Artemis Entreri

Gaelden the Lost's page

226 posts. Alias of Grumbaki.


Race

HP (22) AC (18/16/18, +4 Mage Armor) Saves (5/5/7, +2 vs sleep, paralysis, stunning)

Classes/Levels

Initiative (+2) CMD (18) Lvl 1 (6/6) HF (7/7)

Languages

Common, Abyssal, Infernal, Celestial

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About Gaelden the Lost

Combat

To Hit: +2 (BaB) + 4 (Str) - 1 (Power Attack) = +5/+5
Damage: +6/+4 (Str) + 2 (Power Attack) + 1/+0 (Gloves) = +9/+7/+6

[dice=Claw]1d20+5[/dice]
[dice=Damage]1d6+9[/dice]

[dice=Claw]1d20+5[/dice]
[dice=Damage]1d6+7[/dice]

[dice=Bite]1d20+5[/dice]
[dice=Damage]1d6+6[/dice]

Defenses
* HP: 13 + 9 = 22
* AC: 10 (base) + 2 (Dex) + 4 (Wis) + 2 (Natural Armor) + 4 (Mage Armor) = 18 (normal) + 22 (buffed)
* CMD: 10 (base) + 2 (BaB) + 4 (Str) + 2 (Dex) = 18
* Fort: +3 (class) + 2 (Con) = +5
* Ref: +3 (class) + 2 (Dex) = +5
* Will: +3 (class) + 4 (Wis) = +7

Race, Traits:

* Stats: +2 Str, +2 Wis, -2 Cha
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* Maw or Claw: 1d6 bite attack
* Skilled: +2 Disguise +2 Intimidate
* Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Traits
* Ease of Faith - Iomodae: +1 diplomacy and class skill
* Secret Knowledge: +2 knowledge religion and class skill

[spoiler=Spells]

Lvl 0: Prestidigitation, Mage Hand, Mending, Detect Fiendish Presence, Detect Magic
Lvl 1 (6x per day): Mage Armor, Ear Piercing Scream

Feats (VMC Wizard), Equipment, Skills:

Feats
Campaign: Power Attack, Combat Expertise, Weapon Finesse
Lvl 1: Armor of the Pit (+2 natural AC), Dragon Style (While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round), eschew materials
Lvl 3 VMC: Familiar (Emissary, Thrush)
Lvl 5: Dragon Ferocity, Weapon Focus
Lvl 7: VMC Physical Enhancement (You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells)
Lvl 9: Cornugon Smash (When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.)
Lvl 10: Boar Style
Lvl 11 VMC: +1 cantrip
Lvl 13: Style Master
Lvl 15: Boar Ferocity, VMC Steward of the Great Beyond
Lvl 17: ?
Lvl 19 VMC: Perfection of Self (As a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.)
Lvl 20: Boar Shred

Skills
* Diplomacy: +5
* Intimidate: +6
* Knowledge Religion: +9
* Perception: +9

Background Skills
* Linguistics: +2
?

Equipment
* Liquid Steel Handwraps: +1 damage with hands
* Fighter's Kit with masterwork backpack
* 140 gold

Empyreal Sorcerer:

Bloodline Arcana
* Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Heavenly Fire (Sp):
* Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma Wisdom modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level –4.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).

Style Shifter:

Natural Strikes (Ex)
* A style shifter is considered to have Improved Unarmed Strike for the purposes of feat prerequisites and can apply the effects of feats that have Improved Unarmed Strike as a prerequisite to his shifter claws.
* This alters shifter claws.

Shifter Claws (Su)
* At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
* As the shifter gains levels, the power of her claws increases.
* At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
* While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Wild Empathy (Ex)
* A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
* To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
* The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Defensive Instinct (Ex)
* At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
* These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex)
* At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Style Shifting (Ex)
* A style shifter gains access to style aspects. A style aspect provides benefits only while the style shifter is in the style feat stance associated with the appropriate aspect (such as Boar Style with Form of the Boar).
* He can shift into his style aspect for a number of minutes per day equal to 3 + his shifter level. The duration need not be consecutive but must be spent in 1-minute increments.
* A style shifter can shift into a style aspect as a free action as part of entering a style feat’s stance. Otherwise, shifting into a style aspect is a swift action, while ending the effect is a free action that can be taken only on the style shifter’s turn.
* He can shift between any aspects he has during the duration without additional cost.
* This replaces shifter aspect, chimeric aspect, greater chimeric aspect, and final aspect.

Form of the Dragon
* You gain a +1 dodge bonus to your AC for each ally you charge through when charging, up to a total equal to your Dexterity modifier (minimum +0). At 8th level, your unarmed strike’s damage die increases by one step against shaken targets. At 15th level, whenever you confirm a critical hit against a shaken target, the target becomes frightened for 1 round.

Style Mastery (Ex)
* At 1st level, 5th level, and every 5 levels thereafter, a style shifter gains a bonus style feat. He does not need to meet the prerequisites of the feat. Starting at 5th level, he can choose to instead gain a wildcard style slot.
* Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Panther Claw if he enters Panther Style) as long as he meets their prerequisites. Each time he changes styles, he can also change these wildcard style slots.