Gav

"Cal"'s page

91 posts. Alias of Vrog Skyreaver.


Race

WP/VP 154/550 | AC 74/81;T 59/66; FF 63/70 | CMB: +23; CMD: 62/69 | Init +25/55 w/Major Aura; Go First | Fort: +52; Ref: +57; Will: +49/79

Classes/Levels

Fast Healing 9 | Immune to Acid, Charm, Cold, Compulsion, Electricity, Fear (including Supernatural Fear), and Fire | DR 6/Adamantine, Chaotic, and Piercing | Adrenaline Boost: 2 (2) | Minor Aura: Motivate Dexterity | Major Aura: Motivate AC +7

Age

Automatic Bonus Progression (ABP)

Special Abilities

Chopping Down the Christmas Tree (CDTCT)

Languages

Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Infernal, Sylvan, Undercommon

Strength 12
Dexterity 24
Constitution 20
Intelligence 14
Wisdom 12
Charisma 71

About "Cal"

LG Shabti Ranger 12 | Marshal 12 (Guardian 3 | Marshal 3)

BAB: 12

Speed: 50'/85'

Weapons:
1) Sword: +25/20/15 (31/26/21 w/major aura) to hit; 2d6+14 damage; 19-20/x2 crit

2) Touch: +21 to hit (27 w/major aura)

Adventuring Skills: Skill Unlocks
*Acrobatics r12 +32
*Bluff r12 +56
*Diplomacy r12 ranks +56
*Intimidate r12 ranks +56
*Knowledge (Arcana) r2 +14
*Knowledge (Dungeoneering) r2 +14
*Knowledge (Local) r2 +14
*Knowledge (Nature) r2 +14
*Knowledge (Planes) r2 +14
*Knowledge (Religion) r2 +14
*Perception r12 +26
*Sense Motive r12 +26
*Stealth r12 +32
*Survival r12 +27/33 track

Background Skills: Skill Unlocks
*Appraise r12 +27
*Knowledge (Engineering) r3 +15
*Knowledge (Geography) r3 +15
*Knowledge (History) r3 +15
*Knowledge (Nobility) r3 +15
*Linguistics r12 +27

Shabti Racial Features:
*Medium Native Outsider
*Darkvision 60'
*Immortal (stop aging at a certain point and can never die of old age)
*Immune to Undeath (can't be made undead; immune to any effect that would do so)
*Blank Slate (1/day; free action; make a single skill check with a number of ranks equal to half my HD)
*Resist Level Drain (take no penalties from energy drain, but can still be killed if negative levels equal HD; automatically remove any negative levels after 24 hours)
*Shattered Soul (in order to bring me back from the dead, the caster must make a caster level check with a DC of 10 +my HD; if failed, the spell fails and the caster can't try to return me to life for another 24 hours)
*Spell-Like Ability: Can cast Suggestion (DC 43; CL 12) once a day.

Traits:
*Deft Dodger (+1 trait bonus to ref saves; combat)

*Greater Purpose (+1 trait bonus to saves vs. death effects and +1 trait bonus to con checks made to stabilize; magic)

*Fate's Favored (increase luck bonuses by 1; faith)

* Extremely Fashionable (as long as I am wearing clean clothing and jewelry worth at least 150 gp, I get a +1 trait bonus to bluff, diplomacy, and intimidate; equipment)

*Analytical (when I take 10 on a knowledge check, add 1; region)

Equipment:
*Signet of the Emperor: Increases Major Aura bonus by Mythic Tier; clothing and possessions always clean and mended.

Ring of Minor Inner Fortitude -18000 gp
Holy Adamantine Longsword -11100

Class Features:

Ranger Class Features:
*Track
*Wild Empathy (+42)
*Woodland Stride
*Swift Tracker
*Evasion
*Camouflage

*Combat Style (Underhanded - First; Menacing - Second)
- Combat Expertise
- Dodge
- Deft Maneuvers

*Archetype: Sword-Devil
- Death Vow (4/day; add half class level to wpn attack and dam rolls on a single target; lasts until target dies, or the next time I regain the use of the ability)

- Slashing Fury (can use cha bonus in place of int bonus to qualify for feats; select a light or one-handed slashing weapon and can use dex instead of str to hit - Bastard Sword, Longsword)

- Inspiring Example (standard action; Grant half my Death Vow bonus to all allies within 30' for cha mod rounds)

- Untouchable (if unarmored and unencumbered, add cha mod to AC and CMD, gain a +1 dodge bonus at 6th and every 3)

- Second Combat Style (gain a second Combat Style)

Marshal Class Features:
*Minor Aura (allies within 60'; swift action to change; always active; untyped bonus; add cha mod to active aura; language dependant)
- Motivate Intelligence (Int checks and Int-Based Skill Checks)
- Force of Will (Will Saves)
- Master of Tactics (Damage Rolls while Flanking)
- Motivate Dexterity (Dex checks, Dex-Based Skill Checks, Initiative)
- Motivate Strength (Strength Checks and Str-Based Skill Checks)
- Motivate Wisdom (Wis Checks and Wis-Based Skill Checks)

*Major Aura +2/7 (allies within 60'; swift action to change; always active; untyped bonus; add bonus to active aura; language dependant)
- Motivate AC (Bonus to AC)
- Motivate Attack (Bonus to Melee Attack Rolls)
- Motivate Urgency (increase base speed by 5' x Bonus)

*Adrenaline Boost (2/day; Standard Action; grant temp HP to all allies within 60' equal to my Marshal level except myself. If the target has no Vigor left, the amount of Temp HP doubles. Can only effect things with an int higher than 2 that can understand my language.)

Feats:

Combat Expertise
Combat Reflexes
Cut from the Air
Dodge
Deft Maneuvers
Endurance
Improved Initiative
Iron Will
Skill Focus (Appraise)
Skill Focus (Bluff)
Skill Focus (Diplomacy)
Skill Focus (Intimidate)
Skill Focus (Know: Arcana)
Skill Focus (Know: Dungeoneering)
Skill Focus (Knowledge: Engineering)
Skill Focus (Know: Geography)
Skill Focus (Knowledge: History)
Skill Focus (Know: Local)
Skill Focus (Know: Nature)
Skill Focus (Know: Nobility)
Skill Focus (Know: Planes)
Skill Focus (Know: Religion)
Skill Focus (Perception)
Skill Focus (Sense Motive)
Skill Focus (Stealth)
Skill Focus (Survival)
Skill Focus (Linguistics)
Slashing Grace (Longsword)
Smash from the Air
Toughness
Weapon Focus (Longsword)

Chopping Down the Christmas Tree:
Antagonize
Cunning
Servant in the House of Truth
Skill Focus (Acrobatics)
Swarm Dodger

Hero's Courage (Immune to all fear, including supernatural)
Unstoppable Mind (Immune to Charm and Compulsion Effects)
Warp Step (Can teleport up to my land speed as a move action)

Horrifically Overpowered:
Army Fighting (can't be flanked by enemies; attacks do not hit on a 1; immune to aid other from enemies)
Invulnerability (DR half HD/Chaotic, Adamantine, And Piercing)
Greater Invulnerability (Immune to Acid, Cold, Electricity, Fire; taken 4 times)
Omniweapon Mastery (2d6 damage to for all weapons; proficiency in all weapons, including improvised and exotic)
Healing Factor (Gain fast healing equal to 1/3rd your level)
Heroic Grace (add cha mod to all saves)
Go First (Go first in initiative; roll off with others who have the feat)

Mythic:
Extra Mythic Power
Mythic Paragon

Horrifically Overpowered Mythic:
*Healing Factor (add mythic tier to fast healing; can expend a mythic point to heal 1 point of ability damage per round for 1 minute)

*Uber Mythic (creatures of a lower mythic tier than you don't count as a mythic source to you)

Stat Breakdown:

str 10 base +0 race +0 level +2 cdtct +0 abp
dex 12 base +0 race +0 level +6 cdtct +2 abp +4 Mythic
con 12 base +2 race +0 level +2 cdtct +4 abp
int 10 base +0 race +0 level +2 cdtct +2 abp
wis 10 base +0 race +0 level +2 cdtct +0 abp
cha 54 base +2 race +3 level +8 cdtct +4 abp

Favored Class Bonus Breakdown:

Marshal: +12 Skill Points

Offense Breakdown:

Initiative: +7 dex +10 tier +4 competence +4 improved init
Attack:
*Sword: +12 bab +5 dex +4 competence +3 weapon +1 weapon focus
*Melee Touch or Ranged: +12 bab +5 dex + +4 competence
*CMB: +12 bab +4 competence +7 dex

Damage:
*Sword: +7 dex +3 weapon +4 competence

Defense Breakdown:

WP: cha score (71) x2 +12 toughness = 154
VP: 130 base +390 cha +30 mythic = 550

AC: 10 base +7 dex +30 cha +10 defense +2 deflection +2 natural armor +4 dodge +2 insight +4 competence +3 enhancement/+6 Major Aura

CMD: +12 bab +4 competence +7 dex +1 str +30 cha +2 deflection +4 dodge +2 insight

Fort: 8 base +5 resistance +4 competence +30 cha +5 con
Ref: 8 base +5 resistance +4 competence +30 cha +7 dex +2 insight +1 trait
Will: 8 base +5 resistance +4 competence +30 cha +0 wis +2 iron will

Skill Breakdown:

*Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (All), Linguistics, Listen, Perception, Perform, Profession, Ride, Stealth, Sense Motive, Survival, Swim

*Skill Ranks/Level: 6 base +2 int +1 Favored Class

*Adventuring Skills:
- Acrobatics: 12 ranks +3 class +4 competence +7 dex +6 focus
- Bluff: 12 ranks +3 class +4 competence +30 cha +6 focus +1 trait
- Diplomacy: 12 ranks +3 class +4 competence +30 cha +6 skill focus +1 trait
- Intimidate: 12 ranks +3 class +4 competence +30 cha +6 focus +1 trait
- Knowledge (Arcana): 2 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Dungeoneering): 2 ranks +3 class +4 - competence +2 int +3 focus
- Knowledge (Local): 2 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Nature): 2 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Planes): 2 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Religion): 2 ranks +3 class +4 competence +2 int +3 focus
- Perception: 12 ranks +3 class +4 competence +1 wis +6 focus
- Sense Motive: 12 ranks +3 class +4 competence +1 wis +6 focus
- Stealth: 12 ranks +3 class +4 competence +7 dex +6 focus
- Survival: 12 ranks +3 class +4 competence +1 wis +6 focus

*Background Skills:
- Appraise: 12 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Engineering): 3 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Geography): 3 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (History): 3 ranks +3 class +4 competence +2 int +3 focus
- Knowledge (Nobility): 3 ranks +3 class +4 competence +2 int +3 focus
- Linguistics: 12 ranks +3 class +4 competence +2 int +6 focus

Automatic Bonus Progression Breakdown:

Deflection +2
Mental prowess +4/+2
physical prowess +4/+2
toughening +2
Armor attunement +2/+2 or +3
resistance +5
weapon attunement +2/+2 or +3

Chopping Down the Christmas Tree Breakdown:

+4 competence bonus to all attack rolls, damage rolls, skill checks, AC, saving throws, and initiative

Ability Boosts: +2 to str, +8 to dex (last boosted ability), +2 to con, +2 to int, +2 to wis, +6 to cha

Advanced Techniques:
50% chance to hit incorporeal creatures.
50% chance to bypass hardness or DR.

Guardian Breakdown:

Guardian's Call: Sudden Block (immediate; expend a mythic power to add tier to AC vs attack made against me or an adj. ally; attack also has disadvantage; finally, either me or ally (my choice) can make an attack on the attacker that ignores all DR)

Base Path Features:
*Mythic Power (11 pts)
*Surge (+1d6; immediate; add to d20 roll)
*Hard to Kill (auto stabilize below 0 wp; don't die until at negative wp equal to double cha score
*Recuperation (restored to full hit points after 8 hours of rest; In addition, by expending one use of mythic power and resting for 1 hour, regain half your full hp and regain the use of any class features that are limited to a certain number of uses per day. This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.)

Path Powers:
*Quick Recover (reduce duration of dazed, dazzled, sickened, stunned, blinded, nauseated, and paralyzed conditions by half; minimum 1 round; taken twice)

*Uncanny Adaptability (Spend 1 mythic power to create a sphere - 5'/tier rad. aura that works like planar adaptation that also applies to the Material Plane; people are only protected while in the aura. Lasts 1 hr./tier)

Marshal Breakdown:

Marshal's Order: Decisive Strike (spend 1 mythic surge to grant an ally a single melee or ranged attack with a bonus equal to my tier, that bypasses all DR)

Base Path Features:
*Mythic Power (11 pts)
*Surge (+1d6; immediate; add to d20 roll)
*Hard to Kill (auto stabilize below 0 wp; don't die until at negative wp equal to double cha score
*Recuperation (restored to full hit points after 8 hours of rest; In addition, by expending one use of mythic power and resting for 1 hour, regain half your full hp and regain the use of any class features that are limited to a certain number of uses per day. This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.)

Path Powers:
*Distracting Assailant (when I hit an enemy with a melee weapon, I can use a mythic surge as a swift; for 1 rnd, enemy loses dex to ac vs. everyone but me. While it's in effect, each time I hit it after extends the duration by 1 round)

*Unwavering Skill (can always take 10 or 20 on checks with class skills)

*Beyond Morality (Count as whatever alignment is most beneficial for any game effects)