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About Alexo Pontius MaekenCurrent HP: 10/10 Basics:
HP: 13
Fort: +4 (+2 Base +2 Con) Ref: +2(+0 Base +2 Dex) Will: +0 (+0 Base +0 Wis) AC: 17 ( 10 +5 Chain Shirt, +2 Dex, +0 Misc.) BAB: +1 CMB: +4 CMD: 16 Initiative: +2 Str: 16:+3
Trained Skills:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Skills The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 2 + Int modifier. Totals=Ranks+Mods+Others Climb: +6 (+1+2+3)
Feats:
1.Combat Expertise:
Benefit: 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. 2.Weapon Focus (Longsword):
Improved Trip:
Racial Abilites:
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. 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. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Class Features:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). 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): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups): Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe. Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword. Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword. Bows: composite longbow, composite shortbow, longbow, and shortbow. Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike. Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow. Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword. Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip. Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer. Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike. Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing. Pole Arms: glaive, guisarme, halberd, and ranseur. Spears: javelin, lance, longspear, shortspear, spear, and trident. Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident. Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Weapon Info:
Longsword: Atk:+3 Dmg:1d8+2 (1 handed) 1d8+3 (2 handed) Crit:19–20/×2 Range:- Wgt:6 lbs. Type: S Short Bow: Atk: +4 Dmg:1d6 Crit: x3 Range: 60 ft
Traits:
1.Killer:
Benefit: You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. [b]2.
Equipment:
Longsword 4lb. 15gp
Total Weight: lbs
Background:
Alexo Pontius Maeken was born and raised in Andoran's Capital city Almas. Being the only son of a middle class merchant Alexo was properly educated and martially trained. Having a great fondness for learning and exploration he did well in his studies. He is most passionate about his swordsmanship however. An altercation as a boy left a great impression on what it means to defend oneself. During his teenage years Alexo and some friends traveled abroad for the summer. Having grown up in Andoran he learned quite a bit of prejudice toward Chelaxians. So while staying at an in close to the border of Chelix Alex and his friends thought it a wonderful idea to make sport of a Chelaxian guest. Heated words quickly came to blows but little harm was done beyond a black eye and bruised ego. Chelaxians however are not know for taking wounded pride lightly. The Man stalked the boys for several days, unbeknownst to them this man was actually a rather powerful sorceror, an he summoned a minor demon to assault them. The boys, having been ambushed had good fortune on their side. Severely wound each and every one they managed to hold out until the local watch came and chased the creature off. It took nearly a month for Alex to heal but he made a full recovery. To this very day Alex holds a grudge against Chelix and and a firey hatred for demonkind. Once his education was completed Alexo served aboard an Andoran warship as an officer of a small detatchent of Marines. He had though this would bring good opportunities to see the world. He found it stifling to his eagerness to learn and explore. So after only a few years he resigned his commission and headed for Absolom. Here he made aquaintances with some Pathfinders. These men and women he discovered were just like him. Eager to explore new places no matter the danger, and capable in a dangerous situation. It was only a short while before he became directly involved with the Pathfinder Society. Alex recently went home for a visit where a fellow Pathfinder informed him of the Crusade in Mendev. Angry hatred for demons welled up but also the nagging eagerness to explore the Worldwound and rediscover artifacts thought lost forever. With any luck Alexo will discover the source of the demons, and gather enough recognition that he may be selected to become a venture captain some day. With those thoughts in mind Alexo Pontius Maken set out for Kenabre!
Description:
Standing at 6ft Alex is a broadly built and muscular man. He carries himself with great confidence. He wears a heavy grey greatcoat over his practical leather and wool explorers garb. A tricorn hat tops off his ensemble. A practically crafted scimitar hangs from at his hip and a crammed backpack on his back. Coins/Gems:
GP: 58 SP: 1 CP: 3 Gems:0 |