Tin Golem

Arctyryx “Arc” d’Constantine's page

170 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Race

HP: 18/18 // AC 21, touch 12, flat-footed 19 // Fort +5, Ref +3, Will +1 // Perception +6 (+7 for surprise)

About Arctyryx “Arc” d’Constantine

Arctyryx “Arc” d’Constantine
Human (Ulfen) cavalier (Standard Bearer) Order of the Ennead Star 1/Brawler (Mutagenic Mauler) 1
LN Medium humanoid (human)
Init +3; Senses Perception +5 (+6 to act in surprise round)

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Defense
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AC 21, touch 12, flat-footed 19 (+7 Armor, +1 Dex, +1 dodge, +2 shield)
hp 18 (1d10+1+1d10+1)

Fort +5, Ref +3, Will +1

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Offense
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Speed 35 ft. (25 ft. in armor)

Melee
Unarmed +6 (1d6+4)

Ranged
Longbow +2 (1d8)

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Statistics
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Str 18, Dex 13, Con 12, Int 12, Wis 13, Cha 10
Base Atk +2; CMB +6; CMD 18

Traits Reactionary, Scouting for Fiends

Feats Combat Expertise, Combat Reflexes, Improved Unarmed Strike

Skills Handle Animal +4, Intimidate +5, Knowledge (Nobility) +2, Knowledge (Planes) +3, Perception +6, Ride +5, Sense Motive +6, Survival +3, Swim +8 (-armor penalty)

Languages Common, Skald

Gear (550 GP) Godclaw Panoply (masterwork intelligent scaling hellknight plate), heavy wooden shield, Brawler's Kit (backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin), longbow, 10 durable cold iron arrows

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Special Abilities
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Scouting for Fiends[ You belong to an organization or religion that is well-aware of the menace posed by the lower planes. Suspicious of this gambling tournament using devils and Hell as an idle decoration, you have decided to check it out. Sure, it might just be poor taste, but there's a chance something else is going on. Even after the tournament is over, there may yet be fiendish plots afoot. You may have to stick around for a while to complete your investigation. Your training and hatred for these beings grants you a +1 trait bonus on all attack rolls against evil outsiders.

Order of the Ennead Star (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order.

The cavalier is a merciless champion of the law, and if he must crush dreams, coerce obedience, or slay in the name of law, that is a small price to pay for peace and progress. The cavalier must bring lawbreakers to justice, and when that is not possible, he must serve as executioner of that justice. He must also uphold the tenets of his order.

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends.

An order of the Ennead Star cavalier gains bonuses when he challenges a creature of chaotic alignment with an Intelligence score of 3 or higher or one that the cavalier has witnessed committing a crime against local laws within the past hour. Against such a targets of his challenge, he receives a +1 morale bonus on attack rolls. He also gains this bonus on Intimidate checks to demoralize such targets. This bonus increases by 1 for every 4 class levels that the cavalier has.

Banner (Ex) A cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, any ally within 60 feet increases her land speed by 5 feet and gains a +1 dodge bonus to AC during any round in which she moved at least 10 feet. This increase to land speed is an enhancement bonus.

This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter.

This ability replaces the standard cavalier’s mount ability.

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Mutagen (Su)
At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.

This ability replaces martial flexibility.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.