Chaleb Sazomal

Sectty's page

17 posts. Alias of Walter das Sombras.


Full Name

Sectty Nalevaiko

Classes/Levels

HP: 76/76 | AC: 23; T: 12; FF: 22; CMD 24 | Fort: +9; Ref: +5; Will: +0 (+3) | Perception: +7

Strength 20
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 14

About Sectty

Background:
I’m awesome! Thought the large man, atop a mountain he has just climbed. Several years ago, it occurred to Sectty that the world was very mediocre, and everywhere he could see people living their miserable lives, without ever trying to surpass the limits they were given. Like his father, a merchant in the City of Wonders, Magnimar. The man was the very concept of lame, and for that reason they were never successful in the business.
Sectty realized that if there was one thing he didn’t want to become, was lame. So he set up a goal for himself: to improve every moment, for the rest of his life, surpassing the limits of his body, mind and soul. You can be faster, stronger, smarter. You just needed focus and a lot of training. And so he practiced, learning new things as he moved along the land, ever southeast, to reach Absalom, the capital of the world. At first a simple fighter, he improved by learning combat styles, hunting skills, how to avoid simple dangers and how to eliminate others. He learned languages, how to climb and swim, how to use armor and how to fight without one.
There he was, a human who was always trying to surpass his own limit.
But one day, when he was studying human behavior, he realized there were people who were constantly breaking the laws. They were actually breaking a limit, one settled to prevent the world from running into total chaos. And he just got outraged by that, in a manner. “If I sweat everyday to improve my limit, why can’t they do the same and earn a living like that? Why do they need to steal, to assassinate, to rape?” And that was so freaking wrong that he couldn’t just let it go. He needed to serve as an example to the world of how awesome one can be, while at the same time preventing others from breaking the laws that shouldn’t be. He would become a Hellknight!

SECTTY
Male Human (Varisian) fighter 4 [Weapon Master] / ranger 2 - LN medium humanoid (human)
Init +1; Senses Perception +7,
Languages: Varisian, Shadowtongue, Taldane, Infernal,

----------------DEFENSE---------------------
AC 23, touch 12, flat-footed 22
hp 76 (6d10+12con+4fc)
Fort +9, Ref +5, Will +0 (+3vs.charm and compulsion)

----------------OFFENSE---------------------
Speed 20 ft. (4 squares)
Melee Greatsword (alchemical silver) +13 (2d6+9/19-20)
Melee MWK Greatsword (cold iron) +14 (2d6+10/19-20)
Melee dagger (mithral) +12 (1d4+5/19-20)
Ranged dagger (mithral/thrown) +8 (1d4+5/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +6; CMB +12; CMD 24
Atk Options: Favored Enemy (Humanoid (Human)) +2, Power Attack; Vital Strike.

----------------STATISTICS---------------------
Abilities: Str 20, Dex 12, Con 14, Int 12, Wis 8, Cha 14
Special Qualities: Human Bonus Feat, Fighter Bonus Feats, Skilled, Track +1, Weapon and Armor Proficiency, Weapon Guard, Weapon Training, Wild Empathy +4,
Feats: Weapon Focus (Greatsword)[Human]; Dazzling Display [1st]; Power Attack [Ranger 2nd]; Intimidating Prowess [3rd]; Furious Focus [Fighter 1st]; Vital Strike [Fighter 2nd - Exchanged], Step Up [5th], Weapon Specialization (Greatsword)[Fighter 6th]
Traits: Armor Expert; Bred for War; Irrepressible
Drawback: Pride;
Ability Increase: +1Str (4th)
Favored Class Bonus (Fighter): +4hp

Skills:
Points: 8fighter+12 ranger+6human+6int=32
Armor Check Penalty: -4 (-5MWK armor +1 armor expert)
(Ability+Ranks+Bonus+Mist)
+0 Acrobatics DEX (1+3+0-4) CS [-4 to Jump]
+0 Appraise INT (1+0+0)
+2 Bluff CHA (2+0+0)
+5 Climb STR (5+1+3-4) CS
+3 Diplomacy CHA (2+1+0)
+2 Disguise CHA (2+0+0)
-3 Escape Artist DEX (1+0+0-4)
+6 Handle Animal CHA (2+1+3) CS
+3 Heal WIS (-1+1+3) CS
+17 Intimidate CHA (2+6+3+5str+1trait) CS
+2 Knowledge(Arcana) INT (1+1+0)
+5 Knowledge(Dungeoneering) INT (1+1+3) CS
+5 Knowledge(Geography) INT (1+1+3) CS
+2 Knowledge(Local) INT (1+1+0)
+5 Knowledge(Nature) INT (1+1+3) CS
+3 Knowledge(Planes) INT (1+2+0)
+3 Linguistics (Taldane/Infernal) INT (1+2+0)
+7 Perception WIS (-1+5+3) CS
+1 Ride DEX (1+1+3-4) CS
-1 Sense Motive WIS (-1+0+0)
+1 Stealth DEX (1+1+3-4) CS
+3 Survival WIS (-1+1+3) CS
+5 Swim STR (5+1+3-4) CS

Possessions: amulet of natural armor +1 [2000gp]; greatsword (alchemical silver)[230gp]; ring of protection +1 [2000gp]; outfit (hot weather)[free]; full plate +1 [free+1000gp]; dagger (mithral)[free]; MW greatsword (cold iron)[free+50gp]; Longbow [75gp]; (20) Arrows [1gp]; (20) Cold Iron Arrows [2gp]; 20 Blunt Arrows [2gp]; Backpack[2gp]; Waterskin[1gp]; Flint and Steel [1gp]; Iour Torch [75gp]; (3) Torch [3cp]; (2) Sunrod [4gp]; Bedroll [1sp]; Silk Rope [10gp]; Hot Weather Outfit [8gp]; Belt Pouch [1gp]; Compass [10gp]; (3) Pitons [3sp]; Hammer [5sp]; (5) Trail Rations [2.5gp]; 23gp; 5sp; 7cp

-----------------RACIAL FEATURES-----------------
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

-----------------CLASS ABILITIES-----------------
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.
Favored Enemy (Humanoid [Human]) (Ex): You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Track (Ex): You gain +1 to Survival checks made to follow tracks.
Weapon Choice (Greatsword)
Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Weapon Training (Ex)[Greatsword]: At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 4.
Wild Empathy (Ex): You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.