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About Ignác TakácsCurrent Status:
194/194HP Undead To-Go:
in Whistle: 1 Witchfire 10 Shadows 2 Wraiths Stat Block:
STR 26 +8
HP: 194 Defenses:
init: +5 AC 37 10 +4 nat +1 dex +6 Shield +14 armor +2deflection CMB: +17 7+8 +2 prof
Saves Fort +16
SR 22 +4 Bardiche: +25/+20 1d10+2d6 Elec +12 str +2 prof +4 enh 17-20/x2 crit 1d8 sonic on crit
+2 Bardiche: +23/+18 1d10+2d6 Elec +12 str +2 prof +2 17-20/x2 crit
Shield Bash: +19/+14 1d6+2d6 elec +8 str +2 prof +2 enhancement
+1 longbow +11/+6 1d8+11 Immunities:
Template Feats:
Feats:(6)
Traits: Armor Expert -1 ACP
Skills Intimidate: 27
Armiger Class Abilities:
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.
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.
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.
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:
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
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