Beromar Copperkettle
Stats:
Init +2, Perception +10, Darkvision
AC 24(T 12 FF 22) HP 57/57 CMD 23 (27 vs. Trip/Bull Rush) CMB +11
FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison + 2 vs. Fear)
Ability Scores:
STR 20 DEX 14 CON 14 INT 10 WIS 14 CHA 6
Traits:Glory of Old, Giant Hunter, Death Touched
Feats: Power Attack, Bodyguard, Steel Soul, Unhindering Shield, Cornugon Smash
Racial Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
FCB: +1/2 to Challenge Damage
Class Abilities:
Resolve (Ex): 3 tiems per day. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Order: Order of the Dragon
Challenge: 2 times per day as a swift action challenge an opponent. You take -2 to AC against all other opponents. 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. You deal +7 damage to melee atttacks to the target of your challenge.
Order Ability: Aid Allies (Ex) Whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3
Resolute Defense (Ex): At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself.
Armor Expertise (Ex): Selects one type of armor (Full Plate). The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.
Intercept (Ex): He gains Bodyguard as a bonus feat. Whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1.
Banner (Ex): As long as the samurai's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge.
Skills:
Bluff (Cha) +2 [1 rank]
Climb (Str) +9 (-4 ACP) [1 rank]
Diplomacy (Cha) +4 [3 ranks]
Intimidate (Cha) +7 [6 rank]
Perception (Wis) +10 [5 ranks]
Sense Motive (Wis) +10 [5 ranks]
Survival (Wis) +8 [3 ranks]
Swim (Str) +9 (-4 ACP) [1 rank]
Equipment
+ 1 Full Plate (2650)
+ 1 Buckler (1155)
MW Greataxe (330)
Belt of Giant Strength +2 (4000)
+1 Longhammer (2330)
1 Potions of Enlarge Person (50)
Air Crystal (50)
2 Dagger (6)
Cold Iron Weapon Blanche
Silver Weapon Blanche
Boots of Striding and Springing
1534 GP
+1 Cloack of Resistance