Alain

Arthur Alaval's page

116 posts. Alias of Nathanael Love.


Race

| HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7

Classes/Levels

| Speed 30ft | Panache 2/2 | Active Conditions: None.

Gender

”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3

Strength 10
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Arthur Alaval

Arthur Alaval
Male human Swashbuckler (Veiled Blade) 1/ Fighter (Phalanx Soldier) 3
LN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +3 shield)
hp 35 (4d10+7)
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee halberd +11 (1d10+1/x3, brace, trip)
Melee Full attack halberd +9 (1d10+1/x3), shield bash +7 (1d6)
Ranged longbow +9 (1d8/x3)
Special Attacks panache 2, deeds (derring do, dodging panache, quick draw)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 19 (+1 vs. bull rush, drag, overrun, trip)
Feats Improved Shield Bash, Spear Dancing Spiral, Spear Dancing Style, Two Weapon Fighting, Weapon Focus (Halberd)
Traits fangwood insurgent (+1 initiative in forest, roll twice 1/day), Ironfang Survivor (+2 dodge AC vs. goblinoids, 1/day roll twice on some skills), shield trained (heavy shield is light weapon)
Skills Acrobatics +12 (4 ranks, 5 dex, class skill), Bluff +6 (1 rank, 2 cha, class skill), Perception +7 (4 ranks, class skill), Sense Motive +4 (1 rank, class skill), Survival +7 (4 ranks, class skill)
Background Skills Knowledge History +1 (1 rank, Knowledge (Geography) +1 (1 rank), Knowledge (Nobility) +4 (1 rank, CS)
Languages Common, Goblin, Varisian
SQ phalanx fighting, stand firm, swashbuckler’s finesse
Combat Gear ] arrows (9), +1 hide (darkleaf cloth) armor (+4 AC, 0 armor check, +6 Max Dex), daggers (3), +1 halberd, halberd, longbow, +1 spiked heavy darkwood shield (+2 AC, 0 armor check, piercing damage)
Spring Loaded Wrist Sheathe Loaded- left dueling dagger, right machete; left boot- dagger; back- spear, light steel quickdraw shield
Antitoxin
Other Gear 179 gold
--------------------
Special Abilities
--------------------
Deeds
[i]Derring Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Quick Draw (Ex) At 1st level, whenever she has at least 1 panache point, a veiled blade gains the benefits of the Quick Draw feat.

Panache (Ex) At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Phalanx Fighting(Ex) At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.)
Stand Firm (Ex) At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
--------------------

Background:
Born and raised in a small village on the Southern Nirmathi border, Arthur, then known only as Dale, was only 12 years old when his village was wiped out by a band of hobgoblin and goblins. The last thing he remembered of his homeland was his mother being killed by a hobgoblin captain with one eye while he watched from a hidden compartment. Before hiding him away, she had told him to find his older brother Timofey who was away fighting as a Nirmathi Ranger and pressed a holy symbol of Gorum into his hands.
Yet, being on the border, the lone child would not be rescued by Nirmathi troops. The first Army on the scene of the massacre to take in the few survivors was a Molthune regiment. Dale would not see his homeland again for nearly ten years.

Pressed into service as a slave soldier, Dale, given the Molthune name of Arturious quickly combined the rudimentary sword and shield training he had started at the village with the precision of the Molthune phalanx and distinguished himself in combat. After five years, Arturious was a free man and Molthune citizen, though still a soldier of Molthune.

Still the desire to return to his homeland and fight for the righteous side burned in his breast, the Holy symbol of a god he almost remembered hung round his neck beneath the Imperial colors of his enemy nation. When his unit was sent into Cheliax to a skirmish, Arturious took his chance.

As the battle went against his unit, Dale, now Arturious ran, leaving them to be slaughtered by the Chelaxian troops and their unholy allies. Now a deserter, he spent some time in Cheliax, before crossing back into Molthune and seeking refuge at the Palace of Virtue. Now known as Brother Arthur, he stayed 3 years with the monks there.

Finally, after the strange cold winter disrupted the area, Arthur knew he needed to return. Crossing secretly back into Nirmathis, and taking the name Arthur Alaval he finally enlisted in the Nirmathi Irregulars and began to hunt for his brother from whom he was separated a decade prior.