Sajan

Captain Taldan's page

10 posts. Organized Play character for Gavmania.


Full Name

Bryan Bradec, The Lion of Taldor

Race

Human

Classes/Levels

Monk (Martial Artist)8//Summoner (Synthesist) 5/Fighter(Brawler)3 AC31, Init+8, HP102+52/102+52 F/R/W13/14/14

Gender

Male

Size

6'0"

Age

18

Special Abilities

Flurry of Blows, Bloodline powers, Spells, Stunning Fist, Exploit weakness, Eidolon

Alignment

Neutral Good

Location

Absalom

Languages

Common, Celestial, Infernal, Ignan

Occupation

Planar Arcanist

Strength 24
Dexterity 14
Constitution 17
Intelligence 16
Wisdom 18
Charisma 16

About Captain Taldan

CAPTAIN TALDAN

Background:
Bryan Bradec's life was palnned for him before he was ever born, for him there was no coincidence. Merlyn sent his father to Golarion to sire a champion who could defend the multiverse against the myriad threats facing it; the studious Bryan was his third child. Home on a break from studying at Cassomir University, Bryan was out dating Valery Cambelle when his parents were killed, apparently in an Arcane accident, but actually by the construct Mastermind; Bryan was overcome with guilt that he was not present to prevent their deaths. He took a Summer job at Darkmoor Manor, a secret research facility near the Galt border, the summer after his parents died to keep himself busy, but the Manor was attacked by the forces of Joshua Stragg, the Reaver, who sought to kidnap the Arcanists within and make it look like they had all died in an Arcane accident. At the urging of his mentor Dr. Travis, Bryan fled on a horse to get help. Forced over a cliff by his pursuers, he dragged his injured body from the horse's carcass to witness a vision of Merlyn and the Lady of the Northern skies (Roma) above a ring of standing stones; told to choose between the Sword of Might and the Amulet of Right, Bryan picked the latter feeling that the sword was a symbol of death and that he was no warrior. he was struck by mystical energy and transformed into the costumed superhero, Captain Taldan. The new hero quickly gained the upper hand against the Reaver who, after grabbing the Sword, had been transformed by the Nethergods, Merlyns' foes.

Captain Taldan publicly debuted fighting the crimelord Vixen's minions in Cassomir, though some, such as Captain Dei Tomas of Galtic yard, were not glad to see him; he also battled Hurricane (Albert Potter, another villian empowered by the Nethergods), and faced Doctor Sinne near Bradec Manor. Brian learned Sinne was Mastermind's pawn, and the truth about his parent's deaths; he confronted the machine, apparently switching it off, though in fact the Construct simply faked it's demise. Bryan teamed up with S.T.R.I.K.E. (Special Tactical Reserve for Internatinal Key Emergencies), Taldan's equivalent to S.H.I.E.L.D., to Battle the Red Skull. During this adventure, Mastermind used Illusions to fake Bradec Manor's destruction in an Eldritch Blast. Brian fought Lord Hawk, the mercenary rider Highwayman, the deposed tyrant the Manipulator, the hellspawned Black Baron, Dr. Claw and his mutations, and the assassin Slaymaster.

He is currently visiting Absalom to study further.


Miscellaneous:
Male Human monk/Sorceror 8
LG medium humanoid (human)
Init +8; Senses Perception +14, Darkvision
Languages Common, Celestial, Infernal, Ignan
Speed 80 ft. (16 squares), Fly 80ft. (16 squares), Fast Movement, High Jump, Haste
Race points: at-will powers (self only): Shield, Bull's Strength, Haste
Stats: Str16(Eidolon Base)+2(Eidolon Bonus)+2(Ability Increase)+4 (Bulls Str)=24
Dex 12(Eidolon Base) +2(Eidolon Bonus) =14
Con 13(Eidolon Base) +2(Ability Increase) +2(Belt)=17
Int 14(Base) +2 (Headband)=16
Wis 14 (Base) +2(race) +2(level-ups)=18
Cha 14 (Base) +2(race)=16

DEFENSE:
AC 31, touch 26, flat-footed 27 (Armor+1, Deflection +4* Dodge+2**, Dex +2, Wis +4, Class+2, Natural+4 Shield+2***) (*From Shield)(**From Haste and Dodge)(***From Shielded Meld)
hp 102 (8HD) +78 (6HD)
Fort 6(Base) +3(Con) +2(Cloak) +2(Shielded Meld)= +13
Ref 6(Base) +2(Dex) +2(Cloak) +2(Shielded Meld) +1(Haste) +1(Dodge)=+14
Will 6(base) +4(Wis) +2(Cloak) +2(Shielded Meld)+14
Defensive Abilities Close Control, Evasion, Mage Armour, Fused Eidolon, Fused Link, Haste, exploit weakness, Shielded Meld


OFFENSE:
Melee flurry of blows +17/+17/+17/+12/+12 (1d10+19) (inc. power attack, haste)
Unarmed +17 (1d10+19) (inc. power attack)
Face 5 ft. Reach 5 ft.
Base Atk +6; CMB +15 (+18 Bull Rush, +16Drag or reposition); CMD 27 (30 vs Bull Rush, 28Vs.Drag or reposition)
Atk Options Blind-Fight, Death from above, Improved Bull Rush, Power Attack, Stunning Fist,
Special Actions Flurry of Blows, Stunning Fist (DC19), Exploit weakness+12, pain points (+1 Crit Confirm, +1DC Stunning Fist)
FoB AB 8(Base) +7(Str) +1(Amulet) +1(Close Combatant) +2(Gloves) +1(WF) +1(haste) -2(FoB) -2(PA)=17
Unarmed Dmg 1d10(Base) +7(Str) +1(Amulet) +3(Close Combatant) +2(Gloves) +2(WS)+4(PA)=1d10+19
Unarmed AB 6(Base) +7(str) +1(Amulet) +1(Close Combatant) +2(Gloves) +1(WF)+1(haste) -2(PA)=17

Special Qualities:
AC Bonus, Alignment, Close Combatant, Close Control, Dual Talent, Exploit Weakness, Extreme Endurance, Fast Movement, Fused Eidolon, Fused Link, High Jump, Maneuver Training, Martial Arts Master, Pain Points, Physical Resistance, Shielded Meld

Feats:
Blind-Fight, Death from above, Dodge, Improved Bull-Rush, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Stunning Fist, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed strike)

Skills:
Acrobatics +2, Acrobatics (Jump) +30 (Ranks0 Dex+3 Jump: level+8, speed+20)
Appraise +6 (Ranks0 Int+3 Class+3)
Climb +10 (Ranks0 Str+7 Class+3)
Craft (Untrained) +3 (Ranks0 Int+3)
Escape Artist +2 (Ranks0 Dex+2)
Fly +13 (Ranks8 Dex+2 Class+3)
Knowledge (Arcana) +14 (Ranks8 Int+3 Class+3)
Knowledge (Nobility) +11 (Ranks5 Int+3 Class+3)
Knowledge (Planes) +14 (Ranks8 Int+3 Class+3)
Perception +14 (Ranks8 Class+3 Wis+3)
Profession (Planar Arcanist) +8 (Ranks2 Class+3, Wis+3)
Ride +2 (Ranks0 Dex +2)
Sense Motive +7 (Ranks1 Class+3 Wis+3)
Spellcraft +14 (Ranks8 Int+3 Class+3)
Stealth +2 (Ranks0 Dex+2)
Swim +7 (Ranks0 Str+7)

Eidolon:
HP 52, darkvision,
8 Evolution points
Ability Increase STR+2 @2 points
Ability Increase CON+2 @2 points
Flight (Magical (Su) @4 points (maneuverability Good, speed 80')

Spells:
Spells known
Cantrips: Detect Magic, Open/Close, Light, Mage hand, Read Magic, resistance
1st: Ant Haul, Daze Monster, Rejuvenate Eidolon, Lesser, Unseen Servant
2nd: Cat's Grace, Protection from arrows, See Invisibility,

Spells Used:
1st:0/4
2nd:0/2


Equipment:
Amulet of Right (as Amulet of mighty fists +1)
headband of vast Intellect +2
belt of mighty constitution +2
cloak of resistance +2
Gloves of dueling
Bracers of Armour+1

Special Abilities:
AC Bonus (Ex) When unarmored and unencumbered, you add +4 to your AC and your CMD. In addition, you gain a +2 bonus to AC and CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Alignment A martial artist may be of any alignment.
Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Darkvision (Ex) The eidolon has darkvision out to a range of 60 feet.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Exploit Weakness (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn. This ability replaces ki pool.
Extreme Endurance (Ex) At 5th level, a martial artist gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain. This ability replaces purity of body, diamond body, and perfect self.
Fast Movement (Ex) Your gain a +20 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action. When doing so, you may make two additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting and Improved Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s Strength, Dexterity, and Constitution, but retains his own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.
Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane. This ability replaces life link.
Haste (Self only) The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow
High Jump (Ex) You can adds +8 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics.
Maneuver Training (Ex) A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Martial Arts Master (Ex) At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.
Monk Bonus Feat
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Physical Resistance (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Share Spells (Ex) The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Shield (Sp) creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.
Stunning Fist (Ex) You gain Stunning Fist as a bonus feat. You can choose to make the target of your Stunning Fist fatigued, or sickened for 1 minute. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. You must choose which condition will apply before the attack roll is made. These effects do not stack with themselves, but additional hits do increase the duration.