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Devin Arlan's page

87 posts. Organized Play character for gonzospapa.


Full Name

Devin Arland

Race

Human

Classes/Levels

Male Human Fighter 2 | HP:21/21 | AC:19 T:12 FF:17 | CMB:5 CMD:17 | Saves: F5/R2/W0 | Init:2 | Handle Animal +4, Intimidate +4, Perception +1, Ride +2, Survival +4, Swim +4 Active Condition: None

Gender

Male

Size

Medium

Age

21

Alignment

Chaotic Good

Deity

Cayden

Languages

common,

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10

About Devin Arlan

CHARACTER DESCRIPTION
Appearance:
He is a massive fighter with short jet black hair, hazel blue eyes, and the kind complexion you get from working the forges.

Personality: Devin is by and large an easy going person. He is always well meaning, and will defend those in need. Devin is very loyal to Pathfinders and his siblings at Arland's forge.

History/Background: Devin is the fourth sybling of Durnic Arland the owner of "Arland's Forge" a small blacksmith shop in The Coins district of Absalom. Like all his siblings Devin grew up working at the forge, where he learned the family business. With no real prospects of his own and wanting to make a difference in the world (and maybe travel) he join the Pathfinders. In between Pathfinder assignments he still works at the family forge, and frequents the inns and taverns.

Religion: Cayden
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STAT BLOCK:
Devin Arlan
Male human fighter 2
CG Medium humanoid (human)
Init +2; Senses Perception +1

Defensive stats & abilities:
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 21 (2d10+2; +1 FCB)
Fort +4, Ref +2, Will +0; +1 vs enchantments from "Loyalty", +1 Will save vs. Fear (Bravery)
CMD 18 (FF 16)

Loyalty (trait) You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spelllike abilities.

Bravery (fighter) 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.

Offensive stats & abilities:
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Base Atk +2; CMB +6
Melee: Battleaxe (masterwork) +1 1H, +8 on attack rolls (1d8+4/×3) [Sl]
Battleaxe 1H Power Attack, +7 on attack rolls (1d8+6/×3) [Sl]
Battleaxe 2H +8 (1d8+6/×3) [Sl]
Battleaxe 2H Power Attack +7 (1d8+9/×3) [Sl]
Light Shield Bash +6 (1d3+4) [Bl]
Gauntlet (from armor) +6 (1d3+4) [Bl]
Unarmed strike +6 (1d3+4 nonlethal) [Bl]
Ranged: [weapon] (range _ft), +_ on attack rolls (_d_+_/x3) [dmg type]

Special Attacks:

Power Attack (feat) –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.
Combat Reflexes (feat; 3 AoO/round) additional attacks of opportunity per round equal to your Dexterity bonus. You may also make attacks of opportunity while flat-footed.
Weapon Focus: Battleaxe (feat) +1 bonus on all attack rolls you make using the selected weapon.

Spells:
Scrolls (Level 1): [none]
Wands (see equipment): [none]
Potions (see equipment): cure light wounds (5)

Feats/Traits:
Feats:
Power Attack (Combat feat; level 1) 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.
Combat Reflexes (Combat feat; racial bonus) (3 AoO/round) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Focus: Battleaxe (Combat feat; Class bonus) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Shield Focus (Combat feat; level 2) Increase the AC bonus granted by any shield you are using by 1
(*=teamwork feat)

Traits:
Loyalty (Grand Lodge faction trait) You resist attempts to dissuade you from obeying the Decemvirate’s will. You gain a +1 trait bonus on saving throws against enchantment spells and spell-like abilities.
Armor Expert (Combat trait) When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Other 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).

Human Racial Abilities:
Bonus Feat (feat) Humans select one extra feat at 1st level.
Skilled (skills) Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class Bonuses:
[Human Fighter] Add +1 to the Fighter’s CMD when resisting two combat maneuvers of the character’s choice. (taken 0x)
[Generic] 1 extra hit point (taken 1x)
[Generic] 1 extra skill point (taken 1x)

Fighter Class Abilities:
[Name] (type; # times per day, duration) Description
Bonus Feats (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.

Skills:
Acrobatics^ +2 (not including -4 ACP)
DEX (2) + 0 ranks
Appraise +0
INT (0) + 0 ranks
Bluff +0
CHA (0) + 0 ranks
Climb^ +4 (not including -4 ACP)
STR (4) + 0 ranks + 3 class bonus
Craft (Armor) +4
INT (0) + 1 ranks +3 class bonus
Diplomacy +0
CHA (0) + 0 ranks
Disable Device^ +_
DEX (2) + _ ranks

Disguise +0
CHA (0) + 0 ranks
Escape Artist^ +2 (not including -4 ACP)
DEX (2) + 0 ranks
Fly^ +2/-2 in armor
DEX (2) + 0 ranks
Handle Animal +4
CHA (0) + 1 ranks + 3 class bonus
Heal +0
WIS (0) + 0 ranks
Intimidate +4
CHA (0) + 1 ranks + 3 class bonus
Knowledge (Arcana) +_
INT (0) + _ rank
Knowledge (Dungeoneering) +_
INT (0) + _ rank + 3 class bonus
Knowledge (Engineering) +_
INT (0) + _ rank + 3 class bonus
Knowledge (Geography) +_
INT (0) + _ rank
Knowledge (History) +_
INT (0) + _ rank
Knowledge (Local) +_
INT (0) + _ rank
Knowledge (Nature) +_
INT (0) + _ rank
Knowledge (Nobility) +_
INT (0) + _ rank
Knowledge (Planes) +_
INT (0) + _ rank
Knowledge (Religion) +_
INT (0) + _ rank
Linguistics +_
INT (0) + _ rank

Perception +1
WIS (0) + 1 rank
Perform (_) untrained +0
CHA (0) + 0 ranks
Profession (_) +_
WIS (0) + _ rank + 3 class bonus

Ride^ +2 (-4 ACP)
DEX (2) + 1 ranks + 3 class bonus
Sense Motive +0
CHA (0) + 0 ranks
Sleight of Hand^ +_
DEX (2) + _ ranks
Spellcraft +_
INT (0) + _ rank

Stealth^ +2 (not including -4 ACP)
DEX (2) + 0 ranks
Survival +4
WIS (0) + 1 ranks + 3 class bonus
Swim^ +8
STR (4) + 1 ranks + 3 class bonus
Use Magic Device +_
CHA (0) + _ ranks

Armor check penalty (^) -4 (-3 Scale Mail & -1 Shield, including "Armor Expert")

[Relevant Feats/Traits go here]
Fighter skill ranks per level: 2 + Int modifier.
Skilled (Human racial ability) +1 skill point per level
Favored Class Bonus - extra skill point taken 0x
Armor expert (trait) -1 ACP for armor (minimum 0)

Equipment/Magic Items:
Combat Gear:
scale mail
light steel shield
battleaxe (masterwork)

Other Gear:
explorer's outfit
backpack
...flask
...silk rope (50 ft.)
...grappling hook
...oil (2)
...sunrod
...hooded lantern
...artisan's tools (Craft[Armor])
...5 Potions of cure light wounds
beltpouch
...flint and steel
...tindertwig
...mug/tankard
waterskin

951 gp, 7 sp, 3 cp

Party/Scenario equipment:

Party/Scenario active conditions:

-------------------------------------------------

Previous Scenarios Played / Boons:
Welcome to Pathfinder boon (Tattoo of the Open Road)
05 - Mists of Mwangi : tier 1
35: Voice in the Void : tier 1
10-12 Breath of the Dragonskull: tier 1

Boon Descriptions:
[ ] Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.
Hit points are a precious commodity at low levels, and an opponent’s lucky attack can sometimes kill a character in one hit. Consider this option to reduce the chance that a critical hit will kill you.

Botting Instructions:

non-combat:
Devin has no real pension for diplomacy, as such he will let the other party members take the lead when it comes to negotiations. He has a blacksmith's sensibilities and always keeps his interactions with people to the point but pleasant. Outdoors he will rely on his Survival skill to get him where he is going.

In Combat:
Devin is a front-line melee fighter and a tactician. In combat he will engage his foes toe to toe, attacking any foes near the casters first. He always has his shield up and uses this Battleaxe one handed with power attack on.
[Dice=Battleaxe (masterwork) 1H attack (Weapon Focus, Power Attack)]1d20+6+1+1-1[/dice]
[Dice=Battleaxe 1H damage (Power Attack)]1d8+4+2[/dice]

future ideas & leveling info:

*Take Craft (Armor) and keep adding to it for down time and support his back story.
*Feat trees: Shield Focus, Cleave

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