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About Jaggar GreycloakJagger Greycloak
COMBAT:
Defense -------------------- AC 36, touch 19, flat-footed 31 (+12 armor, +2 deflection, +4 Dex, +1 dodge, +1 insight, +5 shield, +1 trait) *Mobility and Boots of Swift Fury give a +8 to his AC when moving through threatened squares vs AOOs (AC 44). hp 169 (15d10+75) Fort +20, Ref +13, Will +15 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons Defensive Abilities sacred tattoo[APG], uncanny dodge -------------------- Offense -------------------- Speed 50 ft. Melee +1 cold iron morningstar +22/+17/+12 (1d8+19) or +4 ghost touch impervious planar adamantine glaive-guisarme +33/+24/+19 (1d10+27/×3) or dagger +17/+12/+7 (1d4+14/19-20) Ranged +1 adaptive darkwood composite longbow +20/+15/+10 (1d8+7/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +4 ghost touch impervious planar adamantine glaive) Special Attacks angelic attacks, bloodrage (22 rounds/day), weapon trainings (pole arms +5, flails +4, armed bravery) [dice=GG1+PA+FF]1d20+33[/dice]
[dice=GG2+PA]1d20+24[/dice]
[dice=GG3+PA]1d20+19[/dice]
[dice= RAGE GG2+PA]1d20+26[/dice]
[dice= RAGE GG3+PA]1d20+21[/dice]
Angelic Attacks [dice=Angelic Damage vs evil outsiders] 1d6[/dice]
-------------------- Statistics:
-------------------- Str 23, Dex 18, Con 18, Int 14, Wis 16, Cha 10 Base Atk +15; CMB +17; CMD 39 (43 vs. disarm, 43 vs. sunder) -------------------- Feats:
-------------------- Feats Combat Reflexes, Dodge, Extra Rage, Extra Rage, Furious Focus[APG], Greater Weapon Focus (glaive-guisarme), Greater Weapon Specialization (glaive-guisarme), Improved Initiative, Mobility, Phalanx Formation, Power Attack [-4/+8], Shield Brace, Shield Focus, Toughness, Weapon Focus (glaive-guisarme), Weapon Specialization (glaive-guisarme) -------------------- Traits and Drawbacks:
-------------------- *Combat Trait- Defender of the Society:+1 AC wearing medium or heavy armor. *Faith- Fate's Favored: +1 luck bonus when under luck bonus FCB: +13 skill ranks -------------------- Special /Class Abilities:
-------------------- Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders. Armed Bravery (+3/+6) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown. Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX. Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Controlled Bloodrage (22 rounds/day) (Su) gives a +4 to Str, Gain lesser bonus split as desired, but without normal drawbacks. Darkvision (60 feet) You can see in the dark (black and white only). Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Boots of Swift Fury: increase the wearer’s base land speed by 10 feet (considered an enhancement bonus). When the wearer is in a rage, the boots also grant him a +4 deflection bonus to AC against attacks of opportunity provoked by moving through or out of a threatened area or by casting a spell. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as penalty to attack. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Weapon Training (Flails) +4 (Ex) +4 Attack, Damage, CMB, CMD with Flails Weapon Training (Pole Arms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Pole Arms Helm of Fearsome Mein: Intimidating Glare (Ex) The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC. -------------------- Racial Abilities:
-------------------- *Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks *Weapon Familiarity: Half-orcs are proficient with greataxes and falchions *Darkvision: 60ft *Sacred Tattoo: +1 luck bonus on all saving throws -------------------- Skills=62:
-------------------- Acrobatics +15 (+23 to jump), Climb +10, Craft (weapons) +6, Diplomacy +4, Escape Artist +19**, Handle Animal +4, Intimidate +20, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +6, Linguistics +9, Perception +17, Ride +8, Sense Motive +13, Survival +10, Swim +10; Racial Modifiers +2 Intimidate -------------------- Gear:
-------------------- Combat Gear adamantine durable arrow (50), amulet of elemental strife[UE], cold iron durable arrow (50), oil of bless weapon (3), potion of enlarge person (2), potion of fly, wand of cure light wounds, air crystal (2), alchemist's kindness[APG], ambrosia (per vial)[ARG] (2), antiplague[APG] (2), antitoxin (2), barbarian chew, barbarian chew, fire ward gel[UE], frost ward gel[UE], lantern honey, rager's aid[ACG], soothe syrup[APG], soul stimulant[UE] (2), stillgut[ARG], troll styptic; +3 stanching mithral full plate, +3 mithral light steel shield, +1 adaptive darkwood composite longbow, +1 cold iron morningstar, +4 ghost touch impervious planar adamantine glaive-guisarme[APG], dagger, bag of holding i, bag of holding, minor, belt of physical perfection +4, boots of swift fury[ACG], cloak of resistance +3, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, efficient quiver, gloves of dueling[APG], headband of mental superiority +2, helm of fearsome mien[APG], ring of feather falling, ring of protection +2, swarmbane clasp[UE], bedroll, belt pouch, cold weather outfit, earplugs[APG], flint and steel, hemp rope (50 ft.), hot weather outfit[APG], masterwork backpack[APG], mess kit[UE], scroll case, sewing needle, smoked goggles[APG], soap, torch (10), trail rations (5), waterskin, 1,975 gp, 2 sp, 7 cp -------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt of Physical Perfection +4 (Body Slot) ------------------------ (Chest Slot) ------------------------ (Eyes Slot) ------------------------ (Feet Slot) Boots of Swift Fury (Hands Slot) Gloves of Dueling (Head Slot) Helm of Fearsome Mein (Headband Slot) Headband of Mental Superiority (Neck Slot) Swarmbane Clasp OR Amulet of Elemental Strife (Shoulder Slot) Cloak of Resistance +4 (Wrist Slot) ------------------------ (Ring Slot 1) Ring of Protection +2 (Ring Slot 2) Ring of Feather Falling -------------------- Backstory:
-------------------- Jagger is a brutish looking Dromaar. He grew up tough and hardy, quick with his fists and his wits. He was raised on an Ulfen farm and joined the Grand Lodge to escape the misery of the North and for drinking coin and was amazed they paid him to protect weak book folk on weird missions, and he got to kill things for free. He is outfitted with mithral full plate, mithral shield and a nice Glaive-Guisarme. He carries a glaive-guisarme and other weapons. Jagger likes to drink... a lot. He’s been all over Golarian for the Grand Lodge. He’s gone up against almost anything you can think of, magical beasts, demons, devils, giants, dragons (ok it wasn’t a full grown adult but it still counts), elemental lords and even a Runelord… he thinks it was a Runelord… he doesn’t really know… but the foppish elf wizard told him to attack it and he did. -------------------- Personality:
-------------------- Jagger is loud, oftentimes obnoxious, and usually with drink in hand. He is smarter and wiser than other Dromaar and will use that to his advantage. He dislikes book-folk until they prove themselves in combat or hardiness. He thinks paladins and other holy warriors are boring until it is time to fight a demon then those warriors are his temporary best friend. He respects skilled elves but dislikes their frailness and will make fun of them regardless, although he is a loyal team member. While he is a melee combatant, Jagger prefers to let another melee combatant engage first and then attack from a distance with his reach. Not that he is a coward, he just tries to be a little bit smarter. -------------------- Scenarios:
-------------------- 1-Voice in the Void 5-Destiny of Sands Pt1 5-Library of Lion 5-Destiny of Sands Pt2 City of Strangers Pt 1 4-Severing Ties 5-Destiny of Sands Pt3 4-In Wraths Shadow 1- Pallid Plague 5-You have what you Hold ROTRL 1 * ROTRL 2 * 5-Assault on the Wound 2-Dalsine Affair- 3-Among the Gods- 5-Vengeance at Sundered Crag 2-Rebels Ransom- ROTRL 3 * 0-Fingerprints of the Fiend 02-10 Fury Of The Fiend pbp Fate of the Fiend Returned from the Sky Shadows Fall on Absolom Kortos Envoy Serpents Skull 4 Vaults of madness* ROTRL 4 *
-------------------- Prestige Points 5 spent:
-------------------- Caravan purchased. Uses Intimidation for day job. |