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About Jorne Fyrestone StavianVitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50 Jorne Fyrestone
Init +6; Perception +18
Resist Negative Energy, Cold and Electricity resistance 10. Fort +17, (Con +8, Base +4, item +5)
Offense:
-------------------- BAB +7, CMB +15, CMD 33, Speed 50 ft. +3 Impervious Adaptive [dice=Composite Longbow]1d20+17[/dice] [dice=damage]1d8+10[/dice] Flame Tongue [dice=+1 flaming burst Longsword]1d20+15[/dice] [dice=damage]2d6+10+2d6[/dice] fire damage (19-20)
[dice=+2 Cold Iron Halberd of defending]1d20+16[/dice]
[dice=+1 Silver Dagger]1d20+15[/dice]
[dice=+1 Adamantine Dagger]1d20+15[/dice]
[dice=+3 Adamantine Greatsword, PA]1d20+18[/dice]
Weapon Augment crystal of fire +1d6 (Longsword)
Maneuvers:
1st level maneuvers: X Strike of the Infinite Protector Strike Your attack grants an ally a +2 bonus to AC. --------------
Valiant Keeper’s Stance
Running Hunter’s Stance
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2nd level manuevers
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X
X
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stats:
-------------------- [Modifier] - Statistics - Final, base, racial, wishes, magic item, level, enlarge person -------------------- [+8] Str 27 14, +4, +3, +2, +2, +2 [+6] Dex 22 18, +2, +2, +2, +1, -2 [+8] Con 26 14, +8, +2, +2, +0, +0 [+6] Int 22 14, +4, +2, +2, +0, +0 [+3] Wis 16 12, +0, +2, +2, +0, +0 [+8] Cha 26 13, +8, +3, +2, +0, +0 Feats:
1st (Human): Weapon Focus heavy blades 1st (Warder): Combat Reflexes 1st: Cleave 1st (wish): Furious Focus 2nd (Rogue Talent): Powerful Maneuvers 3rd: Demonic Style - While using this style, when you use the charge action, the bonus on your attack roll increases by 1 and you deal 2 additional points of damage with melee attacks made as part of the charge. 4th (Rogue Talent): Great Cleave 5th wish: Quick draw 5th: Demonic Momentum: While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you gain a +2 bonus on melee weapon damage rolls against that opponent for every 5 feet it was moved by your bull rush. This bonus lasts until the end of your next turn, and it stacks with the damage bonus granted by Demonic Style. 5th: (Bonus Wish): Cleaving Finish 6th: (Rogue Talent): Improved Cleaving Finish 7th: 7th (Extra Rogue Talent): Vital Strike —------------- 8th (Rogue Talent): All-Consuming Swing: Benefit: Whenever you use Cleave or Great Cleave, you can apply the additional damage you would gain from Vital Strike, Improved Vital Strike, or Greater Vital Strike to the initial target of your attack. When you do so, the strain on your body causes you to take an amount of damage equal to the extra damage dealt by your Vital Strike feat. This self-inflicted damage is not reduced by damage reduction. 9th: Demonic Slaughter:
6/6 [Favored Class bonus for 2nd to 7th level] Rogue Talent gained at 7th level.
Traits:
Fencer: You trained with blades for long hours as a youth, taking lessons in the genteel art of fencing from tutors paid for by your parents. You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons. Civilized You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (nobility) is always a class skill for you. Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks. Skills: 14x7 (98) Skills:
Acro +10_Bluff+15_Climb+17_DD+12_Dip+19_Disg+12_EscArt+16_HA+12_Intim +18 _K (dung) +12 _ K (his, loc, nob)+14 Ling +12_Dance +14_ Ride +11_ SoH +10_ Stea +16 _Surv +9 _UMD +18_Swim+17 Acrobatics +21, (ranks 7, Dex +6, CS +3, +5 item) (ACP)
Languages: Common, Elven, Gnome, Auran Belt of physical perfection +2
Boots of Speed w/ Striding & Springing enchantment. Flame Tongue
Magical rod saying Ignan words, "Burn, take mine to heal." He seems to wince as you heal. [Dice=Cure moderate wounds, enlarged] 2d8 + 10[/dice] healing. Rod of forcewall
Scepter of the Glorious High Heavens.
Eternal Wand of mage armor (CL 3) 5/day
Handy Haversack: 6 Blankets, 2 Bedrolls, Lantern Bullseye, 10 pints of oil, Map makers kit, Flint and steel, mess kit, bar of soap, 6 sacks, small steel Mirror, Trail rations (14 days), Spade, Signal whistle, 6 Waterskins, Net, Crowbar, MC Artisan tools, MC Theives tools,
Racial Bonuses:
Sublime Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy. A sublime creature is the epitome of health and beauty, being more comely than other members of its race. Creating a Sublime Creature
A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here. CR: +2 Armor Class: Increase natural armor by +2. Speed: Increase all the base creature’s natural speeds by 10 ft. Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10. Special Abilities: The sublime creature gains the following special abilities. Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging. Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling. 30-foot radius centered on the cleric. Will DC 19. 11/day. [dice]1d6[/dice]
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two). Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points. Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8. Feats: Gain Toughness as a bonus feat. Skills: +4 racial bonus to Diplomacy. Rogue's Specials:
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex)
Rogue Talents
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent. Trap Sense (Ex)
Uncanny Dodge
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