Night Wyvern

Frank Steel's page

394 posts. Alias of Ashe.


HP 56/54 | AC: 27 /T: 21 /FF: 16 | Perc. +6 | F: +9 / R: +3 /W: +5 | CMB +14 | CMD 35 | Speed 30ft (40ft and scent), Fly 60ft(80ft) Average | Init. +8|




6'4" 275lbs






IT Manager

Strength 32
Dexterity 14
Constitution 23
Intelligence 14
Wisdom 10
Charisma 18

About Frank Steel

Frank Steel
Human Half Dragon
Focused Study: Replaces Feat: Gain Skill Focus in skill of choice at 1st, 8th, 16th level.
Silver Lounged: Replaces skilled: Gain +2 to diplomacy and bluff
Warlord 3
LG Medium Humanoid (Dragon)
Optimistic Gambler: Benefit Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result

Community Minded: Benefit(s): Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.

Fates Favored: Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.

Savant(Dance): Benefit: Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Overprotective:Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Init +8; Senses: Darkvision 60ft, Low Light Vision Perception +5

AC 27, touch 21, flat-footed 16
HP: 54 (3d10+2d8(13)+18)
Fort +9, Ref +3, Will +5
Immune: Sleep, Paralysis, Electricity
FCB: 3/6 combat feat

OFFENSE: Speed 30ft, Fly 60ft(Average)
MW Rapier +15 1d6+11+1d6 18-20x2

Claw, Claw +14/+14 1d4+11/1d4+11 x2
Bite +14 1d6+11 x2

Str 32(+8race,+2YD), Dex 14, Con 23(+6race,+2YD), Int 14(+2race), Wis 10, Cha 18(+2race), Luck 13
Base Atk +3; CMB +14; CMD 35

Feats: Additional Traits, Skill Focus(Perform Dance), Extra Readied Maneuver, Improved Initiative, Shake it Off (TW),

Perception +6 (3rank, 3class)
Sense Motive +6 (3rank, 3class)
Diplomacy +12 (3rank, 3class, 4cha, 2race)
Handle Animal +8 (1rank, 3class, 4cha)
Acrobatics +6 (3rank, 3class, 2dex, -2AC)
Flight +6 (3rank, 3class, 2dex, -2AC)

Expert Skills:
Appraise +6 (1rank, 3class, 2int)
Bluff +10 (1rank, 3class, 4cha, 2race)
Heal +4 (1rank, 3class)
Profession Athlete +4 (1rank, 3class)
Profession Computer Repair +4 (1rank, 3class)
Profession Leadership/Management +4 (1rank, 3class)
Profession Cook +4 (1rank,3class)
Survival +6 (3rank, 3class)
Swim +15 (1rank, 3class, 11str)
K. History +6 (1rank, 3class, 2int)
K. Religion +6 (1rank, 3class, 2int)
K. Nature +6 (1rank, 3class, 2int)
K. Planes +6 (1rank, 3class, 2int)
K. Engineering +6 (1rank, 3class, 2int)
Use Magic Device +9 (2rank, 3class, 4Cha)

Background Skills:
Perform Dance +17 (3rank, 3class, 4cha, 3feat, 2trait,2bonus)
Craft Armor +8 (3rank, 3class, 2int)

Languages: Common, Elven, Draconic

3rd: Divine Trait will be spent on -Divine Portfolio I : Nature Mystery: Nature Whispers Strength (Uses Str instead of Dex for AC and CMD)

Indomitable Presence: All Allies within 30ft gain Die Hard and +4 morale bonus to Fortitude saves vs death, fatigue, exhaustion, and poison.

War Leader: 5/Day 7 round duration

Force of Personality: Cha to Will saves.


At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

At 4th level and every four levels thereafter, the warlord selects an additional gambit.

Brave Gambit:

Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success).

Reward: The warlord's actions embolden his allies and sets his spirit alight with courage; the warlord and his allies gain a morale bonus to damage equal to the warlord's Charisma modifier on the next attack they make or until the warlord's next turn.

Duelist Gambit:

Duelist's Gambit

Risk: The warlord attempts to successfully use the disarm maneuver against an opponent.

Reward: The warlord's opponent is disarmed of a weapon and then the warlord may make an immediate attack of opportunity against his foe and gains a morale bonus to damage equal to his Charisma modifier if the attack is successful.

Disciplines, Maneuvers, Stances
Disciplines: Golden Lion(GL), Primal Furry(PF), Scarlet Throne(ST), Thrashing Dragon(TD), Piercing Thunder(PT), Mithril Current(MC)

Martial Tradition: Lens Maker Society
Oath: “With word and deed, I will aid those weaker than myself against the corruption that threatens them. I will aid my brothers and sisters in guiding society to justice, in protecting it from exploitation, and in arming it with the knowledge it needs to shelter its citizens. In enlightening others, I become an ally of hope and a servant of others, and may my eyes darken and my tomorrows fade if I prove faithless.”

ST: Blade of Breaking, Scarlet Einhander
GL: Encouraging Roar
MC: Flowing Creek, Tidal Blade, Following Wake, Calm the Storm
PF: Panthera on the Hunt
TD: Leaping Dragon, Running Hunter’s Stance

Encouraging Roar (Swift:give +2 moral bonus to att/dam for 1round)
Flowing Creek(Immediate: make perform dance VS att roll to negate melee or ranged attack, including ranged and touch spells. Make free 5ft move after. Doesn't count toward movement.)
Blade of Breaking(May perform a sunder or disarm attempt with a +4 circumstance bonus without provoking AoO)
Panthera on the Hunt(Part of Charge attack. Gain +2 circumstance to att/dam on charge. Ignore AoO for moving through threatened squares.)
Tidal Blade(Make attack VS two targets in range. Use same to hit VS both and same damage. Gain +2 circumstance to hit if weapon drawn this round.
Calm the Storm(Immediate)(Make an attack roll against a melee or raged attack. If higher the attack misses.Targe makes a DC 15 Reflex Save. If Fail can no longer attack you this turn.

Stance: Can be maintained, Switching Stances is a swift action.
Scarlet Einhander When wielding a weapon in one hand gain +2shield bonus to AC and inflict an additional 1d6 damage while in stance.
Running Hunter’s Stance While in this stance, the disciple gains scent special ability and a +10ft enhancement to movement speed.

Gear: 4gp 20sp 3cp: 268 gp in assorted coin
Megingjörð: Belt of Power (+4 Str)
Masterwork Rapier
Telepathic Ring
MW Chainmail (Riveted Aluminum: Acts like Mithril but is not Mithril)
10 days of rations
Padded Gambesson
Linen pants, tunic, surcoat
Belt, Belt Pouch