Initiate of Flame

Angus Steelbeard's page

24 posts. Alias of Shady_Motives.


Classes/Levels

Paladin of Torag 2 VMC Cavalier of the Star| HP 34| AC:22, T: 13, FF:19| Fort: +15, Reflex: +9, Will: +14| Init +4| Perception +11

About Angus Steelbeard

Angus

Appearance:
Angus is tall for a dwarf, reaching all the way to five foot and with the heavy, muscular build of a warrior, doubled up with the stocky build of a dwarf. His flame red beard reaches down his chest, perfectly groomed and straight. He keeps the thick mane on top of his head controlled with several braids running tightly along his scalp. A thin scar running from his scalp, skipping over his left eye, and then continuing down another two inches stood out a vibrant pale white against his ruddy skin.

Level 2 Paladin of Torag VMC Cavalier of the Star
LG Avanced Dwarf, 70 yrs.
Init +4
Perception +10
5', 240 Lbs.
(*) = Mythic Abilities
0 Mythic Power

STATS
Str 22, Dex 19, Con 24, Int 20, Wis 22, Cha 20, Beauty 12

DEFENSE
AC 22, touch 13, flat-footed 19
HP 17
Fort +15, Ref +9, Will +14
+2 vs. Poison, Spells, SLA
+1 vs. Bluff, Disguise, Illusions
+4 Dodge vs. Giant
+4 vs. Bullrush, Trip

Speed 20 ft.
CMB: +7
CMD: 21

OFFENSE
Base: +2
Melee +8
Ranged +6
MW Cold Iron Dwarven Waraxe +10 (1d10+6 /x3)
Heavy XBow +6 (1d10, 19-20/x2)
+1 Attack vs. Orc, Goblin

FEATS
Education
Weapon Focus (Axes)

TRAITS
Stolen Fury
Clearheaded
Honest
Influence (Intimidate)

ADVENTURING SKILLS
Acrobatics: -2
Bluff: +3
Climb: +0
Diplomacy: +9
Disguise: +0
Escape Artist: -2
Fly: -2
Handle Animal: +0
Heal: +6
Intimidate: +12
Knowledge:
>>Arcane: +5
>>Nature: +5
>>Planes: +10
>>Religion: +10
>>Dungeoneering:+10
>>Local:+5
Perception: +11
Ride: -2
Sense Motive: +11
Spellcraft: +10
Stealth: -2
Survival: +6
Swim: +0
UMD: +10

BACKGROUND SKILLS
Appraise: +5
Craft (Blacksmith): +10
Knowledge (engineering): +10
Knowledge (geography): +5
Knowledge (history): +9
Knowledge (nobility): +5
Linguistics: +5
Profession (Soldier): +12

LANGUAGES
Common, Dwarven, Celestial, Infernal, Abyssal, Giant, Orc

SPECIAL ABILITIES
Smite Evil 1/day
Detect Evil
Aura of Good
Divine Grace
Lay on Hands 6/day (1d6)

Guardians:
Guardians are protectors of castles, cities, and villages.

Alignment: Lawful

Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Diplomacy, Intimidate, Knowledge (local), Perception, Profession, Sense Motive

Starting Money: 3d4 x 10 gp

Items:
Adventurer's Outfit
Holy Symbol (Torag)
Scalemail
MW Cold Iron Dwarven Waraxe
Heavy Steel Shield
Heavy XBow
Paladin's Kit

Potions:

Scrolls:

Future Options::
Marshal/Champion
3-Two-Weapon Fighting
5-Double Slice
5-
7-Greater Two-Weapon Fighting
9-Leadership
10-Practiced Spellcaster
11-Combat Reflexes
13-Steel Soul
15-
15-

Mythic 1-Mythic Craft
Mythic 2-Impossible Speed
Mythic 3-Master of Mercy
Mythic 4-Crusader
Mythic 5-Destroyer
Mythic 6-Blowback
Mythic 7-Fleet Warrior
Mythic 8-Sweeping Strike
Mythic 9-
Mythic 10-
Mythic 1 Feat-
Mythic 3 Feat-
Mythic 5 Feat-
Mythic 7 Feat-
Mythic 9 Feat-

Blacksmith Gauntlets
Price 10,000gp; Slot Hands; CL 10th; Weight 5 lb.; Aura moderate transmutation

DESCRIPTION
These heavy leather forging gloves cover the hand and go all the way back to the elbow. Adamantine plates line the back of the gloves all the way down to small plates for each finger joint. Each plate is engraved with dozens of intricate spell formulae. The wielder of these gloves gains the effect of Craft Magic Arms and Armor and Mythic Craft Magic Arms and Armor. In addition they receive a +10 competence bonus on all skill checks related to crafting weapons and armor, magical and mundane.

CONSTRUCTION REQUIREMENTS

Cost 5,000 gp; Feats Craft Wondrous Item, Mythic Crafter, Craft Magic Arms+Armor, Mythic Craft Magic Arms+Armor; Spells Crafter's Fortune

Legendary Item:
Radiance

Legendary Surge: Attack rolls and combat maneuver checks made while using the weapon
Legendary Abilities
Mythic 1:Art of the Shield Wall:Wielding weapon and shield in way that weave attack and defense together takes a lifetime of dedication. Or a weapon blessed by the gods. The wielder of Radiance gains Improved Shield Bash. At 6th level he gains Shield Slam and at 11th level he gains Shield Master.

Mythic 2:Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it’s immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

Mythic 3:Earth Mastery: Through the wielders deep connection to his faith, that which graces him with the mystical abilities of the Paladin, Radiance gains a connection to the earth from which all Dwarves came. The blade transforms upon becoming a minor artifact, increasing to 2d8 base damage and able to ignore hardness less then 30. This connection gives the wielder of Radiance access to the Metal Subdomain with their cleric level equal to their Paladin level. They can cast these spells as a spell-like ability 3/day. If they are not a full caster they get access to the first spell Magic Stone at 1st level and the next spell at 3rd level. This pattern continues at each odd level, granting the new level of spell useable 3x/day.

Mythic 4:Improved Divine Bond: The paladin's bond with the celestial spirit that has bonded to Radiance improves. Whenever the mythic paladin uses Divine Bond it now lasts for 10 minutes per paladin level. If the paladin spends a mythic point when summoning his Divine Bond it now lasts for 1 hour per paladin level. He can change the abilities summoned with his Divine Bond by spending another Mythic point.

Mythic 5:Unstoppable Strike: This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target has. An item must be a weapon and be a minor or major artifact to have this ability.

Mythic 6:Lord of Stone: Radiance's connection to the earth strengthens through it's wielder. The plane of Earth has noticed the existence of Radiance's wielder and the residents of that plane now answer the paladin's call. The paladin gains the ability to cast Summon Monster 1 as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the character must pay any required material components. The wielder of Radiance cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Using the above ability the wielder of Radiance can only summon creatures associated with the Plane of Earth or the Dwarven Pantheon. They also gain Terran as a bonus language if they don't already have it.

Mythic 7:Dedicated Bond: An item with this ability can’t be used by anyone not bonded with it. Such creatures can’t use the item’s non-mythic special abilities, its legendary power, or its legendary surge. Furthermore, using a special ritual that takes 10 minutes to perform, the bonded creature can sequester the item in a solid object at least twice as large as the item (such as putting a sword in a stone or an oak tree). The item becomes impossible to remove by any creature not bonded to it unless by means of a wish or miracle cast by a mythic creature of higher tier than the bonded creature. If the bonded creature is at least 8th tier, she can instead perform this sequestering ritual and transfer the bond to another mythic creature she designates upon completing the ritual. An item must be a minor or major artifact to have this ability. This is a persistent ability.

Mythic 8:Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Mythic 9:[/b]Returning:[/b] The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Mythic 10:Eternal Bond: When this ability is taken, the item becomes intimately tied to the creature that gave it this ability. This item can’t be bonded to another creature as long as the creature that gave it this ability is alive and mythic.

If the creature that gave it this ability dies or becomes non-mythic, this item can be bonded to another creature, but that creature doesn’t gain the benefit of this ability. If the creature who placed the eternal bond comes back to life or becomes mythic again, and this item is bonded to another, the bond reverts back to the eternally bonded creature at any time the eternally bonded creature wishes. Reinstating a bond in this way is a free action. If this item is broken, the bond is temporarily severed, but is reinstated when the item is repaired. Lastly, the bonded creature can’t use the special ritual to relinquish the bond (see Mythic Bond). An item must be a minor or major artifact to have this ability. This is a persistent ability.