Full Name |
Reikananths |
Race |
HP 125/125 | AC 37 T 20 FF 32 CMD 38 | F +16 R +13 W +12 (+3 Fear, Inm Poss and Control) | Init +5 | Perc +22 | |
Classes/Levels |
Status: Normal |
Gender |
Male Human (Shoanti) Fighter 13 | |
Size |
Medium |
Alignment |
Chaotic Good |
Deity |
Gorum |
Location |
Varisia |
Languages |
Common, Shoanti |
Occupation |
Explorer |
Strength |
22 |
Dexterity |
18 |
Constitution |
16 |
Intelligence |
11 |
Wisdom |
16 |
Charisma |
11 |
About Reikananths
Proposal
Reikananths
Male Human (Shoanti) Fighter 13
CG Medium Humanoid (Human)
Init +5, Senses Perception +22
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DEFENSE
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AC 37, Touch 20, Flat-Footed 32 (10 Base +10 Armor, +2 Deflection, +4 Dex, +1 Dodge, +2 Natural, +5 Shield +1 Trait +2 Luck)
HP 125 (13d10 + 39 CON + 10 Favored Bonus)
Fort +16, Ref +13, Will +12, +3 Will vs. Fear, Immune to possession and mental control (Clear Spindle Ioun Stone in Wayfinder)
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OFFENSE
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Speed 40 ft.
Full Attack Earth Breaker +3 (Adamantine) +24/+19/+14 (2d6+12/x3) and Klar +4 (Shield Master) +26/+21 (1d6+12)
Full Attack Earth Breaker +3 (Adamantine) +24/+19/+14 (2d6+12/x3) and Klar Shield Bash +4 (Shield Slam) +26/+21 (1d3+12) plus Bull Rush
Melee Earth Breaker +3 (Adamantine) +26/+21/+16 (2d6+12/x3)
Melee Klar +4 (Shield Master) +26/+21/+16 (1d6+12)
Melee Klar Shield Bash +4 (Shield Slam) +26/+21/+16 (1d3+12) plus Bull Rush
Melee Gauntlet +19/+14/+9 (1d3+6)
Ranged Masterwork Composite Longbow Str (+6) +19/+14/+9 (1d8+7/x3)
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STATISTICS
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Str 22, Dex 18, Con 16, Int 11, Wis 16, Cha 11
Base Atk +13; CMB +19; CMD 38
Languages Common, Shoanti
SQ Armor Training, Favored Class Bonus CMD (3x), Bravery, Heart of the Wilderness, Weapon Training
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FEATS
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Weapon Focus (Earth Breaker) : +1 to attack
Weapon Focus (Klar) : +1 to attack
Thunder and Fang : Earth Breaker 1 hand, Klar as Light weapon
Two-Weapon Fighting : Reduces penalties
Improved Two-Weapon Fighting : 2nd attack with off weapon
Double Slice : Full damage bonus with off weapon
Two-Weapon Rend : 1d10 + 1 1/2 Str if both weapons hit
Improved Shield Bash : Still have Shield AC after Shield Bash
Shield Slam : Free Bull Rush with Shield Slam
Shield Master : Apply AC enhancement bonus to shield att and dmg. No penalties to shield for 2H
Dodge : +1 Dodge to AC
Mobility : +4 dodge to AC against AoO when you move out of or within a threatened area.
Spring Attack : Move - Attack - Move, no AoO
Flanking Foil : No Flanking if hit by you
Power Attack : Penalty to Att for bonus to Dmg
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TRAITS
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Defender of the Society : +1 to AC with Medium or Heavy Armor
Fate's Favored : All luck bonus get a +1 applied
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SKILLS
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Acrobatics +14
Acrobatics (Jump) +23
Appraise +2
Bluff +2
Climb +8
Craft (Untrained) +2
Disguise +2
Fly +6
Handle Animal +6
Heal +5
Intimidate +6
Knowledge (Dungeoneering) +6
Perception +23
Perform (Untrained) +2
Ride +10
Sense Motive +5
Stealth +6
Survival +15
Swim +8
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GEAR
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Main Weapon: Adamantine Earth breaker +3 : Ignores hardness less than 20
Off hand weapon: Klar +4 : Can use Thunder and Fang fight style. Bonus to AC applies to Att and Dmg
Ranged Weapon: Masterwork Composite Longbow (STR +6) : +1 to Att, +6 to Dmg
Head: Jingasa of the fortunate soldier : +1 luck bonus to AC. 1/day negates critical hit or sneak attack (+1 AC more with Fate's Favored Trait)
Headband: Headband of inspired wisdom +2 : +2 Enhancement to Wisdom
Eyes: Eyes of the eagle : +5 Competence to Perception
Shoulders: Cloak of resistance +3 : +3 resistance to ST
Neck: Amulet of natural armor +2 : +2 Enhancement to Natural Armor
Chest: Quick runner's shirt : 1/day take an extra move action to move
Body: None
Armor: Mithral Full Plate +1 : Armor
Belt: Belt of physical might (STR/DEX) +2 : +2 Enhancement to Strength and Dexterity
Wrists: Sleeves of many garments : Change mundane clothing
Hands: Gloves of reconnaissance : 10 rounds/day of seeing and hearing though solid material no more than 15 feet thick
Ring 1: Ring of protection +2 : +2 deflection bonus to AC
Ring 2: Ring of Ferocious Action : 5/day free action to remove staggered condition
Feet: Boots of striding and springing : +10' enhancement bonus to speed, +5 competence bonus on Acrobatics Jump checks
Slotless Items:
Handy Haversack : Holds 120 pounds in weight but always weighs only 5 pounds. Retrieve an item as a move action no AoO
Stone of good luck (Luckstone) : +1 to Saves, Ability Checks and Skill Checks (+1 more with Fate's Favored Trait)
Wayfinder : Contains a Clear Spindle Ioun Stone, grant Protection from possession and mental control (as Protection from Evil)
Clear Spindle Ioun Stone : Sustains the wearer without food or water
Cracked Dusty Rose Prism Ioun Stone : +1 competence bonus on initiative checks
Cracked Pale Green Prism Ioun Stone (Saves) : +1 competence bonus on saving throws
Ioun Torch : Dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free
Mundane Items:
Explorer's outfit
Belt pouch
- 20 Gold pieces
- 7 Silver pieces
In Handy Haversack:
- Bedroll
- Blanket (winter)
- Flint and steel
- Mess kit
- Arrow (20)
- Arrow (cold iron) (20)
- Rope (silk/50 ft.) (2)
- Soap (per lb.)
- 5 Alchemist's Fire
- 6 Holy Water
Mount
Combat Trained Heavy Horse
Large Chain Shirt Barding
Common Riding Kit
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SPECIAL ABILITIES
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 3 and increase the maximum Dexterity bonus allowed by your armor by +3
Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Bull Rush, Disarm, Grapple, Overrun, Sunder, Trip
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +3 bonus to Will saves against fear effects.
Defender of the Society Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Hammers +3; Heavy Blades +2; Bows +1