Valeros

Thoven Carter's page

6 posts. Alias of Valmoon.


Race

Half-Dragon

Classes/Levels

Fighter(Shield Master) lvl 2 (AC 23, touch 14, Flat-footed 19, CMD 19, HP 18/18, Fort: 3 Ref: 5 Will: 1, Init: 7

Gender

Male

Size

M

Age

-

Alignment

CN

Strength 12
Dexterity 20
Constitution 10
Intelligence 13
Wisdom 10
Charisma 10

About Thoven Carter

half-dragon:

TYPE
Dragon (10 RP)
Dragons have the darkvision 60 feet racial trait.
Dragons have the low-light vision racial trait.
Dragons are immune to magical sleep effects and paralysis effects.
Dragons breathe, eat, and sleep.
SIZE
Medium 0 rp
BASE SPEED
Normal 0 RP
ABILITY SCORE MODIFIERS
Flexible (+2 str, +2 dex) 2 RP
LANGUAGES
Standard 0 RP
RACIAL TRAITS
Defense Racial Traits
immune to magical sleep effects and paralysis effects.
Feat and Skill Racial Traits
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once.
(8 RP 50 ft and average maneuverability (+0 fly))
Senses Racial Traits
darkvision 60 feet
low-light vision

Tower Shield Specialist (Archetype):

Many fighters believe the tower shield is a tool suitable only for troops on the battlefield, claiming it is too large and bulky to use in skirmishes or within dungeon corridors. Tower shield specialists defy those notions, using their massive shields with startling skill and incredible effect. They use these seemingly clumsy shields to perform deft maneuvers that confound their enemies.

Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces bravery.

Tower Shield Training (Ex): At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.

Tower Shield Specialist (Ex): At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield's encumbrance. This ability replaces weapon training 1.

Tower Shield Defense (Ex): At 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks. This ability replaces weapon training 2.

Immediate Repositioning (Ex):[/b] At 13th level, as an immediate action, a tower shield specialist can reposition his tower shield to another facing, but he cannot use this ability to interrupt an attack. This ability replaces weapon training 3.

Tower Shield Evasion (Ex): At 16th level, while using a tower shield, the tower shield specialist gains evasion, as the rogue class ability. At 20th level, the shield specialist gains improved evasion, as the rogue advanced talent, while using a tower shield. This ability replaces both weapon training 4 and weapon mastery.

Stats
HP: 18 (10 base + 6 per level average + 2 favorite class)
AC: 23 (9 armor + 3 Dex + 1 dodge + 10 base)
Touch: 14 (3 Dex + 1 dodge + 10 base)
Flat Footed: 19 (9 armor + 10 base)
Init: 7 (5 Dex + 2 reactionary)

Fort 3 = 3 + 0 + 0
Ref 5 = 0 + 5 + 0
Will 1 = 0 + 0 + 1

BAB: 2
CMB: 3 (2 BAB + 1 str)
cmd: 19 (2 BAB + 6 Dex + 0 + 11 base)

melee: 3 (2 BAB + 1 str)
ranged: 7 (2 BAB + 5 Dex)

Weapons

equipment:

Full-Plate Mithral Armor (free)

feats:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

skills:

acrobatics 2 = 5 + 0 - 3
appraise 1 = 1 + 0 + 0
bluff 0 = 0 + 0 + 0
climb -2 = 1 + 0 - 3
diplomacy 0 = 0 + 0 + 0
Escape Artist 2 = 5 + 0 - 3
intimidate 4 = 0 + 1 + 3
ride 3 = 5 + 0 - 2
fly 4 = 5 + 2 - 3
knowledge(dungeoneering) 5 = 1 + 1 + 3
Perception 0 = 0 + 0 + 0
stealth 2 = 5 + 0 - 3
survival 5 = 0 + 2 + 3
swim -2 = 1 + 0 - 3

Traits:

Indomitable faith: + 1 will saves
Reactionary: +2 init

Background in progress: