Sanvil Trett

Jorne Fyrestone Stavian's page

318 posts. Alias of BloodWolven.


Race

Vitals:
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

Classes/Levels

Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

About Jorne Fyrestone Stavian

Vitals:
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
Male Human Warder /Rogue 7
Sworn Protector ~ Warder
NG Sublime Human Medium Humanoid
Age: 25 _ Height: 6'1" / 12'2"_ Weight: 225 / 1800 _ Eye color: bright sapphire blue _ hair color: Stark Black
Skin: Tan with a light glow to it.

Init +6; Perception +18
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Defense
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AC 31, touch 18, flat-footed - (+4 Mage armor, +4 shield, +6 Dex, +5 Natural Armor, Def +3, -1 size) (ACP 0)
hp 171 (7d12+56+56+7); 10, 9, 5, 10, 4, 6, 8 (Con mod, Cha mod, Toughness)
Fast Healing 8

Resist Negative Energy, Cold and Electricity resistance 10.

Fort +17, (Con +8, Base +4, item +5)
Ref +15, (Dex +6, Base +4, item +5)
Will +12, (Wis +3, Base +4, item +5)
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Offense:

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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)
Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

[dice=+2 Cold Iron Halberd of defending]1d20+16[/dice]
[dice=damage]2d6+14+1d6 [/dice] electricity damage (/x3)
1d10 x3 — 12 lbs. P or S brace, trip

[dice=+1 Silver Dagger]1d20+15[/dice]
[dice=damage]1d6+8-1[/dice]

[dice=+1 Adamantine Dagger]1d20+15[/dice]
[dice=damage]1d6+8[/dice]

[dice=+3 Adamantine Greatsword, PA]1d20+18[/dice]
[dice=damage]3d6+16+6+1d6 [/dice] acid damage
[dice=Super charge greatsword, PA]1d20+18[/dice]
[dice=damage]3d6+16+6+3d6+4d6+1d6 [/dice] acid damage/sneak/stance
[dice=Super charge greatsword, PA]1d20+18-2-5[/dice]
[dice=damage]3d6+16+6+3d6+4d6+1d6 [/dice] acid damage/sneak/stance

Weapon Augment crystal of fire +1d6 (Longsword)
Weapon Augment crystal of acid +1d6 (bow)
Weapon Augment crystal of electricity +1d6 (halberd)
Weapon Augment crystal of cold +1d6 (silver dagger)
Weapon Augment crystal of true death +1d6 vs. undead (adamantine dagger)
Weapon Augment crystal of acid +1d6 (adamantine Greatsword)
Special Attacks: Demonic Style, Demonic Momentum, manuevers
Sneak Attack +4d6 if flanking
Acid Gloves +2d6 acid
Combat Reflexes (Given by Warden)


Maneuvers:

1st level maneuvers:
X
Strike of the Infinite Protector
Strike
Your attack grants an ally a +2 bonus to AC.

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Stance of Aggression
Stance
While in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks

Valiant Keeper’s Stance
Stance
Allies do not provoke attacks of opportunity when moving through squares you threaten.

Running Hunter’s Stance
Stance
While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
--------------

###Readied###
Hunting Party
Strike
Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.

2nd level manuevers
###Readied###
Fear the ReaperCounterIntimidate an opponent into missing an ally.

###Readied###
Oath of the IntercessorCounterYou take a blow meant for an ally.

X
Strike of the Royal GuardianStrikeYour attack reduces your opponent’s damage and curses them.

X
Devastating Rush
Strike
Make an attack that inflicts an additional 2d6 damage and ignores damage reduction and hardness.

###Readied###
Pyrite Strike
Strike
Strike inflicts an additional 1d6 points of damage and moves an opponent 5 ft. in a direction of your choosing.

###Readied###
Warning Roar
Counter
Make an opposing Diplomacy check to negate an enemy’s attack on a nearby ally.

stats:

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[Modifier] - Statistics - Final, base, racial, wishes, magic item, level, enlarge person
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[+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:
While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you can immediately use Great Cleave as though you had used a standard action to do so. This occurs after the effect of your bull rush is fully resolved. The target of your bull rush must be the target of the first attack you make as part of Great Cleave.
11th: All-Consuming Swing: 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.
13th: Improved Vital Strike

6/6 [Favored Class bonus for 2nd to 7th level] Rogue Talent gained at 7th level.
1/6 [Favored Class bonus for 8th to 12th level] Rogue Talent gained at


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)
Appraise +10, (ranks 1, Int +6, CS +3)
Bluff +15, (ranks 4, cha +8, CS +3)
Climb +17, (ranks 1, Str +8, CS +3, +5 item) (-0 ACP)
Craft (Heavy Blades) +18, (ranks 7, Int +6, MW tools +2, CS +3)
Diplomacy +19, (ranks 7, cha +8, CS +3, trait +1)
Disable Device +12, (ranks 1, Dex+6, CS +3, +2 item),
Disguise +12, (ranks 1, cha +8, CS +3)
Escape Artist +16, (ranks 7, Dex+6, CS +3),
Handle Animal +12, (ranks 1, Cha +8, CS +3)
Heal +3, (ranks 0, Wis +3)
Intimidate +18, (ranks 7, Cha +8, CS +3)
K (dungeoneering) +12, (ranks 3, Int +6, CS +3)
K (history) +14, (ranks 4, Int +6, CS +3, trait +1)
K (local) +14, (ranks 4, Int +6, CS +3, trait +1)
K (martial) +14, (ranks 5, Int +6, CS +3)
K (nobility) +14, (ranks 4, Int +6, CS +3, trait +1)
Linguistics +12, (ranks 3, Int +6, CS +3)
Perception +18, (ranks 7, Wis +3, CS +3, +5 item)
Perform (Dance) +14, (ranks 3, Cha +8, CS +3)
Profession +18, (ranks 7, Cha +8, CS +3) Nobleman
Ride +11, (ranks 2, Dex +6, CS +3) (- ACP)
Sense Motive +13, (ranks 7, Wis +3, CS +3)
Sleight of Hand (Dex), +10, (ranks 1, DEX +6, CS +3)
Stealth +16, (ranks 7, Dex +6, CS +3) (- ACP)
Survival +9, (ranks 3, Wis +3, CS +3)
Swim +17, (ranks 1, Str +8, CS +3, +5 item) (-ACP)
Use Magic Device +18, (ranks 7, cha +8, CS +3)

Languages: Common, Elven, Gnome, Auran

Belt of physical perfection +2
Amulet of Natural armor +3

Boots of Speed w/ Striding & Springing enchantment.

Flame Tongue
Cloak of resistance +5
Superior Deliquescent Gloves w/ Swimming & Climbing enchantment.
Headband of mental perfection +2
Ring of Protection +3 & Sustenance (Kingdom regen)
Eyes of the Eagle

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
1/week, 6 curses, all saves, 2 of each DC25. Fail 1d6 ability score damage. Fail 3x, the third d6 is drain.

Scepter of the Glorious High Heavens.
Usable 1/year
Survive the Burn to bless your allies weapons with abilities.
Can reduce the cool down by performing quests for the high heavens.

Eternal Wand of mage armor (CL 3) 5/day
Eternal Wand of shield (CL 2) 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,
Flask of acid 5, Alchemist fire 5, Thunderstone 5,
[/spoiler]

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
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.

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]
Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier.

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)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

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)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge
Rogue Talents selected:
Resiliency (Ex)?????