Hellknight

Ignác Takács's page

319 posts. Alias of Edgar Lamoureux.


Full Name

Ignác Takács

Race

Human Graveknight

Classes/Levels

Armiger 10

Gender

Male

Size

Medium

Age

200

Special Abilities

A bunch

Alignment

LE

Deity

none

Location

Geb

Strength 26
Dexterity 12
Intelligence 12
Wisdom 12
Charisma 22

About Ignác Takács

Current Status:
194/194HP

Undead To-Go:

in Whistle:
1 Witchfire
10 Shadows
2 Wraiths

Stat Block:

STR 26 +8
DEX 12 +1
CON -
INT 12 +1
WIS 12 +1
CHA 22 +6

HP: 194

Defenses:
DR 10/magic
DR 3/-

init: +5

AC 37 10 +4 nat +1 dex +6 Shield +14 armor +2deflection

CMB: +17 7+8 +2 prof
CMD: 32 10+10+8+2+2

Saves

Fort +16
Reflex +8
Will +12 VS Channeled Energy:+16

SR 22

+4 Bardiche: +25/+20 1d10+2d6 Elec +12 str +2 prof +4 enh 17-20/x2 crit 1d8 sonic on crit
+4 Bardiche PA:+25/+18 1d10+2d6 elec +12 str +6 PA +2 prof +4enh 17-20/x2 crit +1d8 sonic on crit

+2 Bardiche: +23/+18 1d10+2d6 Elec +12 str +2 prof +2 17-20/x2 crit
+2 Bardiche PA: +23/+16 1d10+2d6 elec +12 str +6 PA +2 Prof +2 17-20/x2 crit

Shield Bash: +19/+14 1d6+2d6 elec +8 str +2 prof +2 enhancement
Shield Bash PA +19/+12 1d6+2d6 elec +8str +4 PA +2 prof +2enhancement

+1 longbow +11/+6 1d8+11

Immunities:
Cold, Electricity

Template Feats:
Improved Initiative
Mounted Combat
Ride-by Attack
Toughness

Feats:(6)
Improved Shield Bash
Defensive Combat Training
Shield Focus
Power Attack
Weapon Focus: Bardiche
Furious Focus

Traits:

Armor Expert -1 ACP
Heirloom Weapon

Skills

Intimidate: 27
Ride 22
Perception: 22
UMD 15
Sense Motive 16
Knowledge Nobility 16

Armiger Class Abilities:
Bulwark:The armiger knows how to protect not just himself, but also how to help protect his allies. An armiger grants soft cover to any ally adjacent to him, even against attacks the armiger is not aware of and those that come from a direction that would not normally count the armiger as cover. The armiger does not count as cover for himself, though two armigers standing next to each other both do gain this benefit.
An armiger must be conscious and able to take actions in order to grant this benefit. He cannot do so if suffering under effects such as being flat-footed, unconscious, dead, paralyzed, or stunned.

Reflect:A 2nd level an armiger can maximize the protection his armor gives him to reduce the damage area attacks deal him. An armiger in heavy armor takes only half damage from any attack, spell, or ability that allows a Reflex saving throw. The armiger is still allowed a normal saving throw, he simply takes half of whatever damage he normally would based on the result of that saving throw. If the attack, spell, or ability has a non-damaging effect, the armiger suffers the appropriate effect based on his saving throw result.

Defensive MaximizationAt 3rd level, an armiger learns to get more out of his armor, increasing the armor bonus to AC he receives from medium or heavy armor by +1. This bonus increases to +2 at 9th level, and +3 at 15th level.

Armored DRAt 4th level an armiger can use his armor to absorb some of the damage he suffers from physical attacks, and can prevent attacks from striking weak points in his armor. The armiger gains DR 1/— when wearing medium or heavy armor. This DR also applies to the hardness of the armiger’s armor or shield if either suffers a direct attack. This DR increases to 2/— at 7th level, 3/— at 10th level, 4/— at 13th level, 5/— at 16th level, and 6/— at 19th level. Thus a 7th-level armiger, with armored DR 2/— , increases the hardness of any armor or shield he is wearing by +2.
An armiger in medium or heavy adamantine armor adds the value of his armored DR to the value of the armored DR total. For example, a 10th-level armiger (with armored DR 3/—) wearing an adamantine breastplate (with DR 2/—) combines the two values and has DR 5/—.

Quick StrapAt 4th level, an armiger can don and remove his own armor more quickly and aid others to do the same. The armiger can strap on a shield as a swift action. The armiger can don or remove his own armor in 1/3 the normal time, and can don half-plate or full plate without having someone help. This time reduction also applies if the armiger opts to don hastily. Having an assistant does not help an armiger don armor any more quickly.
An armiger can also grant these time reductions for donning, hastily donning, and removing armor to up to two adjacent allies. The armiger must take full-round actions to assist these allies. Unlike most characters, an armiger can don his own armor at the same time he assists others in doing so.

Safeguard At 6th level, an armiger’s defensive instincts become so great that he can intercept attacks aimed at his allies. Once a day, as an immediate action, the armiger can swap places with an adjacent ally who has been struck by an attack. The armiger can make this decision after seeing the damage dealt by the attack to his ally. This prevents the original target from suffering any damage or effect from the attack. The armiger instead becomes the target of the attack, and is automatically hit by it. This is true even if the original attack roll would not have hit the armiger—the act of intercepting the attack requires the armiger to lower his own defenses and leaves him vulnerable to the attack. The armiger does gain the benefit of his own saving throws, DR, and resistance against effects that allow such defenses. The armiger and the original target actually trade positions as a result of this power.
The armiger must be conscious and able to move, and cannot be flat footed, to use this ability. Only attacks and effects that require attack rolls can be intercepted with safeguard (an armiger can’t prevent an ally from being hit by magic missiles, for example). The armiger can use this ability on allies up to one size larger than himself, but it must be possible for the ally to stand in the space originally occupied by the armiger. (A human armiger can use this ability on a Large bear ally, for example, but only if there is a space the bear can stand in that includes the space originally occupied by the armiger).
The armiger gains an addition use of this ability per day at 9th level, and again at 12th, 15th, and 18th level.

Armiger Talents:

Spear Brace(+2)This armiger talent allows an armiger to brace a pole arm or spear on an equipped shield, to aid in handling and fighting with it. His increased stability gives the armiger a +1 bonus to attack rolls made with a pole arm or spear with which he is proficient. He gains this bonus only while he has a shield equipped. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. Additionally, even when the armiger is using a shield that prevents his hand from being free, he can use his shield-arm to hold (and fight with) a pole arm or spear with which he is proficient.

Uncanny Block With uncanny block, an armiger can interpose a shield between himself and danger before his senses would normally allow him to do so. When the armiger has a shield equipped, he cannot be caught flat-footed even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized or if a foe successfully makes a Bluff check to feint against him.

Shelter of SteelThis talent allows an armiger to use his armor to absorb some of the inevitable punishment of battle. As a move action, an armiger in medium or heavy armor can gain 1d8 temporary hit points +1 per 2 class levels. The armiger may do this a number of times per day equal to his Constitution bonus (minimum 1/day). 6/day

Other Abilities:
Sacrilegious Aura:A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

Rejuvenation:One day after a graveknight is destroyed, its armor begins to rebuild the undead warrior’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Channel Destruction:Any weapon a graveknight wields is shrouded in destructive energy, and deals an additional +1d6 points of damage for every 4 Hit Dice the graveknight possesses. This additional damage is of the energy type determined by the ruinous revivification special quality.(Electricity)

Devastating Blast: (6d6)Three times per day the graveknight may unleash a 30-foot cone of destructive force. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight possesses. Creatures within the area may make a Reflex save for half damage. This damage is of the energy type determined by the graveknight’s ruinous revivification special quality. (Electricity)

Undead Mastery:As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must make a successful Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s Undead mastery for 24 hours.

A graveknight can control 5 Hit Dice worth of undead creatures for every Hit Die it possesses. If the graveknight exceeds this number, it loses control over some of its minions, as per the spell animate dead.

Phantom Mount: Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The phantom steed's powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.(17 HP, 100 ft move speed, Water Walking constant)

Ruinous Revivification: At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none feel appropriate. This energy type influences the effects of several of a graveknight’s special abilities.(electricity)

Equipment: 1545gp

+3 Full Plate
+3 Heavy Steel Shield, +2 Spikes
+4 Keen Thundering Bardiche
+2 Keen Bardiche
+2 Charisma Headband
Boots of Striding and Springing
Ring of protection +2
+2 belt of Strength
+1 Composite (+8) Longbow
Cloak of Resistance +2
40 Whistling Arrows
40 Blunt Arrows
40 Durable Arrows
10 Smoking Arrows
5 Slow burn Arrows