Elvish Fighter

Alyn Ellor's page

496 posts. Alias of Grandlounge.


Race

AC:22 T:11 F:19| HP 76/76 | CMD:23 | F:+10 R:+7 W:+7 | Init:+1| Perc: +17 |

Classes/Levels

Trick AC:18 T:11 F:16| HP 64/64 | CMD:22| F:+8 R:+7 W:+3 | Init:+1| Perc: +15 |

Gender

Notes

About Alyn Ellor

ALYN
Male undefined half-elf (ulfen) fighter (eldritch guardian) (martial master) (mutation warrior) 7
Medium humanoid (elf, human)

Init +1; Senses low-light vision, Perception +17

DEFENSE
AC 22, touch 11, flat-footed 19 (+1 Dex), +9 armor, +1 natural armor, +1 deflection
HP 76 (6d10+121)

Fort +10, Ref +6, Will +6
+2 vs. enchantment spells and effects (racial), +2 on Will saves vs. fear and mind-affecting effects (bravery), +2 mind-effecting (trait) +1 reroll mind effecting, +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

OFFENSE
Speed 30 ft.
Space 5 ft; Reach 10 ft.

Fauchard +13 (1d10+15, 15-20)
Silver Lucerne Hammer +13 (1d12+15)
MW CI Greatsword +13 (2d16+15, 19-20)

STATISTICS
Str 20, Dex 12, Con 14, Int 14, Wis 12, Cha 7
Base Atk +8; CMB +12; CMD 23

Feats: Alertness, Combat Reflexes, Mauler's Endurance, Power Attack, Outflank, Paired Opportunist, Improved critical,

Skills: Knowledge (Arcana) +14, Knowledge (Dungeoneering) +13, Knowledge (history - BG) +13, Linguistics +13, Perception +17, Sense Motive +3, Swim +3, Spellcraft +14

Traits: Latent Psion (mind-effecting), Set Mind (re-roll failed mind-effecting save), Azlant Fanatic (arcana), Stigmatized

Languages Azlanti, Common, Draconic, Elven, Skald, Cyclops, Thasalonian, Ancient Osiriani, 3more

SQ arcane training, bonus feats, dual minded, elf blood, elven immunities, familiar, familiar's alertness ability active, keen senses, low-light vision, mutagen, share training, martial flexibity

Equipment: Scroll of air bubble, scroll of disguise self (2), scroll of magic weapon (arcane) (4), antiplague (vial) (2), riffle scroll (touch of the sea/alchemist/1st) (2), scroll of expeditious retreat (2), scroll of mage armor (2), scroll of enlarge person (2), scroll of endure elements, potion of enlarge person (4), oil of bless weapon, oil of magic weapon, scroll of comprehend languages (arcane) (2), scroll of feather fall (2), myrrh (8), scroll (touch of the sea/alchemist/1st) (2), scroll of obscuring mist, scroll of protection from evil, scroll of infernal healing 2, scroll of keep watch, scroll of long arm, air crystals (2), alchemist's fire (4);

Other Gear: masterwork full plate, great club, lucerne hammer, (silver), +1 fauchard (ioun stone familiarity), alchemist's fire (4), acid (4), spiritbane spike, kunai, cestus, masterwork bardiche, longbow(20), cold iron/masterwork greatsword, cestus, armor skipes, cloak of resistance +2, +1 amulet of natural armor, +1 ring of protection, ioun torch (2), wand of shield, wand of infernal healing, wrist sheath, spring loaded (2), wrist sheath, spring loaded (2), scroll case, spring loaded, scroll case, spring loaded, bell tripwire trap (2), bear traps (2), survival kit (MW), folding shovel, pick axe, weapon cord (2), journal (2), manacles (4), piton (6), pathfinder's kit (2), rations (10), grappling hook, common (2), specialty smoke pellet, smog (4), silk rope (50 ft.) (4), masterwork tool (spellcraft +2) (2), folding pole, pathfinder chronicle (6), patchwork cloak, inkpen (2), chalk (2), soap (2), wire (2), false-bottomed scabbard (2), backpack, masterwork, tent (2) earplugs (2), potion sponge, potion sponge, cork vest, familair satchel, Climbing kit 1600gp.

SPECIAL ABILITIES:

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

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.

Drawback
Stigmatized
Source Antihero's Handbook pg. 6
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization. You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Familiar (Ex) An eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Half-Elf
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Latent Psion The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in Vudra, this power remains potent in your mind as well and protects you from mental assault.

Lessons of Chaldira (Chaldira Zuzaristan) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mutagen (Su) A mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist's mutagen ability (APG p.28), using his fighter level as his alchemist level. This ability replaces armor training 1.

+2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

Martial Flexibility

At 5th level, the martial master can use a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The martial master must otherwise meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.

The martial master can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when he gains multiple feats through this ability, the martial master can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 9th level, a martial master can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action. At 14th level, a martial master can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 17th level, a martial master can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

Share Training (Ex) When the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn't have to meet the feat's prerequisites, but at the GM's discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian's pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn't have any limbs capable of properly handling them.

Steel Will (Ex) The eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects.

Wings (Ex) the alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Trick:

Flying fox
N Tiny magical beast (augmented animal)

Init +2; Senses darkvision 60 ft., low-light vision, Perception +15
DEFENSE
AC 19, touch 11, flat-footed 15 (+4 armor, +1 Dex, +4 natural)
HP 48

Fort +5, Ref +5, Will +2
Defensive Abilities improved evasion;

OFFENSE
Speed 40 ft.
Melee bite +11 (1d6+13)
Space 2.5 ft. by 2.5 ft.; Reach 0 ft.

STATISTICS
Str 10(18), Dex 14 (12), Con 12, Int 6, Wis 12, Cha 6
Base Atk +7; CMB +12; CMD 22

Feats Skill Focus (Perception)
Skills Climb +2 , Fly +10 , Knowledge (Arcana) +4 , Knowledge (Dungeoneering) +4 , Perception +15 , Spellcraft +4 , Swim +2

Communication Empathic Link,
SQ alertness, battle form, bond forged in blood, class skills, darkvision, empathic link, improved evasion
Gear masterwork studded leather barding (tiny), bite

Gryffon Mane, Mithrial Chain Shirt

SPECIAL ABILITIES

Spoiler:

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Battle Form (Su) A mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler's size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). This is a polymorph effect.

Bond Forged in Blood (Su) A mauler isn't impressed by fancy words-only furious battle. A mauler can't speak or communicate via language in any way, even if it's a type of creature that normally could.

Class Skills A mauler treats Intimidate as a class skill.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Increased Strength (Ex) At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.