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About AventailQuick View Stats for Combat:
Initiative: +0 (+0 Dex)
SPELLS
Orisons : 3 detect magic, light, read magic
Aventail's Tale:
STATS:
Ability Scores Score (point cost) (modifier) (racial bonus) (level up) Str : 16 (10) (+3) Dex: 10 (0) (+0) Con: 16 (5) (+3) +2 Int: 10 (0) (+0) Wis: 12 (5) (+2) -2 Cha: 10 (2) (+0) -2 DEFENSE:
AC: 19, touch 10, flat-footed 19 (+8 armor, + 0 Dex, +1 shield, +0 size, +0 natural) HP: 32 (Full first lvl = 10, average 2nd level; 3rd level = 5; 7, +9 Con, +1 Favored Class) Fort +9 (2 + 2 + 2 + 3), Ref +0 (0 + 0), Will +3 (2 + 0 + 1) OFFENSE:
Initiative: +0 (+0 Dex) Speed 20 ft. Base Atk: +2 CMB: +5 (+2 BAB, +3 str) CMD: 15 (10, +2 BAB, +3 str, +0 dex) Melee: Glaive-guisarme +6, 1d10 +6 19-20 x2 (+3 Str, +2 BAB, +1 Weapon Focus) (+6 THF) While Raging: Glaive-guisarme +8, 1d10 +8 19-20 x2 (+5 Str, +2 BAB, +1 Weapon Focus) (+10 THF) Ranged: Javelin +2, 1D6 +3 x2 (+2 BAB) (+3 Str) While Raging: Javelin +2, 1D6 +5 x2 (+2 BAB) (+5 Str) Heavy Crossbow +2, 1d10 x3 (+2 BAB)
Favored Class Bonus Cavalier : Hit points TRAITS:
Civilised You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you. Heirloom Weapon: When you select this trait, choose one of the following benefits: proficiency with that specific weapon
FEATS:
[4: 1 1st level, 1 teamwork, 1 Warpriest, 1 3rd level]
Adamantine Body: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However your base speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skills checks that armor check penalties apply to and an arcane spell failure of 35% Shake it Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). Point Blank Shot Weapon Focus: Glaive-guisarme
SKILLS:
The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). The warpriest’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Order skills: Perception, Survival Background Skills: Craft (Jewellery), Profession (astronomer) Skill Ranks per Level: 4 + Int modifier, 2 + Int modifier, 4 + Int Modifier Skills: (4 = 4 ranks x Cavalier 1, Barbarian 1, 2 x Warpriest 1) (2 background)
Languages: Common Warforged Racial Abilities:
Type Natural humanoid (living construct) Size Medium Ability Modifiers +2 Constitution, -2 Wisdom, -2 Charisma * Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. * A warforged cannot heal naturally. * Unlike other constructs warforged are not immune to critical hits, non-lethal damage, stunning, ability damage, ability drain, death effects and necromancy. * As living constructs warforged can be affected by spells that target living creatures as well as those that target constructs. Warforged can be healed by the Cure light wounds and Repair light damage spells however, they are vulnerable to disable construct and harm. However, spells from the healing sub-school and supernatural abilities that restore hit point damage or ability damage provide only half their normal effect. *A warforged takes damage from heat metal, chill metal, repel wood, rusting grasp and Repel metal and Stone as if it were wearing metal armour. * Strenuous activity does not risk further injury to a warforged that has dropped to 0 hit points. * A warforged can be raised or resurrected. * Warforged do not need to eat, sleep or breathe but can still benefit from consumable items. * Warforged also receive a +2 armor bonus but cannot wear robes or armor though, a warforged can be enchanted. * Light Fortification (EX) a warforged has a 25% chance of reducing the damage of a critical or sneak attack into a normal hit. * Warforged have a natural attack that deals 1d4 damage. * Living Construct: Warforged are living constructs and do not need to eat, drink, sleep or breathe. Composed of stone, metal and wood; physically powerful; come in multiple sizes and designs; an iscription called ghulra can disable material controls and material spell damage CLASS ABILITIES:
The following are the class features of the cavalier/warpriest/barbarian: Weapon and Armor Proficiency:
A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle. An armored hulk gains proficiency in heavy armor. Challenge (Ex):
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. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order. The Bigger They Are: A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger. This ability replaces mount. Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. Order: 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. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference. Spellcasting
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again. Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below). Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Blessings (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. Blessings are here: Blessings. Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon). Sacred Weapon At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Bonus Languages A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race. Rage (Ex)
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Order of the Dragon:
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Blessings Chosen:
Earth: Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability. Artifice: Crafter’s Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction. GEAR:
Weapons: Halberd 1d10 x3, P or S, 12 lbs, 10 gp, (brace, trip) Glaive-Guisarme 1d10 x3, S, 10 lbs., 12 gp (brace, reach) Spiked Gauntlet 1d4 x2, P, 1lb., 5 gp Light Mace, 1d6 x2, B, 4 lbs., 5 gp Javelins (2) 1d6 x2, P, 4 lbs., 2 gp , (Sub-total - 31 lbs, 34 gp) Armor:
Miscellaneous:
(Sub-total 1 lbs., - 2 gp) Total equipment cost: 41 gp, 0 sp. (of 230 starting funds)
Remaining Gold
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
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