Hellknight

Grimaldus's page

908 posts. Organized Play character for Rhanloi Ehlyss.


Full Name

Grimaldus

Classes/Levels

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Alignment

LN

Location

Absalom

Languages

Common

Strength 20
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 11

About Grimaldus

Grimaldus is a 23 year old, 7 foot tall human with an exceptionally athletic build. He wears a suit of Hellknight Plate armor with a diaphanous cloak covered in elven runes. He carries a 5 foot long adamantine greatsword over his shoulder, a heavy flail on his belt, and a masterwork darkwood composite shortbow that most people can't even draw...

PFS#: 83583-2

Grimaldus
Male Human Two-handed Fighter 5 / Hellknight 5
LN Medium Humanoid
Init +5; Perception +13
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Defense
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AC 26, touch 14, flat-footed 24 (+9 armor, +1 Dex, +3 natural, +1 dodge, +2 deflection)
hp 99 (10x(d10 +3(CON)))
Fort +12, Ref +6, Will +7
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Offense
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Speed 30 ft
Base Atk +10; CMB +15 (+16 sunder); CMD 29 (30 vs. sunder)
Melee: +1 Shocking Adamantine Greatsword: Attack +17/+12, Damage 2d6+10+1d6 electricity (19+/x2+2) {+4 to confirm critical hits}
. . . Power Attack +17/+9, Damage 2d6+19+1d6 electricity
. . . Power Attack + Vital Strike: +17, Damage 4d6+19+1d6
Melee: Heavy flail: Attack +15/+10, Damage 1d10+7 (19+/x2+2) {+4 to confirm critical hits}
. . . Power Attack +15/+7, Damage 1d10+16
. . . Power Attack + Vital Strike: +15, Damage 2d10+17
Ranged: Masterwork darkwood composite shortbow (+4 str bonus): Attack +13/+8, Damage 1d6+5 (x3+3) {+4 to confirm critical hits}, range 70'
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Statistics
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Str 18/20, Dex 13, Con 16, Int 10, Wis 10, Cha 11

Skills: 3 ranks/level (2 INT + 1 human)
Acrobatics (-2) {+1 ability -3 AC}
Appraise (0) {+0 ability}
Bluff (0) {+0 ability}
Climb* (+6) {+5 ability -3 AC +1 ranks +3 class}
Craft (weapons)* (+7) {+0 ability +4 ranks +3 class}
Diplomacy (0) {+0 ability}
Disguise (0) {+0 ability}
Escape Artist (-2) {+1 ability -3 AC}
Fly (-2) {+1 ability -3 AC}
Handle Animal* (-) {+0 ability +0 ranks +0 class}
Heal (0) {+0 ability}
Intimidate* (+10) {+0 ability +7 ranks +3 class}
Kn (dungeoneering)* (+5) {+0 ability +2 ranks +3 class}
Kn (engineering)* (+5) {+0 ability +2 ranks +3 class}
Kn (planes)* (+2) {+0 ability +2 ranks}
Perception* (+13) {+0 ability +9 ranks +3 class +1 trait}
Ride* (-2) {+1 ability -3 AC +0 ranks +0 class}
Sense Motive* (+4) {+0 ability +1 ranks +3 class}
Stealth (+3) {+1 ability -3 AC +5 cloak}
Survival* (+4) {+0 ability +1 ranks +3 class}
Swim* (+6) {+5 ability -3 AC +1 ranks +3 class}

Languages: Common
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Special Abilities:

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Critical Focus (feat): +4 to confirm critical hits.
Detect Chaos (Sp): At Will - This spell functions like a paladin’s detect evil ability, except that it detects chaos.
Discern Lies (Sp): At 2nd level, a Hell knight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.
Dodge (feat): +1 bonus to AC
Eyes and Ears of the City (trait): +1 trait bonus on Perception checks (always a class skill)
Furious Focus (feat): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Hell Knight Armor (Ex): At 2nd level, a Hell Knight earns the right to wear Hell Knight armor. While wearing this armor, the Hell Knight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.
Improved Initiative (feat): +4 bonus on initiative checks
Iron Will (feat): You get a +2 bonus on all Will saving throws.
Killer (trait): add weapon's critical hit modifier on successful critical hit (added to final - not multiplied)
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Power Attack (feat): 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 or a one handed weapon using two hands that adds 1-1/2 times your Strength modifier on damage rolls. 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Shattering Strike +1 (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Smite Chaos (Su): This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Summon Devil (Sp): (1/day) The Hell knight may use summon monster V as a spell-like ability to summon 1 bearded devil. At 6th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils, or 1 erinyes. At 9th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.
Vital Strike (feat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (Greatsword) (feat): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Greatsword) (feat): You gain a +2 bonus on all damage rolls you make using the selected weapon.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, but only two-handed weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.
. . . Bows: +1 Attack, Damage, CMB, CMD
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Gear:

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Magic Items
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Potion of Cure Light Wounds: (x1) Heals 1d8+1 hit points
Potion of Cure Moderate Wounds: (x2) Heals 2d8+2 hit points
Potion of Bull's Strength: +4 enhancement bonus to Strength
Amulet of natural armor +3: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
Belt of Giant’s Strength +2: This thick leather belt, decorated with huge metal buckles, grants the wearer a +2 enhancement bonus to Strength.
Elven rune-cloak +2: This cloak functions simultaneously as a cloak of resistance and a cloak of elvenkind. Adds +2 to all saving throws and +5 to stealth checks.
+1 Shocking Adamantine Greatsword: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.
ring of protection +2: This ring offers continual magical protection in the form of a deflection bonus.
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Other Gear
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Hell Knight Plate: These distinctive suits of armor are a special type of masterwork full plate that, when worn by a character with levels in the Hell Knight prestige class, grants additional effects.
Price 2,000 gp; Armor Bonus +9; Max Dex +1; Armor Check Penalty (ACP) –5; Arcane Spell Failure Chance 35%; Speed (30 ft.) 20 ft.; Weight 50 lbs.
Other Gear: Heavy flail, masterwork darkwood composite shortbow, arrows (x50), backpack, bedroll, belt pouch, cold weather outfit, flint & steel, ice cleats, 10 rations, 4 waterskins, 50’ silk rope
Treasure: 11,250 gp

Boons:

Averaka-Trained: By cooperating closely with the half-orcs of Averaka, all of your Pathfinder characters have access to the Averaka Arbiter archetype.
Blessing of Malikeen: You may activate this statuette of a yeti cradling a child as a standard action to gain the effects of an endure elements spell against cold only, and to treat your altitude zone as one category lower. These benefits last to the end of the scenario, then cross this boon off.
Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment's peace before she sacrificed herself to save the Pathfinders. You may use this boon when making a new PFS character to grant that character a bonus trait: caretaker, charming, or ease of faith.
Daring Rescue: Your strengthened connections to the Bellflower Network and continued dedication to the rescue of innocents earned you the respect of your colleagues. You may cross this boon off when spending Prestige Points to recover your body and gear to reduce the cost by 3.
Djinni’s Admiration: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom, he may be able to repay your kindness in the future.
Efreeti’s Wish: You secured a ]i]wish[/i] from an efreeti and managed to prevent her from twisting it against you. Wish for Power: Cross this boon off to gain a +6 inherent bonus to one ability score for 5 minutes.
Enlightened Ambassador: As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it at any time to gain one of the following: +4 insight bonus on a saving throw against a mind-affecting effect; increase your speed by 10’ for 1 round; or ignore concealment when making attacks for 1 round. Cross this boon off when the trance ends.
Feast of Abadar: You gain the benefit of bless. If you pay a 10% tax when activating this boon, the spell’s duration increases to 10 min/level.
A Friend Indeed: You rescued Arvellos Rand, a Pathfinderr in Mwangi Expanse. He offers to accompany you on future ventures. You can use this boon to reduce the cost of a follower vanity by 2 PP. The follower must be Arvellos.
Friend of Kasadei: You receive a +2 bonus on all Knowledge (local, history, nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Cha-based skill checks when interacting with good-aligned NPCs in Magnimar.
Gnoll tactics: Your first-hand experience with gnoll tactics and cultural tradition gives you a headstart in incorporating their unique styles into your own training. You have access to various gnoll feats and archetypes.
Gripplis’ Favor: You earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Cha-based checks made to influence gripplis.
Hero of the Day: You gain a +2 bonus to Know(arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack.
Honorary Ambassador (Andoran): You aided Major Colson Maldris in founding an Andoren embassy in Magnimar. When you fail a Diplo check by 7 or more when attempting to improve a creature’s attitude, its attitude only decreases one step.
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. It is powerless now, but may be useful in Mendev’s fight against the Worldwound.
Master Smith’s Service: The slag giant Valsog offers to repair a broken item free of charge. You can cross this boon off to repair one item as though you had cast make whole (CL 10th).
Oread’s Favor: You earned the recognition of a large group of oread geniekin.
Reading the Threads: You studied A Thread of Silver. When using the book as a dungeon guide, increase its accuracy bonus by 1 and gain a +2 competancy bonus on optional skill checks made to increase accuracy further.
Recovered Treasures: You may purchase one of the following treasures from the Bronze House: Amulet of armored fists; Amulet of the god caller; Mask of mental warding.
Sky Key Components: You have recovered some of the five lost components of the strange relic known as the Sky Key. (Hao Jin Tapestry, Numeria, & Sargave)
Starmetal Stockpile: You found a large amount of rare skymetals. You can cross off this boon in order to purchase a single weapon or suit of armormade of horacalcum, noqual, or siccatite at its listed cost. You can only make one purchase with this boon.
Stinkeye’s Friend: Playing with a domesticated basilisk taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Spirits of the Past: You can channel the spirit of one of Sharaheen’s past lives. You gain a +2 bonus on all non-spell damage rolls. Cross this boon off.
Spoils of the Siege (322): If you bring this character to an adventure with 322 or her schemes, you can qualify to receive a special boon.
Tanbaru’s Respect: You helped the spirit oni Tanbaru get revenge on the duergar, and he gifts you with a tiny portion of the power he retains. You may use one of the following as a spell-like ability once, using your character level as your casting level: dispel magic, fog cloud, invisibility. Cross off this boon after using it.
Timelost Chronicler: You journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting a permanent +1 bonus on Knowledge (history) checks. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Trusted Pathfinder: In the wake of the Aspis Consortium’s siege on the Grand Lodge, you may purchase one of the following items: Armor of luck; Circlet of persuasive disguise; Elven rune-cloak; Lesser versatile metamagic rod.
Vanei’s Friend: Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off.
Wayang’s Favor: You earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus to Cha-based checks made to influence wayangs.

Background:
Grimaldus grew up in the military academy of the Silver Dragon Chapter. This highly militant group is descended from ancient spacefaring gods of war, the Adeptus Astartes. They are bred for their massive size and ferocious personalities, but are neither barbarians nor half breeds. If anything, the Silver Dragons believe in racial purity and the superiority of humans above all other 'xenos' breeds. They are masters of warfare and worship the distant God-Emperor of their forefathers.

All members of the Silver Dragon Chapter are Lawful Neutral and human. The Brotherhood trains and employs all classes - apothecaries (healers), chaplains (clerics of the God-Emperor), tech-adepts (alchemists), scout-snipers (rangers), psychers (wizards/sorcerers), and others.

After a successful campaign with a company of Hell Knights, and a personal invitation from a fellow Pathfinder to join their order, Grimaldus left the Silver Dragons and joined the Order of the Gate. The move was not that difficult, as he already followed the martial discipline and code of conduct espoused by the Hellknights.


Botting Instructions:
Grim likes the 'up-close-and-personal' approach to resolving combat. He can shoot you with his composite shortbow if you're far away, but if you're close enough, he moves in for blade-to-head combat! Start with a move and then Vital Strike with his +1 Shocking Adamantine Greatsword. If he can make a full-attack, then use Power Attack. All stats listed in his OFFENSE stat block! He can also use his Hellknight powers if you want to be creative and it fits the situation (in Special Abilities section.) Thanks!