Sanvil Trett

Evan Rivers's page

202 posts. Alias of oyzar.


About Evan Rivers

---===Statistics===---:
Male Human Warder (Sworn Protector, Zweihander) 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +3
-------------------------------=DEFENSE=-------------------------------
AC: 19, Touch: 11, Flat-Footed: 18 (+7 armor, +1Dex, +1 shield,+0 NA)
HP: 13 {+1d12,+1Con}
Fort: +3, {+2Base,+1Con}
Reflex: +2, {+0Base,+1Dex,+1race}
Will: +2,{+2Base,-1Wis,+1race}
CMD 16 {+1Base +4Str +1Dex +0size}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +5; {+1Base +4Str +0size + misc}
Base Atk: +1;
Melee:+5{+1Base,+4Str}
Ranged:+2{+1Base,+1Dex}

--Melee:+5
Masterwork Cold Iron Lucerne Hammer +7 1d12+6

--Ranged:+2
Cold Iron Chakram +3 1d6+4

-------------------------------=STATISTICS=-------------------------------
Str: 18, Dex: 12, Con: 13, Int: 16, Wis: 9, Cha: 13

-------------------------=Traits=----------------------
Ancestral Weapon: You have inherited a sacred tribal weapon wielded by your forebears, and you were trained in its use from a young age.
Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. (Masterwork Lucene Hammer)
You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Adopted: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
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.
----------------=Drawbacks=-----------------
Lovesick: Your love for another occupies your every thought, and you become despondent when you are away from that person. At the start of each day, if you are away from this person you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.
----------------=Race Traits=-------------------
Heart of the Fey: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

--------------=Feats=-----------------
1:Tap Animus
Warder 1: Combat Reflexes (using int)
Human: Animus Healing

-=Languages=- Common


---===Skills===---:

---------------=Adventuring Skills=- (7 points; 4 class, 3 INT)---------------
^Acrobatics*(Dex)____-1{+1rank,+1Dex,+3class,-6ACP}
^Bluff(Cha)____+5{+1rank,+1Cha,+3class}
^Climb*(Str)____-2{+0rank,+4Str,-6ACP}
^Diplomacy(Cha)____+5{+1rank,+1Cha,+3class}
Disable Device*(Dex)____-5{+0rank,+1Dex,-6ACP}
Disguise (Cha)____+1{+0rank,+1Cha}
Escape Artist*(Dex)____-5{+0rank,+1Dex,-6ACP}
Fly*(Dex)____-5{+0rank,+1Dex,-6ACP}
Heal(Wis)____-1{+0rank,-1Wis}
^Intimidate(Cha)____+5{+1rank,+1Cha,+3class}
Knowledge (Arcana)(Int)____+3{+0rank,+3Int}
Knowledge (Dungeoneering)(Int)____+3{+0rank,+3Int}
Knowledge (Local)(Int)____+3{+0rank,+3Int}
^Knowledge (Nature)(Int)____+7{+1rank,+3Int,+3class}
Knowledge (Planes) (Int)____+3{+0rank,+3Int}
Knowledge (Religion) (Int)____+3{+0rank,+3Int}
^Knowledge (Martial) (Int)____+3{+0rank,+3Int}
^Perception(Wis)____+3{+1rank,-1Wis,+3class}
^Ride*(Dex)____-5{+0rank,+1Dex,-6ACP}
Sense Motive(Wis)____-1{+0rank,-1Wis}
^Spellcraft(Int)____+7{+1rank,+3Int,+3class}
Stealth*(Dex)____-5{+0rank,+1Dex,-6ACP}
^Survival(Wis)____-1{+0rank,-1Wis}
^Swim*(Str)____-2{+0rank,+4Str,-6ACP}
Use Magic Device(Cha)____+1{+0rank,+1Cha}

---------------=Background Skills=- (2 points)---------------
Appraise(Int)____+3{+0rank,+3Int}
^Craft (Int)____+3{+0rank,+3Int}
^Handle Animal (Cha)____+1{+0rank,+1Cha}
Knowledge (Engineering)(Int)____+3{+0rank,+3Int}
Knowledge (Geography)(Int)____+3{+0rank,+3Int}
^Knowledge (History)(Int)____+7{+1rank,+3Int,+3class}
^Knowledge (Nobility)(Int)____+7{+1rank,+3Int,+3class}
Linguistics(Int)____+3{+0rank,+3Int}
Perform(Cha)____+1{+0rank,+1Cha}
^Profession(Wis)____-1{+0rank,-1Wis}
Sleight of Hand*(Dex)____-5{+0rank,+1Dex,-6ACP}

ACP -6

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Maneuvers: A zweihander begins her career with knowledge of five martial maneuvers. The disciplines available to her are Scarlet ThroneElemental Flux, Golden Lion, Iron Tortoise, Primal Fury, and Piercing Thunder. A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. A warder’s initiation modifier is Intelligence.
Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).
Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
Guardianship (Ex): At 1st level, the sworn protector may select a ward, a person whom she must protect no matter what the cost. When in combat and the sworn protector’s ward is within 10ft of their ward’s position, the ward gains a +1 morale bonus to their AC and savings throws. This bonus increases by +1 at 5th level, and every four levels after that (9th, 13th, and 17th level). Additionally, the sworn protector may add her guardianship bonus to her attack and damage rolls as a morale bonus if the ward is within the sworn protector’s guardianship range. This radius increases by 10ft at 6th and again at 12th level. A sworn protector may only have one ward at a time at 1st level; they may then select a second ward at 8th level and a 3rd ward at 15th level. To select a ward, the sworn protector must take ten minutes discussing tactics and practicing with his ward so that he may learn how best to protect him, and from there on he practices those tactics when he readies his maneuvers. A sworn protector may dismiss a creature as his ward at any time as a free action.
This augments and replaces the aegis class feature, and if an ability uses the warder’s aegis bonus for anything, then substitute with his guardianship bonus instead.
Defensive Intercept (Ex): With swift speed and trained instincts, a sworn protector is capable of sudden bursts of speed in the defense of a chosen ward. A number of times per day equal to 1 + the sworn protector’s warder initiation modifier she may leap to her ward’s defense with lightning speed. As an immediate action, the sworn protector moves up to her base speed to a space within 10 ft. of a ward who is being subjected to an attack or effect that would cause harm, to thereby grant her guardianship benefits. This movement is subject to attacks of opportunity. If the sworn protector is too distant to reach her ward, she cannot use this ability.
Zweihander Training: At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
Armament Shield (Ex): When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function). The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands.

Martial Tradition: The Cagebreaker Brotherhood:
Alignment: Any chaotic.
Symbol: A broken cage
Disciplines: Elemental Flux
Allegiance Benefit: A Cagebreaker can channel part of Rumor’s unbridled chaotic spirit into a rebel yell once per encounter. As a swift action, he lets loose a wild cry, and all allies within 60 feet (including the Cagebreaker himself) can make a second saving throw against a mindaffecting effect that allows a saving throw affecting them.
Oath:
Contracts are for suckers and governments, and this ain’t a contract, but it is a promise. I’m here for the people, to protect ‘em from tyranny even when they don’t realize they need protecting. I go my own way and if that way is shared by the law, hey, no skin off of my back—but no man, law, or god will ever tell me that I’m not a free man without hearing me tell them to stick it. Rumor had my back once, and now I’ve got hers, until we go our separate ways or I die fightin’.

Favored Class Bonus: +⅙ combat feat


---===Maneuvers===---:

Disciplines: Elemental Flux, Scarlet Throne, Primal Fury, Iron Tortoise, Piercing Thunder
------------------------------=Stances=------------------------------
Active: Elemental Flux Stance (Air)
------------------------------=Readied=------------------------------
Oaken Shield (PT), Spark Strike(EF), Scything Strike(ST)
------------------------------=Known=------------------------------
------------------------------=1st=------------------------------
Scything Strike (Strike, ST): Single attack against two adjacent enemies
Oaken Shield (Counter, PT): Increase shield bonus by +4
Iron Shell (Counter, IT): Shield Bash with shield AC bonus to deflect attack
Spark Strike (Strike, EF): +2d4 element damage, 1 animus to increase to +3d4
Fluctuation Movement (Boost, EF): Movement Based on element:
Air: Acrobatics to jump with +10
Earth: Ignore difficult terrain
Fire: +10 ft land speed
Water: Can turn 90 degrees while charging
Elemental Flux Stance (Boost, EF): Gain benefits based on active element:
Air: +1d6 electricity damage and +2 to hit vs metal clad opponents
Earth: Weapons count as one size larger
Fire: +3 fire damage
Water: Attacks stagger enemies (DC 14)

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Cold Iron Earthbreaker (Trait)
Banded Mail (250 GP)
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 0 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Evan never knew his parents. He was left on the streets as a babe, but fortunately some helpful halflings found him before he could perish. His foster parents Lilly and Oak Rivers were former slaves who escaped from Cheliax and now wished to help others in similar situations.

Growing up a human with halfling parents wasn’t easy. The other kids always picked on him. The halflings because he was human and didn’t fit and the humans mocked his parentage. There were a bunch of kids that took great pleasure in picking on those smaller or even worse off than them. Evan learned to quickly analyse a situation to figure out if he could fight or had to flee. He became adept at defending himself with his fists, or getting away when he couldn’t.

Of course the bullies didn’t like that Evan was so successful in getting away from their punishment. They resolved to show him his place and teach him a lesson. One cold spring morning when Evan was but twelve five older teenagers jumped him in the streets. Between them they quickly got him to the ground and started beating and kicking him mercilessly. Evan tried to fight back, but the boys were too many and too strong.

A lot of people passed by, minding their own business, not wanting to get swept up in the violence. Thankfully for our hero, not everyone was uncaring to the senseless beating going on. The young princess __ came by just as these events unfolded. She ordered her guards to stop the beating and the boys fled...

---===Appearance and Personality===---:

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