way, Broken Wing Gambit, Spirit of the Corps, Cornugon Smash, Arcane Strike, Grave-Risen, Raging Vitality, Blooded Arcane Strike, Riving Strike, Skill Focus (Survival), Skill Focus (Intimidate), Skill Focus (Perception), Eldritch Heritage (Orc), Improved Eldritch Heritage (Orc), Improved Eldritch Heritage (Orc), Quicken Spell-Like Ability (Touch of Rage)
Skills Fly +19, Intimidate +35, Perception +27,
Languages Common
SQ Focused Study

Arcane Bloodline, Bloodline Power (Disruptive Bloodrage, Arcane Bloodrage, Greater Arcane Bloodrage, Caster's Scourge), Bloodrage, Blood Sanctuary, Blood Casting, Eschew Materials, Bloodline Feats (Improved Initiative, Iron Will, Combat Reflexes, Disruptive), Bloodline Spell, Greater Bloodrage, Indomitable Will, Indomitable Stance, Armored Swiftness, Armor Training, Blood Deflection

Favored Enemy (Undead +8, Monstrous Humanoid +2, Magical Beast +2, Outsider (Native) +2), Track, Wild Empathy, Combat Style (Intimidating Prowess, Shatter Defenses, Dreadful Carnage, Improved Critical), Favored Terrain (Urban +6, Forest +2, Plains +2), Woodland Stride, Swift Tracker, Evasion, Quarry, Camouflage, Class Skills, Defend Charge, Bodyguard, In Harm's Way, Hunter's Tricks (Tangling Attack, Distracting Attack, Hobbling Attack, Uncanny Senses, Vengeance Strike, Second Chance Strike)

Aura of Evil, Detect Good, Smite Good, Touch of Corruption, Unholy Resilience, Aura of Cowardice, Plague Bringer, Cruelty (Fatigued)

Challenge, Order of the Flame, Tactician, Order Ability (Glorious Challenge, Foolhardy Rush, Daunting Success), Expert Trainer, Banner, Bonus Feat (Cornugon Smash, Arcane Strike), Greater Tactician, Castle Defender +2, Castle Lore, Guard Companion, Mighty Defense, Defending Challenge
Gear +5 champion determination mithral fullplate, robe of arcane heritage (orc), cord of stubborn resolve, implanted pearly white spindle, +2 furious heartseeker courageous greatsword, blood reservoir of physical prowess, boots of striding and springing, mask of stony demeanor, headband of mental prowess +2 (CHA/WIS), amulet of natural armor +3, cloak of resistance +4, ring of protection +1
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SPECIAL ABILITIES
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The Legend Never Dies (Backstory):

Many legends exist among the ranks of demon hunters and crusaders. Heroes of untold purity and faith, striking against their foes with unbridled fury. But there were others; among them is the tale of the Landsknetch. A figure that has been noted in a myriad of major expeditions to the abyss and other such planes, each of which ended in tragedy. It was believed to be the spirit of fallen warriors returned to once again seek revenge against the Dark Lords. Whatever the truth, its appearance is considered an ill omen in conjunction with those of the Abyssal plane.

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Some say that the Landsknetch is merely another clan tradition in the vein of demon hunters; some foolhardy lineage that insists on standing against the Abyss wherever it may appear. Others say it is an amalgamation of those warriors who fell before the Demons, cursed to continue fighting even in death. The divide comes from one simple fact: whenever the influence of the Abyss spreads, the Landsknetch would soon follow. Undoubtedly the creature would eventually fall, only to return once the cycle had begun again. To confound one further: the Landsknetch in every way appears to be mortal. It eats, it sleeps, it bleeds, and it dies. Regardless of it's exact identity, none can deny that the Landsknetch is a fearsome warrior. It fights by means of sheer tenacity, wearing down its opponents with mighty blows while weathering any retaliation with seemingly endless vigor.

The latest warrior to take the role of the Landsknetch calls himself Doppel. In true form he has made his stand against Demonkind on stubbornness alone, battling brutish monsters and ever worsening weather with unflinching resolve. Despite his heavy armor he is almost unnaturally fast, often overwhelming the unwary before they have a chance to collect themselves. Others are left terrified at the mere sight of the Landsknetch's mighty blows, which Doppel uses in conjunction with his own large frame and unsettling exterior to gain the edge in a skirmish.

Landsknetch Doppel shares the appearance of those that came before him: a suit of tarnished full plate paired with an ornate mask that obscure his features completely. For a weapon he carries only a well-used Zweihander, relying on the gross size of the blade to further devastate his enemies. Beyond that he has little in the way of personal possessions: a handful of arcane trinkets, well-traveled boots and clothes, etc. The only other thing of note is the small bead he carries with him that can be used to create a pleasant bonfire in nearly any environment. Strangely, it would seem that Doppel finds some comfort in resting near the fire, often becoming totally engrossed in the dancing flames.