Valeros

Deric Vel's page

943 posts. Alias of Seldlon the Swift.


Full Name

Deric Vel

Classes/Levels

Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

About Deric Vel

stats with shard:

Deric Vel
Male Human (Varisian) fighter 6 Archetypes Two-Handed Fighter,
CG Medium humanoid (human)
Init +7, Senses Perception +1
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural, )
hp 56 ((5d10)+13)
Fort +6, Ref +3, Will +2

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OFFENSE
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Speed 20 ft.
Melee masterwork greatsword +16/+11 (2d6+19/19-20)
Ranged masterwork composite longbow (+5) +8/+3 (1d8+5/x3)
Melee dagger +12/+7 (1d4+6/19-20)
Ranged dagger (thrown) +7/+2 (1d4+6/19-20)
Melee spear +12/+7 (1d8+9/x3)
Ranged spear (thrown) +7/+2 (1d8+6/x3)
Melee masterwork bill +13+8 (1d8+9/x3)
Melee quickdraw shield (light/steel) +12/+7 (1d3+6)
Melee gauntlet +12+7 (1d3+6)

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TACTICS
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Temporary Effects temp bonus ~ strength surge,
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STATISTICS
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Str 23, Dex 12, Con 14, Int 8, Wis 10, Cha 8,
Base Atk +5; CMB +11 (+12 sunder); CMD 22 (24 vs disarm) (24 vs grapple) (23 vs sunder)
Feats Cleave, Combat Reflexes, Furious Focus, Great Cleave, Improved Initiative, Power Attack, Vital Focus, Weapon Focus (Greatsword)
Skills Acrobatics +2, Acrobatics (When Jumping) -2, Appraise +2, Climb +10, Craft (Armor) +3, Craft (Weapons) +4, Intimidate +6, Intimidate (To demoralize) +8, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +4, Knowledge (Geography) +0, Knowledge (History) +2, Knowledge (Local) +0, Knowledge (Nobility) +1, Perception +1, Profession (Sailor) +4, Survival +4, Swim +10,
Traits Reactionary, Serpent Runner,
Languages Common, Varisian
SQ bonus cmd (2x), bonus feat, bonus feats, humanoid traits, overhand chop, shattering strike, skilled, weapon training, ,
Combat Gear potion of lesser restoration,
Other Gear amulet of natural armor +1, masterwork greatsword, full plate, arrows (20) (2), fighter's kit, masterwork composite longbow (+5), dagger (2), spear (3), masterwork bill, quickdraw shield (light/steel), everburning torch (2), torch (5), gauntlet, golembane scarab, potion mage armor, potion vanish , potion cmw, potion clw (x2), Cloak of resistance +1, owed 300 from Squint. 6,968.79 gp, 20 tourmalines worth 2,000gp in total
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SPECIAL ABILITIES
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Background Skill (Appraise, Appraise, Appraise, Craft (Armor), Craft (Weapons), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (Nobility), Knowledge (Nobility))

Bonus CMD (3x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Disarm (3x)

Bonus CMD Grapple (3x)

Bonus Feat Humans select one extra feat at 1st level.

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.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

No Racial Subtype You have chosen no racial subtype.

Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

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.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Double Weapons +1 [/b]

stats:

Deric Vel
Male Human (Varisian) fighter 5 Archetypes Two-Handed Fighter,
CG Medium humanoid (human)
Init +7, Senses Perception +1
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural, )
hp 48 ((5d10)+13)
Fort +6, Ref +2, Will +1

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OFFENSE
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Speed 20 ft.
Melee masterwork greatsword +13 (2d6+7/19-20)
Melee masterwork greatsword +13 (2d6+11/19-20) overhand
Melee masterwork greatsword +13 (2d6+17/19-20) overhand PA
Melee masterwork greatsword +15 (2d6+19/19-20) overhand PA +shard
Ranged masterwork composite longbow (+5) +7 (1d8+5/x3)
Melee dagger +10 (1d4+5/19-20)
Ranged dagger (thrown) +6 (1d4+5/19-20)
Melee spear +10 (1d8+7/x3)
Ranged spear (thrown) +6 (1d8+5/x3)
Melee cold iron/masterwork bill +11 (1d8+7/x3)
Melee quickdraw shield (light/steel) +10 (1d3+5)
Melee gauntlet +10 (1d3+5)

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TACTICS
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STATISTICS
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Str 23/21, Dex 12, Con 14, Int 8, Wis 10, Cha 8,
Base Atk +5; CMB +10 (+11 sunder); CMD 21 (23 vs disarm) (23 vs grapple) (22 vs sunder) Add +1 with Shard
Feats Cleave, Combat Reflexes, Furious Focus, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (Greatsword)
Skills Appraise +2, Climb +9, Craft (Armor) +3, Craft (Weapons) +3, Intimidate +5, Intimidate (To demoralize) +7, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +4, Knowledge (Geography) +0, Knowledge (History) +2, Knowledge (Local) +0, Knowledge (Nobility) +1, Perception +1, Survival +4, Swim +9,
Traits Reactionary, Serpent Runner,
Languages Common, Varisian
SQ bonus cmd (2x), bonus feat, bonus feats, humanoid traits, overhand chop, shattering strike, skilled, weapon training, ,
Combat Gear potion of lesser restoration,
Other Gear amulet of natural armor +1, masterwork greatsword, full plate, arrows (20) (2), fighter's kit, masterwork composite longbow (+5), dagger (3), spear (3), cold iron/masterwork bill, quickdraw shield (light/steel), everburning torch (2), torch (5), gauntlet, golembane scarab, potion mage armor, potion vanish, potion cmw, potion clw (x2), owed 300 from Squint. 1,468.79 gp
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SPECIAL ABILITIES
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Background Skill (Appraise, Appraise, Appraise, Craft (Armor), Craft (Weapons), Knowledge (Engineering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (Nobility), Knowledge (Nobility))

Bonus CMD (2x) Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Bonus CMD Disarm (2x)

Bonus CMD Grapple (2x)

Bonus Feat Humans select one extra feat at 1st level.

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.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

No Racial Subtype You have chosen no racial subtype.

Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.

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.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons. Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Double Weapons +1

As long as the Shard of Greed is carried, its
owner can use haste as a spell-like ability once
per day, gains a +2 insight bonus on saves versus
transmutation spells, and gains a +1 insight bonus
on attack rolls.
The ioun stone additionally confers a +2 bonus to Strength.

In game mods:
Torches -5, 5 remain

backstory:

Originally from Korvosa, Deric grew up being bullied until he eventually grew up larger than most. He was hired as a fighter to entertain in the monarch's arena. Disenchanted with royalty and killing for sport, he left for Magnimar like so many others. There he heard of the Pathfinder Society which seems intriguing to him. He quickly made his way to the local lodge to inquire about service.