| Full Name |
Antonio Albrecht Armiger "Triple A" |
| Race |
Human |
| Classes/Levels |
Fighter 4; Init +2; hp 42/42; AC 22, T 12, FF 20, CMD 20; F +6, R +3, W +2; |
| Gender |
Male |
| Size |
Medium |
| Alignment |
Chaotic Good |
| Deity |
Bleredd and Wenta |
| Languages |
Common |
| Occupation |
Mercenary, Armorsmith |
| Strength |
18 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
13 |
| Charisma |
10 |
About Antonio Albrecht Armiger
Description
Height: 6 ft 2 in, Weight: 200 lbs
Antonio Albrecht Armiger, known to customers and fans alike as "Triple A", is a tall, barrel chested mercenary and armorsmith. He has a ruddy complexion, a cleanly shaved scalp, and a thick, black, bushy beard. He is a womanizing, hard-drinking, pipe smoking, steel-clad son of a b%!#@. He is sometimes seen wearing an eye patch, and not always on the same eye.
Background
Antonio has led a rich and varied life. His family was killed by a band of hobgoblins led by a shaman who bore an emblem depicting three badgers facing each other. The hobgoblins sold him to some human druids who compelled him and his fellow slaves to build one of the largest, most significant circles of standing stones in the world. This forced labor helped him to develop the strength that later enabled Antonio to became a pit fighter of great renown. He retired from pit fighting and joined a mercenary company, of which he is still a member. When he isn't fighting, he studies the art of the armorsmith. At the moment, he is on special assignment serving one of the factions of Greyhawk.
Goals
Antonio works hard and plays hard. He strives to craft exquisite armor that will bear his mark long after he is gone. He aims to do battle with heroes and monsters and be worthy of an epic story. While a prisoner of the druids, Antonio met a beautiful Selkie who predicted great things for him and promised to marry him if he was ever able to solve a conundrum that she set for him, so one of his quests is to answer the riddle of seal.
Offense
Init: +2 = +2 Dex
Base AB: +4 = +4 fighter
Melee AB: +8 = +4 BAB +4 Str
Ranged AB: +6 = +4 BAB +2 Dex
CMB: +8 = +4 BAB +4 Str
Overrun, Medium: CMB: +14 = +4 BAB +4 Str +2 +4 feat, Dmg: 1d8 +4 armor +6 Str
Overrun, Large: CMB: +15 = +4 BAB +4 Str +2 +4 feat +1 size, Dmg: 2d6 +4 armor +7 Str
Defense
Hit Dice: 4d10+8 = 4d10 fighter +8 Con +4 favored (4th level)
hit points: 42, current: 42, nonlethal: 0
AC: 22 = 10 +2 Dex +10 armor, Touch: 12, Flat-footed: 20
CMD: 20 = 10 +4 BAB +4 Str +2 Dex (+2 vs overrun)
Saving Throws
Fort: +6 = +4 fighter +2 Con (+2 vs poison and drugs, +4 vs alcohol)
Ref: +3 = +1 fighter +2 Dex
Will: +2 = +1 fighter +1 Wis (+1 vs fear)
Racial Traits
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base 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.
Traits
Iron Liver
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Inspiring Rush
Benefit: Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
Fighter 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 Feat, Bonus Feat, Bravery +1, Armor Training, Bonus Feat
Feats
Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Improved Overrun
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Bulette Charge Style
Benefit: While using this style, you gain a +4 bonus feats on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style.
Special: A character with the armor training class feature can use Bulette Charge Style while wearing any type of armor with which she is proficient. Medium armor grants a +3 bonus, and light armor grants a +2 bonus.
Bulette Leap
Benefit: While using Bulette Charge Style, you gain a bonus on Acrobatics checks to jump equal to your Strength bonus. Additionally, when you perform an overrun combat maneuver, you can attempt to overrun multiple foes, but you take a cumulative –2 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round.
Bulette Rampage
Benefit: While you’re using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if your size is Medium) or 1d6 (if your size is Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus.
Skills
Skill Points: 12 = (2 +0 Int +1 human) per fighter level
Acrobatics: -2 = 0 ranks +2 Dex -4 ACP (+4 Str on jumps)
Appraise: +0 = 0 ranks +0 Int
Bluff: +0 = 0 ranks +0 Cha
Climb: +4 = 1 ranks +3 class skill +4 Str -4 ACP
Craft (armor): +9 = 4 ranks +3 class skill +0 Int +2 circumstance
Craft (any): +0 = 0 ranks +0 Int
Diplomacy: +2 = 0 ranks +0 Cha +2 racial
Disable Device: N/A = 0 ranks +2 Dex -4 ACP
Disguise: +0 = 0 ranks +0 Cha
Escape Artist: -2 = 0 ranks +2 Dex -4 ACP
Fly: -2 = 0 ranks +2 Dex -4 ACP
Handle Animal: +4 = 1 ranks +3 class skill +0 Cha
Heal: +1 = 0 ranks +1 Wis
Intimidate: +4 = 1 ranks +3 class skill +0 Cha
Knowledge (dungeoneering): +4 = 1 ranks +3 class skill +0 Int
Knowledge (any): N/A = 0 ranks +0 Int
Linguistics: +2 = 2 ranks +0 Int
Perception: +1 = 0 ranks +1 Wis
Perform (any): +0 = 0 ranks +0 Cha
Profession (gambler): +5 = 1 ranks +3 class skill +1 Wis
Profession (any): N/A = 0 ranks +1 Wis
Ride: +2 = 1 ranks +3 class skill +2 Dex -4 ACP
Sense Motive: +1 = 0 ranks +1 Wis
Sleight Of Hand: N/A = 0 ranks +2 Dex -4 ACP
Spellcraft: N/A = 0 ranks +0 Int
Stealth: -2 = 0 ranks +2 Dex -4 ACP
Survival: +5 = 1 ranks +3 class skill +1 Wis
Swim: +4 = 1 ranks +3 class skill +4 Str -4 ACP
Use Magic Device: N/A = 0 ranks +0 Cha
Equipment
Carrying Capacity: Light: <= 300 lbs, Medium: <= 600 lbs, Heavy: <= 900 lbs
Weight Carried: 233 1/2 lbs, Wealth: 25 gp, 3 sp, 3 cp
Weapons:
Earth Breaker, Masterwork: (Atk: +9, Cost: 340 gp, Dmg: 2d6+6, Crit: x3, Range: 0 ft, Wgt: 14 lbs, Type: B), Power Attack: 2d6+21
Handaxe: (Atk: +8/+6, Cost: 6 gp, Dmg: 1d6+4, Crit: x3, Range: 0 ft, Wgt: 3 lbs, Type: S)
Dagger: (Atk: +8/+6, Cost: 2 gp, Dmg: 1d4+4, Crit: 19-20/x2, Range: 10 ft, Wgt: 2 lbs, Type: P or S)
10 Chakrams: (Atk: +6, Cost: 10 gp, Dmg: 1d8+4, Crit: x2, Range: 30 ft, Wgt: 10 lbs, Type: S)
Armor:
Full Plate +1: (Cost: 2,650 gp, AC: +10, Max Dex: +2, ACP: -4, Pct Fail: 35%, Wgt: 50 lbs)
Other:
Cold-Weather Outfit: (Cost: 8 gp, Wgt: 7 lbs)
Explorer's Outfit: (Cost: 10 gp, Wgt: 8 lbs)
Heavyload Belt: (Cost: 2000 gp, Wgt: 3 lbs)
Backpack, Masterwork: (Cost: 50 gp, Wgt: 4 lbs)
Artisan's Tools, Masterwork (Armorsmithing): (Cost: 55 gp, Wgt: 5 lbs)
Bedroll: (Cost: 1 sp, Wgt: 5 lbs)
Beltpouch: (Cost: 1 gp, Wgt: 1/2 lbs)
Blanket: (Cost: 5 sp, Wgt: 3 lbs)
Board Game (Tafl): (Cost: 10 gp, Wgt: 2 lbs)
10 Candles: (Cost: 1 sp, Wgt: -- lbs)
Cards: (Cost: 1 gp, Wgt: 1 lbs)
Cask of Rum: (Cost: 16 gp, Wgt: 18 lbs)
2 Clay Mugs: (Cost: 4 cp, Wgt: 2 lbs)
2 Clay Pipes: (Cost: 2 cp, Wgt: -- lbs)
Compass: (Cost: 10 gp, Wgt: 1/2 lbs)
Crowbar: (Cost: 2 gp, Wgt: 5 lbs)
Dice: (Cost: 1 sp, Wgt: -- lbs)
Eye Patch: (Cost: 1 sp, Wgt: -- lbs)
3 Fishhooks: (Cost: 3 sp, Wgt: -- lbs)
Flint and Steel: (Cost: 1 gp, Wgt: -- lbs)
Folding Chair: (Cost: 2 gp, Wgt: 10 lbs)
Hip Flask: (Cost: 1 gp, Wgt: 1/2 lbs)
2 Potions of Cure Light Wounds: (Cost: 100 gp, Wgt: -- lbs)
Potion of Enlarge Person: (Cost: 50 gp, Wgt: -- lbs)
Potion of Protection from Evil: (Cost: 50 gp, Wgt: -- lbs)
2 Sacks: (Cost: 2 sp, Wgt: 1 lbs)
Silk Rope (50 ft): (Cost: 10 gp, Wgt: 5 lbs)
Skis: (Cost: 5 gp, Wgt: 20 lbs)
Snowshoes: (Cost: 5 gp, Wgt: 4 lbs)
Soap: (Cost: 1 cp, Wgt: 1/2 lbs)
3 Sunrods: (Cost: 6 gp, Wgt: 3 lbs)
Tent, Medium: (Cost: 15 gp, Wgt: 30 lbs)
Tobacco: (Cost: 1 gp, Wgt: 2 lbs)
Tome of Epics: (Cost: 50 gp, Wgt: 3 lbs): This hefty book is bound in oilskin and decorated with scenes of glorious combat between ancient heroes and ferocious monsters. It contains several tales of valor, defeat, and victory, all with brightly colored illustrations. After consulting the book for 1 hour, for the next 24 hours you gain a +2 bonus on Perform (oratory) and Perform (vocal) checks and a +2 circumstance bonus on Knowledge (nobility) checks pertaining to heroic lineages.
7 Trail Rations: (Cost: 3 1/2 gp, Wgt: 7 lbs)
Waterproof Bag: (Cost: 5 sp, Wgt: 1/2 lbs)
Waterskin: (Cost: 1 gp, Wgt: 4 lbs)
Faction