Valeros

Justified*'s page

943 posts. Alias of Skorn.


Full Name

Justified

Race

Human

Classes/Levels

Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Gender

M

Size

M

Age

24

Special Abilities

I'm not telling here...

Alignment

CG

Location

Sasserine

Languages

Common, Giant, Abyssal, Orc

Occupation

Merc

Strength 20
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 8

About Justified*

Background:

Description:

Justified is tall and lean. He is quick for his size and walks like a cat. His hair is black and cut short. His eyes are also black and seem to see through you as he studies you. He has more than his share of scars. If he was ever going to be handsome, it was taken from him in his youth. Still he appears confident and laughs easily.

Wish List:

+2 reach tripping weapon or +1 with Fortuitous
Ghost Touch Weapon
Adamantine Weapon
Stat boost item for strength and Dex or Strength and and Con.
Cloak of resistance
Goggles of Night or some perception boosting lenses
Boots of striding and springing or boots of speed
Deliquescent Gloves
Headband of unshakable resolve or Headband of Int +2
Swarmbane Clasp

Justified
Male Human Fighter (Lore Warden) 6
CG Medium humanoid (human)
Init +3; Senses Perception +7

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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 70 (7d10+12)
Fort +6, Ref +5, Will +2 (+1 vs. fear)

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Offense
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Speed 30 ft.
Melee:
+1 glaive-guisarme +15/+10 (1d10+9/×3) or
cestus +12/+7 (1d4+5/19-20) or
chakram +11/+6 (1d8+5) or
cold iron light flail +12/+7 (1d8+5) or
sap +12/+7 (1d6+5 nonlethal) or
silver glaive-guisarme +14/+9 (1d10+7/×3)
Special Attacks weapon training (pole arms +1)

Range:
chakram +11 (1d8+5)

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Statistics
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Str 20, Dex 16, Con 12, Int 13, Wis 10, Cha 8
Ability Damage -

Base Atk +7; CMB +16 (+18 disarm, +23 trip); CMD 29 (33 vs. disarm, 31 vs. grapple, 33 vs. trip)

Feats:
Combat Expertise, Combat Reflexes, Felling SmashUC, Furious FocusAPG, Fury’s Fall, Improved Disarm, Improved Trip, Power Attack, Weapon Focus (glaive-guisarme), Greater Trip

Campaign Feat: Azure District - Water Rat = +2 to swim checks and swim at half speed instead of 1/4. Also +2 initiative in water.

Skills:
Acrobatics +8,
Appraise +5,
Bluff -1.
Climb: + 10
Escape Artist +2,
Fly+2,
Handle Animal +3,
Intimidate +3,
Know 9Arcana) +5,
Know (Dungeon) +5,
Know (Engineering) +5,
Know (Geography) +5,
Know (History) +5,
Know (Local) +5,
Know (Nature) +5,
Know (Religion) +5,
Know (Planes) +5,
Linguistics +5,
Perception +7,
Profession Sailor +4,
Ride +6,
Spell craft +10,
Stealth +2,
Survival +10,
Swim +8

Languages: Common, Giant, Abyssal

Equipment

Gear Cost = 126 +450 for MW on armor and weapon

Armor
+2 chain shirt
Heavy Wooden Shield -10

Weapons
+1 Glaive Guisarme -10 +300
Silver Glaive-guisarme
Cold Iron Glaive-guisarme
Cold Iron Flail -16
Gauntlet (part of armor)
cestus
6X Chakram -6
Sap
+1 long spear

Potions/concumables:
Cure Light Wounds
Potion of Barkskin +3
Potion of Cure Mod.
Earth Elemental Stone
2 oil of bless weapon
1 potion of Enlarge Person

Mundane Items
Pathfinder's Kit -12
dungeoneering kit, deluxe
Whetstone -0
Earplugs -0
Belt Pouch- 1
smoked goggles
climbers Kit - 80
Crowbar
wrist sheath, spring loaded (2) - Acid and Fire
Gold triangle necklace - Party treasure - 500gp

Alchemicals
2X Acid flask -20
2X Alchemical Fire flask -40
bladeguard
AntiToxinX2
AntiPlagueX2
1 Adamantine weapon blanch
Ion Torch
1 Ghost Salt weapon blanch

Coin on hand = 40.75 +805 gold 4 silver = 841.15 - 802 = 39.15

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Special Abilities
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Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Felling Smash Trip a foe when you make a power attack
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Disarm You don't provoke an AOO when disarming and get +2
Improved Trip You don't provoke attacks of opportunity when tripping.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for the encounter
Power Attack -2/+4/+6 You can subtract from your attack roll to add to your damage.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having
20% concealment.