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Darl Quethos

Parity's page

904 posts. Alias of DM Fflash.


Full Name

Parity

Race

Human

Classes/Levels

Vanguard 9 (Blind, endure elements, light fortification) AC:24; Full HP:93; F:11 R:7 W:9)

Gender

Male

Size

Medium

Age

25

Special Abilities

Blind

Alignment

Neutral

Deity

Pharasma

Location

Sandpoint

Languages

Common, Tien

Occupation

Drifter

Strength 17
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 12
Charisma 16

About Parity

Parity
Male Human Vanguard 9
N Medium Humanoid (human)
Init +2; Senses Perception +17
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Defense
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AC 24, touch 13, flat-footed 22 (+6 armor, +5 shield, +2 Dex, +2 deflection)
hp 93 (9d8+31)
Fort +11 (+5 circumstance bonus vs. cold weather), Ref +7, Will +9
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 40 ft.
Melee With Power attack and Arcane Strike
. . Suishen, guardian of the Amatatsu +9/+4 (1d8+11/18-20/x2)
Special Attacks arcane smite (standard action), aweapon channel (touch spells), vanguard blast +4d4 (3/day), vanguard's spell penetration
Spell-Like Abilities Arcane Smite (Standard Action), AWeapon Channel (Touch Spells), Vanguard Blast +4d4 (3/day), Vanguard's Spell Penetration
Vanguard Spells Known (CL 9):
3 (4/day) Elemental Aura, Keen Edge, Vampiric Touch, Force Punch (DC 16)
2 (5/day) Ghoul Touch (DC 15), Mirror Image, Belker's Claws, Chain of Eyes (DC 15)
1 (6/day) Chill Touch (DC 14), True Strike, Feather Fall (DC 14), Corrosive Touch, Touch of Gracelessness (DC 14)
0 (at will) Resistance, Touch of Fatigue (DC 13), Detect Magic, Mending, Touch of Lethargy (DC 13), Root
--------------------
Statistics
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Str 17, Dex 14, Con 16, Int 7, Wis 12, Cha 16
Base Atk +6; CMB +9; CMD 22
Feats Antagonize, Arcane Strike, Blind-Fight, Combat Casting, Exotic Weapon Proficiency (Katana), Extra Swift Spell +2, Lunge, Power Attack -2/+4, Shield Focus, Skill Focus (Perception), Step Up
Traits Childhood Crush (Ameiko) (1/day) (Ex), Killer
Skills Acrobatics -3 (+2 to jump, +1 jump), Climb +2, Escape Artist -3, Fly +1, Handle Animal +7, Intimidate +15, Knowledge (arcana) +2, Knowledge (engineering) +2, Linguistics +2, Perception +17, Ride -3, Spellcraft +2, Stealth +5, Survival +5, Swim +2
Languages Common, Tien
SQ arcane bond weapon (katana), arcane strike, enhance bond weapon, fortification (light), iron grip, spell maneuvers (advanced maneuvers, spell block [3/day]), swift spell (2/day), vanguard's tactics
Combat Gear Potion of Vanish, Bladeguard, Vermin repellent (2), Water purification sponge, Weapon blanch (silver) (4); Other Gear +1 Chain shirt, +1 Fortification (light) Light steel shield, Suishen, Belt of mighty constitution +2, Boots of striding and springing, Chaincloth Cloak (1/day), Ioun stone (dusty rose prism), Backpack, masterwork (5 @ 22 lbs), Bear trap (2), Blanket, winter, Cold weather outfit, Drug, pesh (4), Flint and steel, Scarf, Silk rope, Skates, Skis and poles, Snowshoes, Wandermeal (5), Waterproof bag (17 @ 5.5 lbs), Waterskin, Platinum Arm Ring, 12573 GP, 11 SP, 10 CP

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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Arcane Bond Weapon (Katana) (Ex) At 1st level, a vanguard forms a powerful bond with a specific weapon. Should the vanguard ever have to replace the weapon (see below), he must choose another weapon of the same kind (longsword, dagger, short bow, etc.).
This bond allows the vanguar
Arcane Smite (Standard Action) (Sp) Normal: Expend a spell slot to store raw magical energy in his bonded weapon as a standard action.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Weapon Channel (Touch Spells) (Sp) Normal: Cast a spell with a range of touch and deliver it through an attack with his bonded weapon as a standard action.
Blind-Fight Re-roll misses because of concealment, other benefits.
Chaincloth Cloak (1/day) +1 resist saves; +1 def AC; 1/day +2 nat AC for 1 min
Childhood Crush (Ameiko) (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enhance Bond Weapon (Su) As a standard action, a vanguard of 9th level or higher may enhance his bonded weapon by adding one of the following weapon qualities: defending, flaming, frost, ghost touch, shock or thundering. The vanguard may only have one such quality in effect
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Iron Grip +4 (Ex) +4to his CMD when defending against opponents' attempts to disarm or sunder his bonded weapon
Killer Add weapon's critical modifier to its critical bonus damage.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Snowshoes -50% walking penalty for heavy snow.
Spell Block (3/day) (Sp) As an immediate action the vanguard can attempt to block certain spells with his arcane bond weapon. This is treated as though the vanguard was using a quickened dispel magic with the changes noted below.
The vanguard must make a dispel check (1d20
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swift Spell (4/day) (Su) cast spell as swift action.
Vanguard Blast +4d4 (3/day) (Sp) +4d4 damage as a standard action.
Vanguard's Spell Penetration (Sp) Normal: Enhancement bonus to attack rolls the vanguard has with his bonded weapon is also added to all caster level checks he makes to overcome a creature's spell resistance.
Vanguard's Tactics (Ex) Beginning at 3rd level, as a full round action a vanguard may grant a circumstance bonus equal to his Int bonus to critical hit confirmation rolls, combat maneuver checks, Spellcraft checks, and initiative checks to all allies within 30 feet who can



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