Valeros

Fredric Fulk's page

655 posts. Alias of Decimus Observet.


Full Name

Fredric Fulk

Race

| HP: 80/138 |Temp hp: 40 AC: 23 (10 Tch, 23 Fl) | CMB: +17, CMD: 27, +2 CMB/CMD vs Demons | F +18, R +8, W +10, SR 15 vs evil | Init: +3 | Per -2, SM +15, Darkvision 60ft

Classes/Levels

| Speed 50ft in full plate | Spells: 1st 3/3 2nd 2/2 3rd 1/1 | LoH: 6/8 |Smite: 4/4| Righteous Fury 6/14 | Mythic 9/9 | Active conditions:

Gender

Male LG Angel-kin Aasimar Paladin of Ragathiel (Oath of Vengeance) 10 / Champion Tier 3

Size

Medium, 6' 6"

Age

26

Alignment

Lawful Good

Deity

Ragathiel

Languages

Common, Celestial, Abyssal, Infernal, Dwarven (from belt)

Occupation

Self-Appointed Slayer of Demon Cultists

Strength 25
Dexterity 10
Constitution 18
Intelligence 11
Wisdom 7
Charisma 16

About Fredric Fulk

Fredric Fulk
Male Angel-kin Aasimar Paladin of Ragathiel (Oath of Vengeance) 10 / Champion, Mythic Tier 3
LG Medium Outsider (Native)
Init +3; Senses Darkvision 120ft; Perception -2, SM +15

Favoured class: Paladin (+1 HP per level)

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Defense
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AC 23, touch 10, flat-footed 23 (10 +11 armor +0 Dex +2 Natural)
hp 138 (6+4+1 per level) + 15 mythic
Fort +18, Ref +8, Will +10

+2 Full Plate
+2 Amulet of Natural Armour

+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
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Offense
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Base Atk +10/+5; CMB +17; CMD 27; +2 vs Demons
Speed 60ft (50ft in full plate)
Melee
+2 Large Cold Iron Bastard Sword +18 (2d8+12 / 19-20/x2) / Power Attack +15 (2d8+12+13 / 19-20/x2)

+10 +7 +1 +2 -2 -3

Cold Iron Cestus +17 (1d4+7/ 19-20/x2) / Power Attack +14 (1d4+10+9 / 19-20/x2)
Dagger

Ranged
Pilum +10 (1d8+7/x2) 20 ft.

masterwork composite longbow (Str +2)

Special Attacks

Spell-Like Abilities
Angelkin gain alter self once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Spells Known (CL 1):

Orisons

Level 1 (3/day)
[i][/i]

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Statistics
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Abilities:

Str 25
Dex 10
Con 18
Int 11
Wis 7
Cha 16

Increases (included)
Angel-kin Aasimar: +2 Str, +2 Con
L4: +1 Str
Mythic: +2 Str; +2 Str
L8: +1 Str
Belt of Dwarvenkind: +2 Con

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)
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Stolen Fury (Campaign)
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day.

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)
You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

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
Appraise +0 |+0 Int
Bluff +3 |+3 Cha
Climb +7 |+7 Str
+Craft +0 |+0 Int
+Diplomacy +3 |+3 Cha
Disable Device* -- |+0 Dex
Disguise +3 |+3 Cha
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
+Handle Animal* -- |+3 Cha untrained
+Heal -2 |-2 Wis
+Intimidate +17 |+3 Cha +10 rank +3 class skill +1 trait
Knowledge Arcana* -- |+0 Int untrained
Knowledge Dungeoneering* -- |+0 Int untrained
Knowledge Engineering* +1 |+0 Int +1 rank
Knowledge Geography* +1 |+0 Int +1 rank
Knowledge History* +4 |+0 Int +4 rank
Knowledge Local* -- |+0 Int untrained
+Knowledge Nobility* +4 |+0 Int +1 rank +3 class skill
Knowledge Nature* -- |+0 Int untrained
Knowledge Planes* -- |+0 Int untrained
+Knowledge Religion* +9 |+0 Int +1 rank +3 class skill
Linguistics* +3 |+0 Int +1 rank +2 Truespeaker
Lore (Demon Cults)* +11 |+0 Int +8 rank +3 class skill
Perception -2 |-2 Wis
Perform +3 |+3 Cha
+Profession (Farmer) +2 |-2 Wis +1 rank +3 class skill
+Ride +0 |+0 Dex
+Sense Motive +15 |-2 Wis +10 rank +3 class skill +2 Truespeaker +2 special
Sleight of Hand* -- |+0 Dex untrained
+Spellcraft* -- |+0 Int untrained
Stealth +0 |+0 Dex
Survival -2 |-2 Wis
Swim +7 |+7 Str
Use Magic Device* -- |+3 Cha untrained

Languages:

Common, Celestial, Abyssal, Infernal

Racial Abilities:

Ability Modifiers +2 Str, +2 Cha
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial.

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
The paladins of Ragathiel are shining beacons of furious resolve on the battlefield, and they are careful stewards of valor everywhere. These paladins disproportionately come from cultures that are typically hostile to paladin training, including those of half-orcs, hobgoblins, Gebbites, and the Nidalese. The tenets of Ragathiel’s paladins include the following affirmations.

I will avenge evil wrought upon the innocent.
I will not give my word lightly, but once it is given, I will uphold a promise until my last breath.
Those proven guilty must be punished for their crimes. I will not turn a blind eye to wrongdoing.
Rage is a virtue and a strength only when focused against the deserving. I will never seek disproportionate retribution.
Redemption finds hearts from even the cruelest origins. I will strive not to act upon prejudice against fellow mortals based on race or origin.

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
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) 2/day
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

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)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

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)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

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)
When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

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.

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Contents [hide]

Class Skills
Class Features
Weapon and Armor Proficiency
Fast Movement (Ex)
Rage (Ex)
Rage Powers (Ex)
Uncanny Dodge (Ex)
Trap Sense (Ex)
Improved Uncanny Dodge (Ex)
Damage Reduction (Ex)
Greater Rage (Ex)
Indomitable Will (Ex)
Tireless Rage (Ex)
Mighty Rage (Ex)
Ex-Barbarians
Alternative Capstone Ability
Unstoppable (Ex)
Favored Class Bonuses
Archetypes & Alternate Class Features

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.
Class Skills

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.
Table: Barbarian Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Rage power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Rage power, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage power
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power
Class Features

All of the following are class features of the barbarian.
Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)

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.
Rage (Ex)

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.
Rage Powers (Ex)

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)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

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)
Whenever you attack an object, including a held or worn item, you ignore any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

Titan’s Rage (Su)
You can cause yourself to grow in size, becoming a terrifying sight to behold. As a standard action (or a free action if you have the rage class feature), you can expend one use of mythic power to increase your size to one size category larger. This grants you a +4 size bonus to Strength and Constitution, imposes a –2 penalty to Dexterity, grants you a +2 natural armor bonus, increases your natural reach by 5 feet, and increases your weapon damage based on the new size of your weapons.

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
Cold Iron Cestus 10
Dagger 2

Scale Mail 50

Other Gear
Kit, Pathfinder’s

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
6 GP, 0 SP

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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TRACKED RESOURCES
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Tracked Resource 1

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Special Abilities
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Ability Name (Type) Description

Level up plan

Feats: Weapon of the Chosen, Improved WotC, Greater WotC, Vital Strike
Mythic: Vital Strike

Trait: Omen or Berserker of the Society
L1: Power Attack
L3: Exotic Weapon Proficiency (Bastard Sword)
L5: Weapon Focus (Bastard Sword)

Swap a trait for Heritage Weapon, which gives Profiency Bastard Sword.
Swap lvl3 feat for weapon focus
Swap lvl5 feat for Weapon of the Chosen