Knight of Ozem

Frank Steel's page

585 posts. Alias of Ashe.


Classes/Levels

HP 94/94 | AC: 28(32) /T: 24 /FF: 14(18) | Perc. +9 | F: +18 / R: +18 /W: +20 | CMB +20 | CMD 44 | Speed 30ft (40ft and scent), Fly 60ft(80ft) Average | Init. +9|

Gender

Male

Size

6'4" 275lbs

Age

18

Alignment

LG

Occupation

IT Manager

Strength 38
Dexterity 16
Constitution 23
Intelligence 14
Wisdom 12
Charisma 20

About Frank Steel

Frank Steel
Human Half Dragon (Looks Half Celestial)
Silver Lounged: Replaces skilled: Gain +2 to diplomacy and bluff
Mighty Godling 5 / Warlord 5
LG Medium Humanoid (Dragon)
Traits:
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.

Drawback:
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 +9; Senses: Darkvision 60ft, Low Light Vision Perception +8

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DEFENSE
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AC 28(32), touch 24, flat-footed 14(18)
((+4Armor)+14Str,+5Natural)
HP: 94 (5d12(51)+2d8(13)+30)
Fort +18, Ref +18, Will +20
Immune: Sleep, Paralysis, Electricity
FCB: 5.5 Divine Trait Rank

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OFFENSE: Speed 30ft, Fly 60ft(Average)
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Mjölnir +21 3d6+23 x3
Punch(Claw), Punch(Claw) +20/+20 1d8+15/1d8+15 x2
Head Butt (Bite) +20 2d6+15 x2

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STATISTICS
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Str 38(+4level,+8race,+2YD,+2apple,+1gestalt,+1wish), Dex 16(+2MayorStatue), Con 23(+6race,+2YD), Int 14(+2race), Wis 12(+2MayorStatue), Cha 20(+2race,+1level)(+1 New Faces Pink Pool), Luck 13
Base Atk +5; CMB +19; CMD 43
Feats: Additional Traits(1st), Emergent Divinity(Bonus), Improved Initiative(Bonus), Shake it Off (TW)(Bonus), Emergent Divinity (3rd), Divine Trait Focus-Divine Power(Bonus), Powerful Throwing(Bonus), Extra Talent (5th)
Skills:
Perception +9 (5rank, 3class, 1wis)
Sense Motive +9 (5rank, 3class, 1wis)
Diplomacy +24 (5rank, 3class, 14str, 2race)
Handle Animal +9 (1rank, 3class, 5cha)
Acrobatics +9 (3rank, 3class, 3dex)
Flight +20 (3rank, 3class, 14str)

Expert Skills:
Appraise +6 (1rank, 3class, 2int)
Bluff +11 (1rank, 3class, 5cha, 2race)
Heal +5 (1rank, 3class, 1wis)
Profession Athlete +5 (1rank, 3class, 1wis)
Profession Computer Repair +5 (1rank, 3class, 1wis)
Profession Leadership/Management +5 (1rank, 3class, 1wis)
Profession Cook +5 (1rank,3class, 1wis)
Survival +9 (5rank, 3class, 1wis)
Swim +18 (1rank, 3class, 14str)
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 +11 (3rank, 3class, 5Cha)

Background Skills:
Perform Dance +26 (5rank, 3class, 14str, 2trait,2bonus)
Craft Armor +8 (3rank, 3class, 2int)
Linguistics +7 (5rank, 2int)
Languages: Common, Elven, Draconic, Giant, Goblin, Celestial, Abyssal, Infernal

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

Godling
Lineage Domain:
Destruction (Rage):
Destructive Smite 4/Day:

Divine Trait Rank 8.5 (8 spent)
(1pt) Divine Power I (Evocation): Hydraulic Push (Re-skinned as Thunder Clap) 3/Day 30ft Bull Rush +20CMB
(2pt) Divine Power II (Evocation): Lightning Bolt 2/Day (7d6+7)
(3pt) Divine Power III (Evocation): Ball Lightning 1/Day 2 globes (3d6+3each) Reflex negates. Metal Armor -4 to save. 7rounds
(1pt) Divine Portfolio I (Wind): Air Barrier
(1pt) Mystic Inheritance I (Sorcerer Bloodline) Orc: Touch of Rage
Scion Talent:
Force of Brawn: Diplomacy, Perform Dance, Flight
Special Knack x2: +3 Divine Rank Points

Warlord
Battel Prowess: +1 competence to att/dmg CMB and CMD while in Primal Warrior Stance
Indomitable Presence: All Allies within 30ft gain Die Hard and +4 morale bonus to Fortitude saves vs death, fatigue, exhaustion, and poison.
Rallying Presence: All Allies within 30ft gain +4 morale bonus to Will saves vs fear, death effect, or compulsion.

War Leader: 5/Day 7 round duration

Force of Personality: Cha to Will saves.

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Gambits
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Gambits:
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 from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. Any gambit that would normally use the warlord’s Charisma modifier to determine its effects instead uses his warlord initiation modifier, if it is a different ability. These gambits allow the warlord to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the warlord, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord must take in order to play the gambit. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobaticscheck of an acrobatic gambit, or the attack roll of a brave gambit). The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver).
If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.

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:

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.

Sweeping Gambit:

Risk: The warlord makes a trip attempt.

Reward: The warlord can make an attack of opportunity against the tripped opponent. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier.

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Disciplines, Maneuvers, Stances
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Disciplines: Golden Lion(GL), Primal Furry(PF), Scarlet Throne(ST), Thrashing Dragon(TD), Solar Wind(SW), 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.”

Known:
ST: Scarlet Einhander,
GL: Encouraging Roar, Warning Roar
MC: Flowing Creek, Tidal Blade, Following Wake, Calm the Storm
PF: Panthera on the Hunt, Primal Warrior Stance, Frenzy Strike
TD: Leaping Dragon, Running Hunter’s Stance

Readied:
Encouraging Roar (Swift:give +2 morale bonus to att/dam for 1round)
Warning Roar(Immediate: Make a diplomacy vs att roll to negate any attack vs an ally within 60ft)
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.)
Frenzy Strike Attack with all wielded weapons, each attack does 2d6 more damage.
Panthera on the Hunt(Part of a Charge attack. Gain +2 circumstance to att/dam on a charge. Ignore AoO for moving through threatened squares.)
Calm the Storm(Immediate)(Make an attack roll against a melee or ranged attack. If higher the attack misses. Target 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.
Primal Warrior Stance While in this stance, the disciple ignores difficult terrain while charging. When subject to size modifiers for CMB and CMD treated as one size larger if advantageous. Considered one size larger to determine if creatures special attacks would work. Any melee, unarmed, or natural weapon is treated as 2 sizes larger. These effects stack with other size increase effects.

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Gear: 4gp 20sp 3cp: 268 gp in assorted coin
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Megingjörð: Belt of Power (+4 Str)
Masterwork Rapier
Telepathic Ring
Rapier
Dagger
Waterskin
Gauntlets
10 days of rations
Padded Gambesson
Linen pants, tunic, surcoat
Belt, Belt Pouch
Boots

Campaign Chosen Bonuses:

1st: gain a +2 to Str
2nd: Gain a bonus +2 on (Perform Dance)
3rd: Gain a special - Divine Trait (as a Mighty Godling) – Divine Portfolio I : Nature Mystery: Nature Whispers Strength to AC and CMD instead of Dex
4th: (+1 to Str and Cha)
5th: gain a bonus feat: Powerful Throwing
6th: Gain a special - Scion Talent (as a Mighty Godling ) - Retribution
7th: +2 to Cha
8th: Gain a bonus +2 on (Perform Dance)
9th: Gain a special – Divine Trait (as a Mighty Godling) – TBD
10th: +1 Str and Cha
11th: gain a bonus feat
12th: Greater Scion Talent (as a Mighty Godling)
13th: +2 to Con

Quest:

Megingjörð. Legacy Artifact. There are two quests associated with it. When a quest is done the reward is unlocked.

Quest: Thunder Lord: You must ascend to the top of a mountain or be among the clouds and stay there a week. Learning the currents of electricity.
Reward: You can cast lightning bolt 1/day more than usual and gain other minor electrical powers. Look up several options of 2nd and lower spell like abilities.

Quest: Double Down: You must clash with an Earth Elemental at least two sizes larger than yourself. You must hold it still for 10 rounds as it opposes you in a grapple. If it 'moves' more than 5 feet in that time then the time restarts. I am also open to other suggestions.
Reward: You lose the +4 to strength but instead your strength score is doubled. Enhancing your strength to a maximum of 50.

Mjölnir. Legacy artifact. Now it is just a +1 Warhammer.
Quest/Labor: To kill the Lion of Cithaeron. Its pelt can be traded to an oracle for the unlocking of your warhammer's first ability.
Reward: Returning ability.
Quest: 2
Reward: +2 Warhammer of returning, +10 feet of range
Quest: 3
Reward: +3 Warhammer of returning, +20 feet of range
Quest: 4
Reward: +3 Warhammer of returning, +30 feet of range, When the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fort negates); the wielder is not immune to this effect.
Synergy bonuses: Mjölnir gains giant bane ability if you wear Megingjörð. Then Mjölnir gains Thundering when Megingjörð's quests are accomplished.
Megingjörð. gains E Resist 10 for each level Mjölnir gains with you; 4th level you become immune to E; 2nd level you also gain fly for 10 minutes per level as the spell.