Senenmerek

Alfred Montebank's page

12 posts. Organized Play character for Grogimus.


Full Name

Viscount Alfred Montebank

Race

Ac:23 Touch:12 FF:21 Fort:9 Ref:4 Will:0

Classes/Levels

5 Fighter,4 Hellknight Commander

Gender

Male

Size

Medium

Deity

God Claw Pantheon

Strength 26
Dexterity 15
Constitution 16
Intelligence 8
Wisdom 7
Charisma 7

About Alfred Montebank

Crunchy stuff:

Alfred Montebank
Human fighter (dragonheir scion) 5/Hellknight 4 (Pathfinder Campaign Setting: Inner Sea World Guide 278)
LN Medium humanoid (human)
Init +2; Senses Perception -2
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Defense
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AC 23, touch 12, flat-footed 21 (+10 armor, +2 Dex, +1 natural)
hp 85 (9d10+27)
Fort +9, Ref +4, Will +0 (+2 bonus vs. compulsion effects); +2 trait bonus vs. fear and compulsion when acting in service of liege or legitimate leader
Defensive Abilities force of will (compulsion[ISWG]); Resist electricity 5
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Offense
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Speed 40 ft.
Melee +1 adamantine falchion +16/+11 (2d4+28/15-20)
Special Attacks fearful might +1, smite chaos 2/day (+0 attack and AC, +4 damage), weapon training (heavy blades +1)
Hellknight Spell-Like Abilities (CL 4th; concentration +2)
At will—detect chaos
1/day—discern lies
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Statistics
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Str 26, Dex 15, Con 16, Int 8, Wis 7, Cha 7
Base Atk +9; CMB +14 (+18 sunder); CMD 29 (35 vs. disarm, 30 vs. steal, 37 vs. sunder)
Feats Arcane Strike, Combat Reflexes, Furious Focus[APG], Greater Sunder, Improved Critical (falchion), Improved Sunder, Power Attack, Sundering Strike[APG]
Traits authoritarian, reverent wielder
Skills Acrobatics +0 (+4 to jump), Climb +12, Intimidate +10 (+11 to demoralize foes), Knowledge (planes) +4, Swim +10
Languages Common
SQ agile feet (1/day), discipline (pentamic faith: travel[ISWG]), draconic strike, Hellknight armor 1, Hellknight order (order of the godclaw[ISWG])
Other Gear +1 impervious mithral Hellknight plate[ISWG], +1 adamantine falchion, belt of giant strength +6, 150 gp
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Special Abilities
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Agile Feet (1/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Chaos (At will) (Sp) You can use Detect Chaos at will (as the spell).
Discern Lies (1/day) (Sp) At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Draconic Strike (1d4 Electricity) (Su) When using Arcane Strike, deal extra energy damage.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fearful Might +1 (Ex) Add a bonus to intimidate to demoralize foes.
Force of Will - Compulsion +2 (Ex) +2 save vs. compulsion spells.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Hellknight Armor 1 (Ex) Hellknight Armor -1 check penalty, +1 max DEX.
Hellknight Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Pentamic Faith (Ex) Prepare spells from many additional domains.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Chaos (2/day) (Su) +0 to hit, +4 to damage, +0 deflection bonus to AC when used.
Sundering Strike Critical hit's confirmation roll is a Sunder maneuver check.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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