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About Fredric FulkFredric Fulk
Favoured class: Paladin (+1 HP per level) --------------------
+2 Full Plate
+2 cloak of resistance +2 resistance bonus on saves against poison, spells, and spell-like effects. SR vs evil spells and casters = 5 + level Resist None
+10 +7 +1 +2 -2 -3 Cold Iron Cestus +17 (1d4+7/ 19-20/x2) / Power Attack +14 (1d4+10+9 / 19-20/x2)
Ranged
masterwork composite longbow (Str +2) Special Attacks Spell-Like Abilities
Spells Known (CL 1):
Orisons Level 1 (3/day)
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Abilities:
Str 25 Dex 10 Con 18 Int 11 Wis 7 Cha 16 Increases (included)
Feats:
L1: Power Attack L3: Weapon Focus (Bastard Sword) L5: Weapon of the Chosen L7: None, VMC L9: Vital Strike Traits:
Heritage Weapon (equipment?) The large masterwork cold iron bastard sword looms. Omen (Faith)
Stolen Fury (Campaign)
The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, she can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon she wields against that demon by 1. Impatient (Drawback)
Skills:
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Omen trait adds Intimidate to class skills. Skill Ranks per Level: 2 + Int modifier. +2 background skills Armour Check Modifier: Acrobatics +0 |+0 Dex
Languages:
Common, Celestial, Abyssal, Infernal Racial Abilities:
Ability Modifiers +2 Str, +2 Cha
Defense Racial Traits Exalted Resistance: An aasimar with this racial trait gains spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance. Feat and Skill Racial Traits Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled. Magical Racial Traits Spell-Like Ability (Sp): Angelkin gain alter self once per day as a spell-like ability (caster level equal to the aasimar’s class level). Senses Racial Traits Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) SQ Paladin Code
I will avenge evil wrought upon the innocent.
Stonecunning via Belt: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon and Armor Proficiency
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su) 2/day
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (Su)
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su)
Divine Health (Ex)
Mercy (Su)
3rd level: Fatigued: The target is no longer fatigued. 6th level: Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level. 9th level: Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level. Channel Wrath (Su)
This ability replaces channel positive energy. Divine Bond (Sp) Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. VMC: A character who chooses barbarian as her secondary class gains the following secondary class features. Rage: At 3rd level, she gains the rage class feature for a number of rounds per day equal to her Constitution modifier + her character level. Subscribe to the Open Gaming Newsletter! Contents [hide] Class Skills
Image used by permission of Yama Orce. For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way. Alignment: Any non-lawful Hit Die: d12 Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks Per Level: 4 + Int modifier.
All of the following are class features of the barbarian.
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title). A complete list of rage powers can be found here: Rage Powers Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Mythic Tier 1 Abilities: Hard to kill, mythic power, surge +1d6 Amazing Initiative (Ex)
Recuperation (Ex)
Champion's Strike: Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction. Mythic Feat: Power Attack (Mythic) Your attacks are truly devastating. Prerequisite(s): Power Attack. Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute. Champion Path Abilities: Burst Through (Ex): When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you. Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. Destroyer (Ex)
Titan’s Rage (Su)
This size increase lasts a number of rounds equal to your tier, and doesn’t stack with any other spell or ability that alters your size. Equipment:
Combat Gear masterwork composite longbow (Str +2) +2 Amulet of Natural Armour +2 Large Cold Iron Bastard Sword
Scale Mail 50 Other Gear
Price 12 gp; Weight 22 lbs. This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures. Coin
Appearance and Personality:
Build: well-muscled Digits: metallic nails Hair: animated Shadow: winged Skin: metallic sheen Background:
1) Where were they born? In a sleepy part of Taldor, to farmers. 2) Who are their parents? Laurence and Wilma Fulk. Honest people. 2a) Are they still alive? Are there any other guardians/close family members? No. They were murdered by a demon cult, who tried to corrupt the clearly god-touched Fredric. 3) What were they doing before now? Hunting down cultists. 3a) Why leave it all? Wandered here. 3b) What did they leave behind? Surviving siblings. A brother and sister. 4) What does your character want? VENGEANCE.
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Level up plan Feats: Weapon of the Chosen, Improved WotC, Greater WotC, Vital Strike
Trait: Omen or Berserker of the Society
Swap a trait for Heritage Weapon, which gives Profiency Bastard Sword.
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