Mynafee Gorse

Eadgart Gene Pentti's page

84 posts. Alias of CCCXLII.


Full Name

Eadgart Gene Pentti

Race

Human

Classes/Levels

Fighter (Two-Handed Fighter) 3

Gender

Male

Size

6' and 200 lbs.

Alignment

Neutral Good

Languages

Abyssal, Common

About Eadgart Gene Pentti

Background:
Hailing from what used to be Cheliax, Eadgart Gene Pentti is the thirteenth child of his parents and the lastborn son of House Pentti, one of many houses to oppose the Asmodean Disciplines during the last days and secede from the failing devil government. On the day of his birth, years after the fall of Cheliax, his family was approached by the town's oracles, proclaiming that this thirteenth child would have great fortune (13 is considered lucky in Cheliax) and be an enemy of devils. From then on, he was treated like the town's savior, and almost like a mascot. Without much of a say in his future, Eadgart was forced to become athletic, learn how to fight, how to use magic, and even learn how to speak the awful language of demons, Abyssal. No expense was spared, and all in order for him to be the best Demon Hunter there ever was. However, despite the privileges that came with being the 'town mascot', he hated the pressure. This life wasn't what Eadgart wanted.

On his 18th birthday, Eadgart was done with people telling him what to do. He left town and never looked back, taking Snow, the family shield, with him. Ironically, having never worked a day in his life, he was quickly forced back into the life of a fighter. This time though, instead of being a slayer of demons (one of which he has never fought, up to this day), he stylized himself as a Shadowhunter and expanded his talents to taking down all types of monsters, workers of evil, and especially the undead; generally, the ones too ugly and scary for anyone else to want to deal with.

Outside of fighting, the young scion took up an interest in unique and legendary weapons after purchasing a blade unlike any he had ever seen before from a famous wandering blacksmith named Jian Zheng. Eadgart would use this hobby to dictate his travels, often visiting people who are known to wield or make such weapons, or heading to locations where such weapons were kept; and not to collect them, but to appreciate them. Presently, he has just arrived in Greywater Hollow, in hopes of meeting Jian Zheng once more, who was reported to have been there (unbeknownst to Eadgart, these were reports of Jian's son, Jokulmorder). He may have just missed him, but regardless, he's interested in finding some work in the port city while he researches a new weapon to seek after.

The Shadowhunter
Hailing from former Cheliax, he wields a reflective shield and a long, slender blade.

Eadgert Gene Pentti
Human fighter (two-handed fighter) 3
NG Medium humanoid
Init +2 (+2 Dex); Senses +1 Perception
XP:
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+7 Armor, +2 Shield, +1 Dex)
HP 32 (10+2d10+6[LvlxCon Mod]+3 Toughness+3[FvrdClass +1HPxFghtrLvl])
Fort +6 (+3 Fighter, +1 ABP, +2 Con), Ref +4 (+1 Fighter, +1 ABP, +2 Dex), Will +5 (+1 Fighter, +1 ABP, +1 Wis, +2 Iron Will)
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OFFENSE
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Speed 30 ft. (20 ft. in heavy armor)
Melee (+1 damage against objects)
Gauntlet +7, 1d3+4, x2, B
or Snow +7, 1d4+2, x2, B
or Thirteen +8, 1d10+6 (+8 Overhand Chop), 18-20/x2, S or P
Power Attack
Gauntlet +6, 1d3+6, x2, B
or Snow +6, 1d4+4, x2, B
or Thirteen +7 (+8 Furious Focus), 1d10+9 (+11 Overhand Chop), 18-20/x2, S or P
Ranged
Composite Longbow (+4 Str) +5, 1d8+4, x3, 110 ft., P
Spell-Like Abilities (CL 1st)

3/day—prestidigitation
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STATISTICS
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Str 18 (16+2 Racial), Dex 14, Con 14, Int 9, Wis 13, Cha 8
Base Attack +3; CMB +7 (+8 when sundering); CMD 19 (20 against sundering)
SQ shadowhunter, skilled, bonus feats, shattering strike, overhand chop, resistance +1, trifler
Feats
(Shadowhunter Human) Iron Will
(1st-Level) Toughness
(1st-Level Fighter Bonus) Power Attack
(2nd-Level Fighter Bonus) Furious Focus
(3rd-Level) Shield Brace
Traits Chosen Child (Regional), Trifler (Racial)
Armor Check Penalty -6 (Max Dex +1) [-9 while carrying medium load]
Favored Class Fighter (1st: +1 HP, 2nd: +1 HP, 3rd: +1 HP)
Skills
Total Adventuring Ranks: 3 Class (2-1 Int) + 3 Human (Skilled) = 6
Total Background Ranks: 6 Level
Climb 1 (1A) [+2; 1 Rank+4 Str+3 Class-6 ACP]
Handle Animal 2 (2B) [+4; 2 Ranks-1 Cha+3 Class]
Intimidate 1 (1A) [+3; 1 Rank-1 Cha+3 Class]
Knowledge (dungeoneering) 2 (2A) [+4; 2 Ranks-1 Int+3 Class]
Linguistics 1 (1B) [+0; 1 Rank-1 Int]
Lore (legendary weapons) 3 (3B) [+5; 3 Ranks-1 Int+3 Class]
Ride 1 (1A) [+0; 1 Rank+2 Dex+3 Class-6 ACP]
Swim 1 (1A) [+2; 1 Rank+4 Str+3 Class-6 ACP]
Languages Abyssal, Common
Equipment Thirteen [Masterwork Nodachi] (360 gp, 8 lbs), +4 Composite Longbow (500 gp, 3 lbs.), Snow [Masterwork Heavy Mithral Shield] (1020 gp, 7.5 lbs), Banded Mail (250 gp, 35 lbs.), Fighter's Kit (9 gp, 29 lbs.), Explorer's Outfit (Free, 8 lbs.), 20 Common Arrows (1 gp, 3 lbs.), Chain Shirt (100 gp, 25 lbs.)
Wealth 16 pp
1500+900-(360+500+1020+250+9+1+100=2240)=160 gp remaining OR 16 pp
Encumbrance 118.5 lbs. (medium load)
8+3+7.5+35+29+8+3+25=118.5
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TRAVEL LOG AND EXPENSES
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Day 1 - Spent 1 pp on a meal at the Silver Spoon in Greywater Hollow. Prince Akkad paid for everyone's meal though, so I soon got it back.
Day 1 - Spent 10 pp to buy a chain shirt at Greywater Hollow.
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SPECIAL ABILITIES
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RACIAL
+2 Strength: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per abilty score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

LEVEL
Resistance: At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

CLASS
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.
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.
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.

FEATS
Iron Will: You get a +2 bonus on all Will saving throws.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Power Attack: 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increase 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.
Furious Focus: 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.
Shield Brace: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield's armor check penalty (if any) applies to attacks made with the weapon.

TRAITS
Chosen Child: Your starting money increases by 900 gp.
Trifler: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st.

LANGUAGE
Abyssal: (From Pathfinder Wiki) Some believe that Abyssal was the first language developed by the inhabitants of the Outer Sphere. Given the incredible rate of change within the tongue, this is very difficult to prove. Although it is the native language of the demons of the Abyss, it is also spoken by many devils, daemons, or others who have frequent dealings with races of the lower realms. Abyssal is spoken on Golarion in the Worldwound, a region in northern Avistan with a direct connection to the Abyss that is overrun by demons. In Tian Xia, Abyssal is most commonly spoken among the oni and other evil spirits.

ITEM
Masterwork Weapon: A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. The masterwork quality adds 300 gp to the cost of a normal weapon.
Two-Handed Weapon: Two hands are required to use a two-handed weapon melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.
Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
Masterwork Armor: Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. A masterwork armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.
Mithral: HP/inch 30; Hardness 15; Cost Weapons or armors fashioned from mithral are always masterwork items as well, and the masterwork cost is included in the prices given below; Weight An item made from mithral weighs half as much as the item made from other metals, and in the case of weapons, this lighter weight does not change a weapon's size category or the ease of which it can be wielded (whether it is light, one-handed, or two-handed). Spell failure chances for armors and shields made of mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of zero). Mithral weapons count as silver for the purpose of overcoming damage reduction.
Shield Bash Attack: You can bash an opponent with a heavy shield. Used this way, a heavy shield is a martial bludgeoning off-hand weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its Armor Class Bonus until your next turn.
Banded Mail: Banded mail is made up of overlapping strips of metal, fastened to a leather backing. The suit includes gauntlets.
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.