Thorn's End Guard

Dukkoti's page

No posts. Alias of DinosaursOnIce.


Full Name

Dukkoti

Race

Elven Warder/Investigator 4, Mythic Guardian/Genius 2

Classes/Levels

Vitals:
Vigor: 52/52 | Wnd: 28/28 | Fort: 8, Ref: 10, Will: 6; +4 vs Fatigue/Exhaustion, +2 vs Mind-Affecting|Perception: +16, Low-Light

Gender

Male

Size

Medium

Age

127

Alignment

Chaotic Good

Languages

Common, Elven, Draconic, Gnoll, Orc, Sylvan, x, y

Occupation

Caravan Guard

Homepage URL

Mythweavers

Strength 12
Dexterity 20
Constitution 14
Intelligence 24
Wisdom 12
Charisma 8

About Dukkoti

Resource Tracker:

Inspiration: 9/9
Amiger's Marks: 9/9
Mythic Points: 7/7
Mutagen: 1/1
Hero Point:1/3

Extracts:
1st Level: Reduce Person, CLW, Ant Haul*, Endure Elements*, Blend
2nd Level: Barkskin

Martial Maneuvers:
Encouraging Roar
Strike the Hourglass
Defending the Pride
Sweeping Tail
* Marks resource as used.

Crunch:

Dukkoti
Male Elf Warder (Dervish Defender)/Investigator (Empiricist) 4, Mythic Guardian/Genius 2
CG Medium Humanoid (Elf)
Hero Points 1
Init +9; Senses Low-Light Vision; Perception +16
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Defense
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AC 27, touch 23, flat-footed 22 (+4 armor, +1 deflection, +5 Dex, +7 Int)
Vigor 52 (4d12+4+10) Wounds 28 (Threshold 14)
Fort +8 (+4 vs Fatigue/Exhaustion from Weather/Running/Forced Marches), Ref +10 (+1 vs Traps), Will +6 (+2 vs Illusions, +2 vs Mind-Affecting)
Defensive Abilities: Hard to Kill, Trap Sense +1, Adamantine Mind, Unfailing Logic, Two-Weapon Defense, Dervish Defense, Perfect Solution, Absorb Blow
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Offense
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Speed 40 ft.
Melee:
Two-Bladed Sword +10 (1d8+6/19-20/x2) Attuned (+1/0)
Two-Bladed Sword TWF +8/+7 (1d8+6/1d8+2, 19-20/x2)
Cahulaks +9 (2d4+6/x3), Reach, Trip, Double
Dagger +9

Ranged: Composite Longbow +9 (1d8+1)

Special Attacks mythic power (7/day, surge +1d6),
Extracts:

Martial Stances

Martial Maneuvers Known
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Statistics
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Str 12, Dex 20, Con 14, Int 24, Wis 12, Cha 8
Base Atk +4; CMB +5 or +9; CMD 30

Feats:
Run, Combat Reflexes, Two-Weapon Fighting, Double Weapon Finesse, Deadly Agility, Extra Traits, Bodyguard, Weapon Group Adaption

Mythic Feats:
Dual Path

Traits:
Student of Philosophy, Helpful, Forlorn, Community Minded

Languages

SQ amazing initiative, combat expertise, deadly aim, finesse weapon attack attribute, hero points, power attack,

Combat Gear
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Gain a bonus equal to your Mythic tier on initiative rolls.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Skills:

Skills: 4x[6 Class + 7 Intelligence + 4 Background]
Acrobatics +12
Appraise +13
Bluff: +16
Climb +6
Craft Alchemy +16
Diplomacy +16
Disable Device +18
Heal +5
Knowledge (arcana) +12
Knowledge (dungeoneering) +12
Knowledge (engineering) +11
Knowledge (geography) +14
Knowledge (history) +12
Knowledge (local) +12
Knowledge (nature) +13
Knowledge (nobility) +11
Knowledge (planes) +11
Knowledge (religion) +11
Linguistics: +12
Perception +16 (18 vs Traps)
Sense Motive +15
Spellcraft +11
Stealth +12
Survival +8
Use Magic Device +11
Autohypnosis +8
-Can use Diplomacy to shift a creature’s attitude up to three steps.
-Elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty.

Background
Appearance
Personality

Automatic Bonus Progression (Effective Level 6)
Resistance +1
Armor Attunement: +1
Weapon Attunement: +1
Deflection: +1
Mental (Int): +2