About Bot1AC: 17 (13 touch, 14 flat-footed) HP: 13/13 (10 base, 2 con, 1 fav class) Perception: +5 Initiative: +5 (+3 dex, +2 trait) Speed: 30 ft. BAB: +1 / Aldori Dueling Sword: +5 / Melee and Ranged: +4 CMB: +3
Fort: +4 Ref: +3 Will: +0 Appearance: Arn is a young man on the taller side of average height, with an athletic build of lean muscle. His hair is a straw-colored blonde, pulled back in a pony-tail, and his eyes are grey-blue. He maintains a neat mustache and goatee. Background:
TRAITS: Chance Savior (Campaign): +2 trait bonus to initiative. Aldori Caution (Combat): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action. Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Naive (Drawback): You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers RACIAL ABILITIES:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). CLASS ABILITIES:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Suggested Feats: Although this archetype replaces some of the bonus feats that a fighter would normally have access to, Aldori defenders still have several opportunities to gain feats. The following feats are the most thematically appropriate for an Aldori defender, but the archetype does not require any of them: Aldori Dueling Mastery (see page 24), Combat Expertise, Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Improved Disarm, Improved Feint, Improved Initiative, Lunge, Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword), Weapon Specialization (Aldori dueling sword). Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Defensive Parry (Ex): At 3rd level, when an Aldori defender makes a full attack with an Aldori dueling sword, he gains a +1 shield bonus to his AC against melee attacks until the beginning of his next turn. This bonus increases to +2 at 7th level, +3 at 11th level, and +4 at 15th level. This ability replaces armor training. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Disarming Strike (Ex): At 6th level, when an Aldori defender successfully disarms an opponent using an Aldori dueling sword, he also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces the bonus feat the fighter would normally gain at 6th level. Steel Net (Ex): At 8th level, an Aldori defender can create a blazing wall of steel to defend himself. When fighting defensively as a full-round action with an Aldori dueling sword, the Aldori defender’s penalties on all attacks in a round are reduced by 2, and his dodge bonus to AC increases by 2 for the same round. This ability replaces the bonus feat the fighter would normally gain at 8th level. Counterattack (Ex): At 10th level, once per round, an Aldori defender can make an attack of opportunity against an opponent who hits him with a melee attack (regardless of how many attacks of opportunity the Aldori defender can otherwise make), so long as the attacking creature is within the his reach. This ability replaces the bonus feat the fighter would normally gain at 10th level. Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type. SKILLS (2 + 1 int + 1 race + 2 background):
Intimidate (cha): +5 (1 rank, 3 class, 1 cha) Knowledge, Dungeoneering (int): +6 (1 rank, 3 class, 2 int) Perception (wis): +5 (1 rank, 3 class, 0 wis, 1 trait) Survival (wis): +4 (1 rank, 3 class, 0 wis) Craft, Weapon Smithing (int): +6 (1 rank, 3 class, 2 int) Knowledge, Engineering (int): +6 (1 rank, 3 class, 2 int) FEATS:
Exotic Weapon Proficiency (Aldori Dueling Sword) You make attack rolls with the weapon normally. Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon. Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. ARMOR: Chain Shirt (+4 AC, +4 Dex, -2 ACP, 20% SF), 100 gp, 25 lbs. WEAPONS: Aldori Dueling Sword (1d8+2, 19-20 x2, Type: S), 20 gp, 3 lbs. Saw-backed Dagger (1d4+2, 19-20 x2, 10', Type: P or S), 7 gp, 1 lb. Light Hammer (1d4+2, X2, 20', Type: B), 1 gp, 2 lbs. Light Crossbow (1d8, 19-20 x2, 80', Type: P) 35 gp, 4 lbs.
EQUIPMENT: Soldier's Uniform, 5 lbs. Signal Whistle, 8 sp Bandolier, 5 sp
Masterwork Backpack, 50 gp. 4 lbs.
Canteen, 2 gp, 1 lb. Coin: 0 gp, 4 sp, 0 cp Weight Carried: 66.0 lbs. (MW Backpack: light load: <67 lbs., medium load: 67-134 lbs., heavy: 135-200 lbs.) |