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About Calathes the CrimsonStats:
Half elf Warlord 3 LN Medium humanoid (human, elf) Init +0; Senses Perception +9 DEFENSE
OFFENSE
STATISTICS
Skills Breakdown:
Intimidate (3+ class, 3+ ranks, 3+ charisma) Diplomacy (3+ class, 3+ ranks, 3+ charisma) Knowledge martial (3+ class, 3+ ranks, 1+ intelligence) Knowledge history (3+ class, 3+ ranks, 1+ intelligence) Sense Motive (3+ class, 3+ ranks, 1+ wisdom, 3+ feats) Perception 9 (3+ class, 3+ ranks, 1+ wisdom, 2+ race) Stealth -4 (armor -4) Climb 0+ (armor -4, str 4+ Acrobatics -4 (armor -4) Fighter's kit:
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Warlord's Gambit:
Warlord’s Gambit (Ex) : At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward. Each gambit’s risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action de-scribed in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward. A warlord may use each gambit available to him once per encounter. If at the start of the warlord’s turn he has no available gambits, he regains all uses of his known gambits. A gambit’s rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gam-bits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would witness the successful gambit and receive benefits must be within 60 feet of the warlord to receive bonuses and must be able to see him perform the action. At 4th level and every four levels thereafter, the war-lord selects adds an additional gambit. Gambits:
Unbreakable Gambit Risk : The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward : The warlord is emboldened by his ability to resist his opponent’s attack, and regains a number of hit points equal to three times his Charisma modifier. Victory Gambit Risk : The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action. Reward : The warlord and his allies gain a bonus on attack rolls equal to his Charisma modifier on their next attack roll. Tactical Presence:
Tactical Presence (Ex) : At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move-equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action. Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies with-in 30 ft. of his position gain the benefits of the Die Hard feat, and may add the warlord’s Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus. Warleader:
Warleader: The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the pre-requisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30 ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one his own (with all allies within 30 ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord’s Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses. Force of Personality:
Force of Personality (Ex): At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modi-fier to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his Charisma modifier once to his Will save. Bastard of two Worlds:
Calathes was born a bastard, his mother a Chelexian immigrant while his father an Elven noble. Calathes's mother died at age ten from disease, leaving the boy to fend for himself. So Calathes did, he fought, he survived and ultimately he found himself not torn just between two races but two worlds as well. Calathes managed to scrape together enough money thanks to a lucky find, a box of valuable jewelry that he scavenged from a caravan that was assaulted. The box itself had been cleverly hidden in one wagon that had been for the most part destroyed, it was by persistence that after several days he found the jewelry box. He successfully sold it through the black market recognizing that the corrupt guards of Rostov would have taken it for themselves had he tried to sell it through normal channels. With several thousand gold coins in his possession Calathes decided to spend it on an education, an education at one of the numerous Dueling Academies of Brevoy. When he arrived at his selected school to examine it, he was then torn not just between nobility and poverty, between elf and man but between Cheliax and Brevoy. The duelists of Brevoy believed in the use of light armor, the dueling sword and in the use of combat acrobatics. While he was examining them fight he saw what the Academy Duelists and Instructors derisively called a "Chelexian devil worshiper". The Chelexian human wore platemail armor and carried a greatsword in his hands like it was nothing... When the guide said to Calathes that he should not concern himself with the foreigner and should instead sign up with the Academy Calathes asked for him to prove that the Brevoy style was superior to the Chelexian one. The man affronted arranged a duel in the central chamber of the Academy to show the "superiority" of Brevoyian swordsmanship over Chelexian "devilry". As the master swordsman of the Academy waded into the fray against the Chelexian the match was decided within ten seconds. Despite the apparent
The man went by the name of Scipio Lansvich and was both an outcast noble of Cheliax and a practitioner of the Chelexian sword style known as the "Scarlet Throne". In three intensive years Calathes learned this style of war and upon his third year Scipio decreed that Calathes had learned all he could for the moment. It was time for Calathes to make his way into the world and into the Stolen Lands. There he would see if he was worthy of being accounted a "Lord of War"... Armed with a true greatsword and the second skin of platemail Calathes now marches to war and glory in the Stolen lands... Appearance:
Calathes is a tall regal half elf, his face is hardened and shows the distinct signs of his Chelexian heritage. His crimson hair is definitely from his father's side of the family. He wears high quality platemail and carries a massive, chelexian style greatsword over his back. His eyes are a dark green. Circular Stance:
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CIRCULAR STANCE Discipline: Scarlet Throne (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration:Stance Practitioners of Scarlet Throne know that to be a lord amongst warriors, he must walk the path of battle alone, and they understand that often times that may be beset by all sides. By adopting the Circular Stance, the disciple learns to defend himself from the predations of those who would think him outflanked. While in this stance, the initiator is never considered flanked (this thwarts sneak attack attempts as well, provided that the rogue or ninja’s level does not exceed the disciple’s initiator level by 4 or more). Scarlet Zweihander:
SCARLET ZWEIHANDER Discipline: Scarlet Throne (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance By adopting this stance, the disciple presents a slim profile to his foes, holding his weapon low and two-handed, and leads with his blade in an elegant and graceful manner, his strikes strong and his profile aiding him in defense. When wielding a melee weapon in two hands, the initiator presents a slim profile with strong offensive and defensive ability. The initiator gains a +2 dodge bonus to his Armor Class while in this stance and inflicts an additional 1d6 points of damage while in this stance. Garnet Lance:
GARNET LANCE Discipline: Scarlet Throne (Strike); Level: 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration:Instant With a sudden and powerful thrust, the disciple penetrates the defenses of his foe with devastating alacrity. The initiator makes a melee attack against a target creature, and if successful the attack inflicts an additional 2d6 points of damage and the attack automatically by-passes the target’s damage reduction. Prince's Attitude:
PRINCE’S ATTITUDE Discipline: Scarlet Throne (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: One round The Scarlet Throne disciple knows that he is nobility in the savagery of war, and conducts himself as such when moving through melee. The initiator gains a +4 dodge bonus to his Armor Class when he moves through threatened areas and provokes attacks of opportunity, a +2 competence bonus to Reflex saves and to his Initiative. Red Zephyr's Strike:
RED ZEPHYR’S STRIKE Discipline: Scarlet Throne (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant With swiftness born of skill, an initiate of the Scar-let Throne learns how to move through the battlefield as lord among warriors. The disciple makes an attack against a foe, and if successful, he may make an immediate 10 ft. movement which does not provoke attacks of opportunity. Scything Strike:
SCYTHING STRIKE Discipline: Scarlet Throne (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target. Blade of Breaking:
BLADE OF BREAKING Discipline: Scarlet Throne (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant A Scarlet Throne disciple knows that sometimes that to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it. The disciple may make a sunder attempt with a +4 competence bonus against his foe’s weapon without provoking attacks of opportunity. Feats, combat:
Furious Focus (Combat) Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Power Attack Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Teamwork feats:
Lookout (Combat, Teamwork) Your allies help you avoid being surprised. Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round. |