resist acid, cold, electric 5 | CMD 46 (48 vs evil) | Init +4 | Perc +23 | reach 10’, 4 AoO/round | active buffs: Silver Crane Stance (pro evil + holy on sword), Gladiator's Presence (allies within 30’ get +6 to CMB and CMD),
Classes/Levels
Rallying Presence (allies within 30’ get +6 to Will vs fear, death, compulsion)
Gender
AC 38 T 12 FF 35 (+1 v evil outsiders, +2 when pro evil) | HP 124/124 | F +15 R +10 W +14 ( +2 sacred v spells & abilities from evil sources; +2 morale v mind-affecting spells & abilities) |
vs evil + in Silver Crane stance
[dice=Greatsword-power attack]1d20+29-4[/dice] (12 BAB +11 STR +2 competence (battle prowess) +3 enhance +1 w.focus)
[dice=Damage+power attack+holy]2d6+23+12+2d6[/dice] (+16 STR +3 enhancement, +2 competence (battle prowess), +2 untyped (discipline focus), +12 power attack)
Gianluca the Honeyed Hand of Arshea
Male angelkin aasimar warlord 12
CG Large outsider (native), humanoid (human)
Init +4 (+9 when in Scarlet Duelist Attitude stance); Senses Darkvision, Perception +23
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Defense
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AC 38, touch 12, flat-footed 35 (+8 armor, +3 Dex, +18 natural, -1 size), +1 insight vs evil outsiders, +2 deflection vs evil when in Silver Crane stance
hp 124 (12d10+48)
Fort +15, Ref +10, Will +14; +2 sacred vs. spells and abilities from evil-aligned sources; +2 morale vs. mind-affecting spells and abilities. +2 resistance vs evil when in Silver Crane stance.
Resist acid 5, cold 5, electricity 5
Defensive Abilities battle prowess, stances, presences
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Offense
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Speed 30 ft.
Space 10 ft.; Reach 10 ft.
Melee +3 greatsword +29/+24/+19 (2d6+23/19-20), +1 insight vs evil outsiders
. . . +3 greatsword (power attack) +25/+20/+15 (2d6+35/19-20), +1 insight vs evil outsiders
Special Attacks maneuvers (various), battle prowess
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Statistics
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Str 32, Dex 18, Con 19, Int 10, Wis 10, Cha 22
Base Atk +12; CMB +27; CMD 40 (+1 insight vs evil outsiders, +2 deflection vs evil when in Silver Crane stance)
Feats Combat Reflexes, Discipline Focus, Escape Route[UC], Extra Readied Maneuver, Lunge, Martial Charge, Power Attack, Weapon Focus (greatsword), Advanced Study (Stance of the Crane Knight)
Traits armor expert, indomitable faith, bred for war
Skills (55; 48 Warlord, 0 INT, 7 fcb)
Acrobatics +18 (11 ranks, 3 class, 4 DEX)
Climb +13 (2 rank, 3 class, 8 STR)
Craft (armor) +10 (5 ranks, 3 class, 0 INT, 2 mwk tool)
Diplomacy +18 (9 ranks, 3 class, 6 CHA)
Intimidate +13, (3 ranks, 3 class, 6 CHA, 1 trait)
Perception +23 (12 ranks, 3 class, 0 WIS, 8 racial)
Ride +7 (1 rank, 3 class, 3 DEX)
Sense Motive +13 (10 ranks, 3 class, 0 WIS)
Survival +4 (1 ranks, 3 class, 0 WIS)
Stealth -1 (0 ranks, 3 DEX, -4 size)
Swim +12 (1 rank, 3 class, 8 STR);
Racial Modifiers +8 Perception; +2 k.planes & spellcraft (vs evil outsiders only)
Languages Common
SQ dual boost, force of personality, gambits (brave gambit, unbreakable gambit, victory gambit), hedonistic, indomitable presence, rallying presence, tactical flanker, tactical presence, warleader, warlord’s gambit
Gear see sheet
Carrying Capacity: Light 932 lbs, Med 1864 lbs, Heavy 2800 lbs
Current weight carried: 87.5 lbs
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Racial Abilities
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Celestial Crusader gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. Replaces Skilled and SLA.
Scion of Humanity counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.
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Eidolon Abilities
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Base: +5 STR, DEX; +10 Natural Armor
Evolutions (13 pts):
[1] Skilled: +8 racial bonus to Perception
[2] +2 CHA
[3] Frightful Presence
[3] 3x Improved Natural Armor: +6
[4] +Large: +8 STR, +4 CON, -2 DEX +2 NA, Large size
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Special Abilities
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Battle Prowess +2 (Scarlet Throne, Silver Crane) (Ex) Gain combat bonuses to attack and damage rolls, CMB rolls, and to his CMD while in stance of chosen discipline
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Discipline Focus (Scarlet Throne) Gain +2 to discipline maneuver save DC's, +2 damage with discipline weapons (heavy blades, light blades, spears).
Dual Boost (2/day) Initiate two boosts with the same swift action
Dual Tactical Presence Can select and use two presences at a time, both as a free action.
Escape Route (Teamwork feat) You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Force of Personality (Ex) Add CHA to Will saves
Frightful Presence, DC 21 (Ex) Gianluca can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the eidolon’s HD + the eidolon’s Charisma modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the eidolon are immune to this effect.
Hedonistic If you do not gain a reward in a day (at least 10 or more gold pieces) or spend an hour on entertainment or pleasure, you are fatigued for 4h the next day (Fort DC 20 negates)
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Martial Charge Initiate strike at the end of a charge
Martial Tradition: Empyreal Guardians (sub Silver Crane for Primal Fury) +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources; +2 morale bonus on saving throws vs. mind-affecting spells and abilities. Oath: “As a hand of Arshea, the Spirit of Abandon, I will champion freedom in all forms, especially artistic and sexual freedom, except where such freedoms are misused to curtail the liberty of others. I stand against compulsion in all forms, especially sexual compulsion, or where one is tricked or coerced into slavery. I pledge my help to those in need--especially to artists, courtesans, and those who celebrate sexuality--provided they do not use the help for evil ends.”
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Tactical Assistance +6 (Ex) use the aid another action for any single ally within 30-ft. of his position as a move action, and he uses his Charisma modifier for the bonus he grants to his ally's action (min +2).
Tactical Flanker +6 (Ex) You & allies you flank with use my CHA mod for flanking bonus
Warleader (6 rounds, 5/day) Gain a bonus teamwork feat; share teamwork feats with allies within 30’ as a standard action.
Warlord Gambits (Ex) Swift action: Regain maneuvers by taking risky actions. On success, regain CHA maneuvers & gain the specific reward listed for each gambit. On failure, regain only 1 maneuver and take -2 to all d20 rolls for the next round. 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. 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.
. . 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’s Gambit Risk: The warlord makes a disarm attempt.
Reward: The warlord can make an attack of opportunity against the disarmed opponent. If he hits, he gain a morale bonus on the damage roll equal to his warlord initiation modifier.
. . Flanker’s Gambit Risk: The warlord attacks an opponent adjacent to one of the warlord’s other allies.
Reward: The warlord is considered to be flanking that opponent until the end of her next turn, even if the warlord is not in a position that would allow him to flank them.
. . Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. This gambit is used on effects where the result of a successful saving throw either negates the effect or results in partial or halved effect. This gambit may not be used on effects where the result includes the (harmless) result. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.
. . Victory Gambit Risk: The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.
Reward: The warlord and his allies gain a morale bonus on attack rolls equal to his Charisma modifier on their next attack roll.
Warlord Maneuvers: (11 known, 8 readied) Readying new maneuvers takes 10 minutes. Strikes are standard actions. Boosts are swift actions. Counters are immediate actions. Any maneuver used is expended.
1 Pride Movement (NOT Readied, 1/Encounter) (Ex) Boost: Grant an adjacent ally a move action.
1 Scything Strike (NOT Readied, 1/Encounter) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Blazing Crane's Wing (NOT Readied, 1/Encounter) (Su) Boost: Add 2d6 points of damage to attacks against undead or evil outsiders.
2 Sanguine Barrier (NOT Readied, 1/Encounter) (Ex) Counter: Make a Sense Motive check to block an attack.
3 Dazing Attack (NOT Readied, 1/Encounter) DC 19 (Ex) Stance: Make a melee attack, strike inflicts +3d6 points of damage and DC 13+CHA Fort or dazed for 1 round.
3 Silver Knight's Blade (NOT Readied, 1/Encounter) (Su) Attack inflicts an additional 4d6 points of damage, heals that damage to initiator or nearby ally.
4 Sacred Pinions (Readied, 1/Encounter) DC 20 (Su) Melee attack deals an additional 5d6 sacred damage, strikes incorporeal or possessing creatures and stuns them for 1d4 rounds if they fail a Fort save.
4 Golden Swipe (Readied, 1/Encounter) (Ex) As a standard action, make a melee attack, inflicting an additional 6d6 points of damage and forcing his foe to make a 10-ft. movement (if the target is capable of moving) from the square he is currently occupying in a direction of his choosing. If the target is incapable of movement, then the target simply takes the damage as normal. This movement provokes attacks of opportunity to all those capable of making them against the target except for the initiator of this maneuver.
5 Argent Knight’s Banner (Readied, 1/Encounter) (Su) as a standard, make a melee attack that inflicts an additional 8d6 points of damage and heals the initiator and all of his allies within 30-ft for 4d6 points of damage.
5 Silver Crane’s Spiral (Readied, 1/Encounter) (Su) Strike: Make a single attack at his full attack bonus with a +2 insight bonus at each adjacent enemy or enemy that is within the area he threatens. Attacks deal an additional 1d6 Sacred Damage.
6 Argent Knight’s Scepter (Readied, 1/Encounter) (Su) as a standard, make a melee attack that inflicts an additional 12d6 points of damage and heals the initiator for 60 points of damage.
6 Red Zephyr’s Fleetness (Readied, 1/Encounter) (Su) Boost: Add +30’ to base speed until next turn. Opponents suffer 50% miss chance due to his incredible speed.
6 Silver Crane’s Mercy (Readied, 1/Encounter) (Su) Boost: Upon making a successful attack, you or an ally within 30-ft of you is healed of 9d6 points of damage.
6 Holy Pinions (Readied, 1/Encounter) (Su) DC 22 Make an attack that inflicts and additional 10d6 points of damage. Strikes incorporeal or possessing creatures, and makes them corporeal + stuns them for CHA (6) rounds if they fail a Will save.
Warlord Stances: Swift to activate; stay active until ended or unconscious.
. . 1 Eyes of the Crane (Su) Roll twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. May use detect evil as a spell-like ability at will with a caster level equal to initiator level.
. . 1 Silver Crane Waltz (Su) +5 INIT, +3 Reflex Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels after 1st.
. . 3 Stance of the Silver Crane (Su) Weapons wielded by the initiator gain the holy weapon quality, and the initiator radiates protection from evil.
. . 3 Unfettered Movement (Ex)By assuming this stance, the disciple gains a +10-ft. bonus to his base speed and gains a +4 dodge bonus to his armor class against attacks of opportunity.
. . 5 Stance of the Crane Knight (Su) gain a fly speed equal to twice your base land speed with average maneuverability and DR 10/evil. You also radiate light as a light spell from the halo-like effect of this stance while it is in effect.
. . 6 Scarlet Duelist Attitude (Ex) add +5 insight bonus to his Armor Class, CMD, and to his Initiative score.
Warlord Tactical Presence (Ex) As a free action, grant bonuses to nearby allies
. . Warning Presence The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord’s initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.
. . Rallying Presence Allies within 30’ add your CHA as a morale bonus to Will saves versus fear, death effect, or compulsion effects. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.
. . Gladiator’s Presence The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord’s initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence.
. . Victorious Presence The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character’s class level plus Charisma modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total.
Gianluca is unnaturally tall, slim, long-limbed, and possesses a somewhat androgynous angelic beauty. His skin has the look of honey, his flowing curls seem to be spun of amber, and his eyes are like amethysts. He tends to laugh easily and often wears a warm smile.
He dresses is loose clothes, most often choosing the creams and deep indigos favored by Arshea and her followers. The fact that he’s a warrior is plainly apparent, not only due to the greatsword, earth breaker, and guisarme he wears on his back, but due to the alert and easy confidence of stance.