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Glaive Morningstar's page

109 posts. Alias of Oceanshieldwolf.


Race

Warforged

Classes/Levels

Dreadnaught 1; HP 13/13; AC 21/T 14/ FF 19; Fort +4, Ref +2, Will +1; CMB +4, CMD 15; Init +2; Per +5; Spd 20ft

Gender

Male designation

Strength 16
Dexterity 15
Constitution 15
Intelligence 11
Wisdom 12
Charisma 18

About Glaive Morningstar

Warforged Dreadnaught 1

Quick View Stats for Combat:
Status: Healthy
HP: 13
AC:21, touch 14, flat-footed 19 (+6 armor, +2 dex, +1 shield, +2 natural)
Saves: Fort: +4, Reflex: +2, Will: +1
CMB +4 CMD 15

Perception +5

Initiative: +2 (Dex +2)
Hero Points:
Conditions:
Spells/Judgments in Effect:
Currently wearing: {Breastplate} Buckler
Items in Hand: Falchion

STATS:

Ability Scores
Score (modifier) (4d6 drop lowest 8 times, choose 6 - rolls = 15, 16, 11, 16, 15, 12) (racial bonus) (level up)
Str : 16 (+3)
Dex: 15 (+2)
Con: 15 (+2)
Int: 11 (+0)
Wis: 12 (+1)
Cha: 18 (+4) (+2 Racial)

Initiative: +2

DEFENSE:
AC: 21 touch 14, flat-footed 19 (+6 armor, +2 dex, +2 natural, +1 shield, +0 size)
HP: 13 (Max 1st level = 10, +2 Con, +1 Favored Class)
Fort +4 (+2, +2 Con), Ref +2 (+0, +2 Dex), Will +1 (+0, +1 Wis)

OFFENSE:
Speed 20 ft
Melee:
Falchion (Two handed) +5, 2d4+4, 18-20 x2 [+3 str, +1 BAB, Weapon Focus]
Power attack +4, 2d4+6, 18-20 x2 [+3 Str, +1 BAB, -1 Power Attack, Weapon Focus] [+3 Str, +3 PA]

Longspear (Two Handed) +4, 1d8 +4 [+3 str, +1 BAB]
Power Attack +3, 1d8 +6 [+3 str, +1 BAB, -1 PA]

Ranged
Javelin +4, 1d6 + 3 [+3 Str, +1 BAB] [+3 Str]

Base Atk: +1
CMB: +4 (+1 BAB, +3 Str) CMD: 15 (10, +1 BAB, +3 Str, +1 Dex)

Favored Class Bonus: Hit points

Feats:
[1 1st level, 1 Teamwork Dreadnaught, 1 instead of two traits]

Power Attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Weapon Focus (Falchion):
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Teamwork Feat

Precise Strike
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Skills:

The dreadnaught's cavalier class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) + (order) Perception (Wis) and Survival (Wis) + (3 Inquisitor skills) Heal (Wis), Knowledge (nature) (Int) and Spellcraft (Int)

Skills: (4 ranks – 4 Dreadnaught +0 (Int)/level. )
Skill/Class Skill?/Ranks/Ability Modifier/Bonus
Acrobatics* (Str)/No/0/+x =+x
Appraise (Int)/No/0/+x =+x
Bluff (Cha)/Yes, +3/x/+x =+x
Climb* (Str)/Yes, +3/x/+x = +x
Craft (Armor) (Int)/Yes, +3/0/+x = +x
****Diplomacy (Cha)/Yes, +3/1/+4 = +9 (+1 Soldier of Valor)
Disable Device (Int)/No/0/+x = +x
Disguise (Cha)/No/0/+x =+x
Escape Artist* (Dex) /No/0/+2 = +x
Fly* (Dex)/No/0/+2 = +x
Handle Animal (Cha)/Yes, +3/0/+x =+x
Heal (Wis)/Yes, +3/0/+1 = +x
****Intimidate (Cha)/Yes, +3/1/+4 = +8
Knowledge (arcana) (Int)/No/0/+x = +x
Knowledge (dungeoneering) (Int)/No/x/+x = +x
Knowledge (engineering) (Int)/No/0/+x = +x
Knowledge (geography) (Int)/No/0/+x = +x
Knowledge (history) (Int)/No/x/+x = +x
Knowledge (local) (Int)/No/0/+x = +x
Knowledge (nature) (Int)/Yes, +3/x/+x = +x
Knowledge (nobility) (Int)/No/0/+x = +x
Knowledge (planes) (Int)/No/0/+x = +x
Knowledge (religion) (Int)/No/0/+x = +x
Linguistics (Int)/No/0/+x = +x
****Perception (Wis)/Yes, +3/1/+1 = +5
Perform (Cha)/No/0/+x = +x
Profession (Int)/Yes, +3/0/+0 = +x
Ride (Dex)/Yes, +3/0/+2 = +x
Sense Motive (Wis)/Yes, +3/0/+1 = +x
Sleight of Hand* (Dex)/No/0/+2 = +x
Spellcraft (Int)/Yes, +3/0/+x = +x
Stealth* (Dex)/No/x/+2 = +x
****Survival (Wis)/Yes, +3/1/+1 = +5
Swim (Str)/Yes, +3/x/+x = +x
Use Magic Device (Cha)/No/0/+x = +x

Warforged Racial Traits:

* +2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change.

* This does allow warforged druids or other classes that have a material based limitation.

*Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

*Immune to paralysis and sleep effects.

* +2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.

* +2 racial bonus to checks to remove negative levels and stabilization checks.

* Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.

* Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.

* All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.

* Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.

* Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.

Languages: Common

CLASS ABILITIES:

Vendetta: This is exactly like the cavalier’s challenge ability. Alternatively, the dreadnaught may choose to pronounce a judgment instead of making a challenge, as the inquisitor’s judgment ability. The dreadnaught can only choose the Justice, Protection, Purity, Resiliency, Resistance, or Smiting judgments. When using vendetta to pronounce a judgment, he continues to add his challenge bonus from his Order and receive his –2 penalty to his Armor Class, except against attacks made by the target of his challenge. Regardless of whether the dreadnaught makes a challenge or pronounces a judgment, he expends one use of his vendetta ability.

(+1 to attacks/level (Challenge) OR judgment; +1 damage/4 levels (Order of the Dragon) against one Challenged creature; -2 to AC against all except Challenged creature.)

Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Tactician: At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Soldier of Valor: At 1st level, a dreadnaught gains the inquisitor’s Valor inquisition, but uses his Charisma modifier instead of his Wisdom to determine the number of times per day his touch of resolve ability can be used. In addition, the dreadnaught gains a bonus equal to 1/2 his dreadnaught level whenever he uses Diplomacy or Intimidate to demoralize a target of his vendetta.

Order of the Dragon:

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts[/b: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

[b]Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex)

At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Judgments:
Justice, Protection, Purity, Resiliency, Resistance or Smiting
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Equipment:

1st level Starting Wealth: 300 gp

Weapons:
Falchion (2d4, 18-20 x2) (8lbs, 75 gp)

Longspear (1d8, x3) (9lbs, 5gp)

Javelin (1d6, x2) (30 ft) (2lbs, 1 gp)

Armor:

Breastplate AC +6, Max Dex +3, ACP -4; ASF 25%; (30lbs, 200 gp)

Buckler: AC bonus +1, Armor Check Penalty -1 (5lbs, 15gp)

Miscellaneous: 2 tindertwigs (2gp), flint and steel (1gp), grappling hook, (4lbs, 1gp)

Total equipment cost: 300 gp, x sp. Remaining 0 gp.
Weight:

Weapons 19 lbs
Armor 35 lbs
Misc 5 lbs

59 lbs Capacity (230 lbs.): 76 lbs or less = Light load.

Background:
Bright light and darkness. The light so bright it blinded, the darkness seeming without respite. Dust. Smoke. Screams. The heady slog of battle and the long periods of downtime. Whenever Glaive closed his eyes and tried to rest, these reminders of the Last War returned. Like the symbol on his forehead, an undeletable designation of his link to the hated House Cannith. His makers. His sellers. He was - is - an object.
Glaive relishes the word. Object. Object of pity. Object of hatred. Object of fear. But in the time since the Last War, Glaive has struggled to maintain a new concept. A new paradigm that holds his mind still and creates peace in what passes for his heart. Objective. A beautiful word, a "homonym" he has learned it called - for it too has more than one meaning. On the one hand it means to see things clearly and without bias, on the other it stands for something to be sought and attained. A goal. And one and the same it can be both - a goal of clarity. And ever since the madness of his beginning and the chaos of his time in the Last War, clarity has been his goal.

A soldier born and army borne, Glaive lost almost all his forgebrothers twice - once when they were split up and sold to the highest bidder to fight each other in the mad territorially informed but succession based scrabblings of the Khorvairites, and again on the battlefield, to explosion, flame, impalement, sundering and dismemberment. Glaive's eyes burn with the hundred thousand horrors of hack and burn, pain and loss.

Bonds:
Shattered inside, only his links with Tarragon and Tomp keep him sane. Shadows of their former selves, the warforged "siblings" have travelled the breadth of the Mournland and into more civilised regions, finally finding employ in Sharn as bodyguards - glorified bouncers - for an arms dealer who is part of no House, and wishes to remain that way. Tarragon, always cleverer and more canny than Glaive realises this latest situation is no more lucrative or sustainable than the caravan guard jobs they had briefly. He sense however that Glaive craves the stability of the job, a focus he can hold onto as he tries to placate the yearnings that an imperfect world will never sate. The warforged trio have been approached by the two new "faiths" of their warforged kin, but neither the Becoming One nor The Lord of Blades seek to provide any more than new and nebulous answers - no practical aid, or physical succour. Just more philosophy. And the heavens know Glaive has had enough of that.

Personality:
Glaive presents as a fairly intuitive and moderate warforged. Though suffering somewhat from post-traumatic-stress-disorder he keeps a lid on his internal dysfunction and clings to his new objectivity. He has a hunger for learning and education, and an excessive zeal for punishing those who prey on the weak or disadvantaged. Glaive is particularly protective of Tarragon and Tomp, and can be somewhat one-eyed when it comes to issues relating to the other warforged or himself.
Obviously, Glaive is a male-designation personality.

Training:
Glaive was designed with a commanding presence and programmed to be a sergeant designation - his training involves sub-command level tactical and strategic positioning and approach. As such he responds well to receiving and giving orders. This does not mean he is rigid - he values out-of-the-box, unorthodox thinking and is always willing to learn new skills and theories of battle. Glaive employs all manner of weapons from blades to axes to polearms, though he is less experienced with ranged weapons and has some trepidation around magic, regardless of its arcane or divine origin.

Physical Description/Deportment:
Given his history and emotional response to it, Glaive tends to play down his soldier background as it is a given for so many warforged. He hides his armor and frame under a dun-colored shawl and keeps his head hooded - although it is often seen as a sign of caution or danger, Glaive often keeps his head helmed and ghulra - the unique personal symbol each warforged was given at creation - concealed by a strip of cloth.
Glaive's eyes possess a level of intellect rare for his kind, and his actions are measured and less "artificial" than is usual for a warforged. In battle, his mighty frame and powerful arms give strength to his inherent savagery - he does not look to start conflict, but he does intend to survive it.
A simple well worked breast piece composes most of Glaive's extra body plating. HIs trusty service blade Gutter is a wicked looking falchion gifted to him upon his construction. It is otherwise a fairly standard-issue Cyre warforged sergeant's weapon.