Sajan

Ambrus Stathis's page

116 posts. Alias of Peachbottom.


Full Name

Ambrus Stathis

Race

LG Oread Fighter 5 | 43/75 hp (5 nonlethal) | AC 20, T 13, FF 18 | F +7, R +4, W +3 | CMD 22 |Init +2, Perc + 10

About Ambrus Stathis

LG Male Oread Unbreakable Fighter 5
Medium Humanoid (Human) / Outsider (Native)
Init +2; Senses: Darkvision 60 ft.; Perception +10
=====================================
DEFENSE
=====================================
AC 20, Touch 13, Flat-Footed 18 (+7 armor, +2 Dex, +1 Deflection) (+2 vs. rays)
hp 75 (5d10+20+5 Favored)
Fort +7, Refl +4, Will +3 (+4 vs. mind-affecting)
Resist: Acid 5
=====================================
OFFENSE
=====================================
Speed 20 ft. (15 ft. in armor)
Melee:
_____+1 Halberd +12 (1d10+9; x3)
_____Silver Dagger +10 (1d4+4; 19-20/x2)
_____Darkwood Club +11 (1d6+5; x2)
Ranged:
_____Composite Longbow (+3 Str) +7 (1d8+3; x3)
=====================================
STATISTICS
=====================================
Str 20, Dex 15, Con 15, Int 14, Wis 12, Cha 14
Base Atk +5; CMB +10; CMD 22
Feats: Combat Expertise (F), Deadly Aim (F), Point Blank Shot (F), Power Attack (F), Athletic (1st; B), Diehard (1st; B), Endurance (1st; B), Cleave (1st), Cleaving Finish (2nd; B), Weapon Focus (2H) (3rd), Weapon Specialization (2H) (4th; B), Deft Maneuvers (5th), Heroic Recovery (2/day) (5th; B), Mythic Companion (5th; B)
Skills: (Total 30 Adventuring, 10 Background) (+6 Adventuring, +2 Background/Level)
_____Climb (Str) (A, C): +11 (3 A-Ranks, +5 Str, +3 Class, +2 Feat, - 2 ACP)
_____Disable Device (Dex) (A, C): +11 (5 A-Ranks, +2 Dex, +3 Class, +1 Trait, +2 Circ., - 2 ACP)
_____Handle Animal (Cha) (B, C): +6 (1 B-Ranks, +2 Cha, +3 Class)
_____Intimidate (Cha) (A, C): +6 (1 A-Ranks, +2 Cha, +3 Class)
_____Knowledge (Dungeoneering) (Int) (A, C): +10 (5 A-Ranks, +2 Int, +3 Class)
_____Knowledge (Engineering) (Int) (B, C): +10 (5 B-Ranks, +2 Int, +3 Class)
_____Perception (Wis) (A, C): +10 (5 A-Ranks, +1 Wis, +3 Class, +1 Trait)
_____Profession (Soldier) (Wis) (B, C): +8 (4 B-Ranks, +1 Wis, +3 Class)
_____Ride (Dex) (A, C): +5 (2 A-Ranks, +2 Dex, +3 Class, - 2 ACP)
_____Survival (Wis) (A, C): +5 (1 A-Ranks, +1 Wis, +3 Class)
_____Swim (Str) (A, C): +11 (3 A-Ranks, +5 Str, +3 Class, +2 Feat, -2 ACP)
_____Use Magic Device (Cha) (A, C): +11 (5 A-Ranks, +2 Cha, +3 Class, +1 Trait)
Traits: Dangerously Curious (Magic), Seeker (Social), Trap Finder (Campaign), Glory-Hound (Flaw)
Languages: Common, Dwarven, Terran, Undercommon
Special Qualities: Ferrous Growth, Crystalline Form, Unflinching, Armor Training, Heroic Recovery
Mythic Abilities: Mythic Power (2/day), Surge
Weapons: halberd, silver dagger, darkwood club, composite longbow (+3 Str)
Armor: breastplate
Consumables: cold iron arrows (20), trail rations (19), healer's kit (8 uses), potion of cure light wounds, potion of protection from evil
Equipment: masterwork backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, silk rope (50 ft.), soap, waterskin, masterwork thieves’ tools, earplugs, silver holy symbol of Athena
Mount: light horse (combat-trained), military saddle, saddlebags
Coin: 578 gp; 3 sp; 6 cp
Carrying Capacity: Light 153, Medium 306, Heavy 460
Total Load: 94
=====================================
SPECIAL ABILITIES
=====================================
CLASS ABILITIES

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.

Tough As Nails:
An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.

Unflinching (Ex):
At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

This ability replaces bravery.

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.

Heroic Recovery (Ex):
At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level).

This ability replaces weapon training 1.

MYTHIC ABILITIES

Mythic Power (Su):
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

RACIAL TRAITS

Mostly Human:
A few oreads have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Ferrous Growth (Sp):
Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of non-magical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.

Crystalline Form (Ex):
Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

AUTOMATIC BONUS PROGRESSION
Resistance +1
Armor Attunement +1 (breastplate)
Weapon Attunement +1 (halberd)
Deflection +1
Mental Prowess +2 (Cha)
Physical Prowess +2 (Str)

Ambrus is a native to the city of Aelysos. Orphaned at birth, he grew up on the streets. He was sheltered and raised by a gypsy woman named Shera for the first 5 years of his life until she was slain by a thief. The thief wanted nothing more than the few coppers he could get for pawning Shera’s gaudy but mostly worthless jewelry. Unfortunately, she fought back and lost her life in the process. From then on, Ambrus was completely on his own, but he never fell into the criminal element himself. Instead, he grew up to be extremely hard-working and resourceful. Occasionally, he took up odd jobs throughout the city whenever someone would hire him. But mostly, he supported himself but exploring the ruins outside of the city. As a child, he was small and could fit through areas that adults could not. He loved the thrill of danger and sometimes found hidden treasures that he could sell back in Aelysos’ markets.

As soon as he was old enough, Ambrus joined the military. For the last ten years, he’s served faithfully and has garnered somewhat of a reputation. Unaware of his outsider heritage, he still had advantages that set him apart from his fellow human soldiers. For one, he could see in the dark as clearly as if it were day. And another, his skin always glistened as if oiled even when completely dry. This earned him the nickname “Butter Boy” among his platoon. Ambrus was never the fastest or most skilled at weapons compared to others but he made up for it with sheer willpower and the ability to seemingly shake off harm that would knock a normal man out cold. Once he started to prove himself, his ambition had no bounds. He constantly sought more glory, often forgoing safety to do so, and quickly rose in rank.

Ambrus’ affinity to earth has always made him uncomfortable with Aelysos being a coastal city. Although trained to swim as part of standard soldier training, Ambrus avoids the sea as much as possible. He feels most comfortable with solid ground beneath his feet and seeks out assignments that involve traveling by land as much as possible. Ambrus’ childhood fascination with ruins also remains strong and does not hesitate to explore those he comes across whenever the opportunity arises.

Ambrus is well aware of Ousmariku’s yearly tithes and the sacrifices that the city has made to it. He bristles at the thought of those who lost their lives fighting against it. While he wonders what difference a single soldier like him can make against such a behemoth that even the hero-gods could not defeat, he is willing to lay down his life in defense of called to do so.