Scheming Fencer

Bergitta Anarion's page

2 posts. Alias of Codar.


Full Name

Bergitta Anarion

Race

Human

Classes/Levels

HP: 160/160 | AC:31 (FF:29 T:17) CMD:39 | Fort+16*, Ref+17*,Will+14; Init+18 | Mythic: 10/13 | LP 2/2 | Perception +14, Sense Motive +17 | Active Effects: Silver Crane Waltz(stance), Medals/agility,clarity,spirit,valor

About Bergitta Anarion

Bergitta Anarion
Female human (Ulfen) warder (zweihander sentinel) 12/Champion 5 ( [PoW])
LG Medium humanoid (human)
Init +18; Senses Perception +14
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Defense
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AC 31, touch 17, flat-footed 29 (+10 armor, +2 deflection, +2 Dex, +3 insight, +1 natural, +3 shield; +2 deflection vs. evil)
hp 160 (12d12+56)
Fort +16, Ref +17, Will +14; +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. charm and possession effects (including dominate effects), +2 resistance bonus vs. poison; +2 resistance vs. evil
Defensive Abilities hard to kill, mythic saving throws
Weaknesses weapon weakness
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee +2 demons-bane Legendary adamantine greatsword +22/+22/+17 (2d6+11/17-20/×3) or
. . armament shield bash +18/+18/+13 (1d3+6)
Ranged +1 composite longbow +17/+17/+12 (1d8+4/×3)
Space 5 ft.; Reach 10 ft.
Special Attacks 1 silver crane waltz, 1 stance of the defending shell, 2 blazing crane's wing, 2 blessed pinions, 3 exorcism strike, 3 silver knight's blade, 3 stance of the silver crane, 3 tortoise defense, 4 silver crane's leap, 5 stance of the crane knight, 6 silver crane endurance, mythic power (13/day, surge +1d8)
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Statistics
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Str 22, Dex 18, Con 14, Int 22, Wis 14, Cha 11
Base Atk +12; CMB +18; CMD 39
Feats Advanced Study (bonus), Combat Reflexes, Cornugon Smash, Guard's Glare, Improved Critical[M], Lightning Recovery, Outflank[APG], Power Attack[M], Weapon Focus (greatsword)[M], Worldwound Walker
Traits bruising intellect, stolen fury, swordlord's page (brevoy)
Flaws weapon weakness
Skills Acrobatics +13 (+17 to jump), Climb +14, Craft (armor) +18, Craft (weapons) +19, Intimidate +21, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (history) +10, Knowledge (local) +7, Knowledge (planes) +8, Linguistics +8, Perception +14, Ride +13, Sense Motive +17, Stealth +9, Survival +16, Swim +11
Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Hallit, Infernal, Kelish, Skald
SQ adaptive tactics, Aegis, amazing initiative, armament shield, Armiger's Mark, clad in steel, Defensive Focus, defensive reach, extended defense, family ties, fleet charge[MA], fleet warrior[MA], foe-biting, impossible speed[MA], Improved Armiger's Mark, improved defensive focus, legendary item[MA], legendary item[MA], legendary power, legendary surge, lightning recovery, mythic bond, precision[MA], punishing defenses, recuperation, returning, stalwart, tactical acumen, unyielding, zweihander training
Combat Gear potion of cure serious wounds (8), alchemist's fire (5), artoku's fire (5), holy water (2); Other Gear +2 half-plate, +1 composite longbow (+3 Str), +2 demons-bane Legendary adamantine greatsword, arrows (40), dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +2, boots of speed, cloak of resistance +4, cracked dusty rose prism ioun stone, righteous medal of agility, righteous medal of clarity, righteous medal of spirit, righteous medal of valor, ring of protection +2, snakeskin tunic[UE], warding lips, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork artisan's tools, masterwork artisan's tools, mess kit[UE], pot, soap, trail rations (5), waterskin, 2,379 gp, 1 sp
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Special Abilities
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1 Silver Crane Waltz (Su) Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
1 Stance of the Defending Shell (Ex) +3 to shield AC bonus
2 Blazing Crane's Wing (Readied, 1/Encounter) (Su) Add 2d6 points of damage to attacks against undead or evil outsiders.
2 Blessed Pinions (Readied, 1/Encounter) (Su) Melee attack deals an additional 2d6 sacred damage, strikes incorporeal creatures or possessing creatures without harming the host.
3 Exorcism Strike (Readied, 1/Encounter) (Su) Melee attacks inflicts an additional 6d6 sacred damage to undead and evil outsiders; chance to daze.
3 Silver Knight's Blade (Readied, 1/Encounter) (Su) Attack inflicts an additional 4d6 points of damage, heals that damage to initiator or nearby ally.
3 Stance of the Silver Crane (Su) Weapons wielded by the initiator gain the holy weapon quality, and the initiator radiates a protection from evil.
3 Tortoise Defense (Readied, 1/Encounter) (Ex) Gain DR 20/- vs. one attack, reduce speed by 10 ft next turn
4 Silver Crane's Leap (Readied, 1/Encounter) (Su) Move up to normal movement speed without provoking attacks of opportunity.
5 Stance of the Crane Knight (Su) Gain a fly speed equal to twice your base speed and DR 10/evil, radiate light.
6 Silver Crane Endurance (Su) Initiator gains fast healing 5.
Adaptive Tactics (Ex) As a full-round action, spend 1 use of Armiger's Mark to replace 6 readied, unexpended maneuvers
Advanced Study (Bonus, Warder Maneuvers Readied: 6 of 7, Manuevers) You've delved deeper into your martial learning to find new skills.

Prerequisite: Must be a martial disciple of 4th level or higher.

Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Aegis +3 (10 feet) (Ex) +3 morale bonus to AC and Will saves for allies within 10 feet
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -6 (6 rounds, 12/day) (Ex) Marked enemies get -6 to hit creatures other than you and suffer +22% to ASF for 6 rounds
Clad in Steel (Ex) Armor gets -0 to ACP, +2 to Max Dex
Combat Reflexes (12 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Defensive Focus (15ft) (Ex) Increased threatened area, can move when making AoO, +18 to CMD vs. Acro to avoid AoO
Defensive Reach Gain reach with all 2-hand weapons, can attack and threaten adjacent squares with reach weapons
Extended Defense (3/day) (Ex) Choose a counter and use it as a free action until your next turn.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+5 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Grand Challenge (DC 22) (Ex) Spend 2 marks, enemies within 30 feet must make Will save (DC 22) or be marked for 6 rounds
Guard's Glare (DC 22) Marked foes must make DC 22 Will save to move away from you if they are under a fear effect.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+50 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Defensive Focus (Ex) Threatened squares are diff. terrain, don't provoke AoO when moving to take own AoO's
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lightning Recovery As a free action instantly recover a maneuver just used.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Punishing Defenses +2d6 damage on AoO's and counters
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Returning (Same Plane) 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
Stalwart (Ex) If you succeed on a Fort or Will save for reduced effect, you suffer no effect instead.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
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.
Weapon Focus [Mythic, Greatsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon
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Initial Stat Rolls
14 12 13 13 11 15