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About Karl "The Dragon" Franz(Crunch):
Male Half-elf Warlord 7/Dragon fury (5)
N Medium Humanoid (elf/human) FCB: +5hp +10 skill points Initiative: +4; Senses: low light, Perception +20 ------------------------------ DEFENSE ------------------------------ AC: 28, touch 15, flat-footed 23(+10 armor, +5 dex, +2 shield,+2 NA,+0 deflection) hp: 195 {+7d10+5d12+4Con} Fort: +20, {+10Base,+5con +4 cloak+1 trait+1 Ioun stone} Ref: +16 {+6Base,+5Dex +4 cloak +1 Ioun stone} Will: +20,{+4Base,+1Will+ 5 Cha +4 cloak +2 feat +2 Racial +1 trait +1 Ioun stone} +2 vs enchantment spells/effects CMD: 38 ------------------------------ OFFENSE ------------------------------ Speed: 40ft. CMB +25 Base Atk: +15 Melee:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Defense Racial Traits Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Feat and Skill Racial Traits Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (replaced for +2 will save Via dual minded)
Other Racial Traits Elf Blood: Half-elves count as both elves and humans for any effect related to race.
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*ACP applies to these skills
Languages Common, Dwarven, Elven, Orc, Celestial, Infernal, Abyssal, aklo, terran, ------------------------------
Magic Gear: Headband of Mental Superiority (+2) (8,000gp), cloak of resistance +4(8000g), Belt of Physical Perfection(+6)(77,000gp), ring of sustenance(1250gp), Ring of Evasion (12000gp), boots of Striding And Springing (2,700gp), Amulet of natural armor (+2), Bag of Holding II(2500gp), Amble Spindle Gear: MWK Backpack, belt pouch, waterskin (3),rations (5), hammer, flint and steel, torch (10), silk rope (50ft), grappling hook, compass, Carrying Capacity
Money 255 GP 5 SP 0 CP Maneuvers and Stances:
Maneuvers: 12 known 8 readied Readied Maneuvers: Unbreakable Talons, Thrashing Dragon, Dragon Assault, Sharpened Talons, Raging Hunter Pounce, Leaping Dragon, Reversing Thrust, Frenzy Strike, 1st:swift claws (strike):Attack a single target with two wielded weapons. Leaping dragon (Boost): As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. 2nd: Flick of the wrist(Boost): With two rapid slaps from his blades, the Thrashing Dragon disciple's ferocity puts an opponent off balance and with a flick of the wrist the disciple takes away the weapon of his foe. The initiator makes two rapid attack rolls at his full base attack bonus against the target's AC with a +2 bonus. If both attacks are successful, the target is disarmed of his primary weapon (no roll needed). Resolve damage from the two attacks made as part of this strike as normal. If the target is using natural attacks or the target has a locked gauntlet, then this maneuver is ineffective for disarming a foe Raging hunter pounce (Strike):Make a full attack action at the end of a charge 3rd:Sun Dips low (Counter):Make an opposed Acrobatics check against an attack to negate it. Frenzy Strike(Strike):Make a melee attack with all wielded weapons against a single target and inflicts additional 2d6 damage. 4th: Dragon Assault (Strike): Make a full round attack, each successive melee attack inflicts an additional 1d6 points of damage more than the previous one (maximum +5d6 per successful attack. Sharpened Talons(Boost):When two-weapon fighting, the disciple inflicts an additional 2d6 points of damage for one round. 5th:Thrashing Dragon Twist (Strike):Like a coiled spring, the disciple of the Thrashing Dragon twists his body and with powerful recoil, he spins to swipe at all of his available targets. The initiator attacks surrounding foes while fighting with two weapons, making an attack roll with both wielded weapons against each target at full base attack bonus (effectively making two attacks on each target, one with each weapon) against each enemy that he threatens. If the initiator is capable of making an unarmed strike or natural attack (through Improved Unarmed Strike feat or natural weapons) then the initiator may add an additional attack per target using his unarmed or one chosen natural attack, also at full base attack bonus. Reversing Thrust (counter): Make a successful opposed Acrobatics check against a target's attack roll, evade the attack and then make an immediate counter-attack. 6th:Unbreakable Talons (Boost):When two-weapon fighting with light weapons, the disciple's attacks strike as adamantine and inflict an additional 4d6 points of damage. Rending Claws : When both of his blades strike home, the Thrashing Dragon disciple may rend and tear with his blades to cause excruciatingly painful and deadly injuries. As a swift action after having made two successful attacks with two wielded weapons (which inflict either piercing or slashing damage) or natural weapons that do slashing or piercing damage against a single target, the initiator may rend his opponent inflicting an additional 8d6 points of damage. Stances: 5 known
3rd: Battle Dragons stance:Reduce penalties of two-weapon fighting by 2, +4 to Initiative checks and adds 1d6 + initiation modifier to damage while two-weapon fighting. Golden Commander Stance: (All allies within 30 ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.) 6th:Golden Generals attitude:(Grant a morale bonus to attack and damage rolls, and saves against fear effects to all allies within 60 ft. vs fear, +1 for every 4/initiator levels.)
Gambits:
Acrobatic Gambit: Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area. Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit. Brave Gambit: Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success). Reward: The warlord's actions embolden his allies and sets his spirit alight with courage; the warlord and his allies gain a morale bonus to damage equal to the warlord's Charisma modifier on the next attack they make or until the warlord's next turn. Unbreakable Gambit: Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.
Class Abilities:
Tactical Presence (Ex) At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action. (Rallying is always on unless otherwise State) Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus. Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends. Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus Charisma modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total. Warleader The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses. Force of Personality (Ex) At 3rd level, the warlord's forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin's divine grace) he may only add his Charisma modifier once to his Will save. Tactical Flanker (Ex) At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord's Charisma modifier (min +2) for the bonus they receive on flanking their opponent. Battle Prowess (Ex) The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. Choose a discipline, and when the warlord is in a martial stance from this chosen discipline, the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a competence bonus to attack and damage rolls, CMB rolls, and to his CMD. He may select another discipline at 12th level, and third discipline at 19th level. Dual Boost (Ex) Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part of the same swift action. He may use this an additional time per day at 12th level, and three times per day at 18th level. I think I have most of the concept down, and really just adding more fluff. I hope you are ok with me taking a little liberty with setting fluff :3. Also may change a thing or two here. and just for the sake of it-
10 minute background (still in progress):
Step-1 1- He was a soldier in the Taldon military, climbing the ranks he eventually became a lieutenant in the army before he quit. 2- He was born to a semi-wealthy merchant family, His father Aldor taught him that hard work, dedication, and a firm will would see him through anything. His mother Ashley(an Androanian), taught him compassion, caring, and the joy of freedom. 3- He still commands the loyalty of his old Regiment and slowly garners other support and is known for his great feats in battles, and his steadfastness on keeping those that were under him alive. 4- Long, Black hair, Crystal Green eyes, a Heavy five O’clock shadow, and standing 6’ 3” he is an imposing figure on the battlefield and has honed his skills in the theater of war. 5- He is a follower of Several deities, notably are Caydean Calian, Iomeade, and Erastil. 6- After leading battles under the command of noble lords for petty squabbles, gains and other things, Karl left the Military. Sickened that he has to fight against his own countrymen. 7- Karl has firm, set beliefs passed down from his parents and enforced from his own experiences in life. He never kills in cold-blood, if he wields a weapon against someone it is for a reason. 8- He now works under the guise of a “mercenary” for the time being and works closely with Daniel, his once second in command. He often will have members his old regiment work for him when off duty from the Taldan military as well. 9- While not inherently ambitious for the throne, or rule, Karl actively seeks a way to fully unite the empire. While he will look to others first, if he finds them wanting he would lead a claim himself should it come to that. He would even be willing to have Andoran take over. 10- Karl wields the favored weapons of his homeland, the Falcata. He dual wields these blades to a deadly efficiency, single handedly turning the tide of countless battles and skirmishes. 11- While Franz holds no love of the… love of fashion and appearance that many Taldans do, he understands the need to look noble and inspiring for his men. As such, his armor and weaponry are crafted from the finest material and inlaid with silver in intricate designs. He wears a Vibrant Scarlet cape with the insignia of Taldor upon it. Step 2
6- Shouting, death screams, the metallic scent of blood. Franz Parried a thrust with his left blade, and struck the orc’s throat with his right. He was pure instinct, hours of countless training under his teacher proved to save his life. He cut down another two orcs with two deft strikes of his blade. Soon the orcs were fleeing. What was left of them anyway. Franz’s first battle had been against a large band of orcs that had managed to raid several frontier towns after coming down from the mountains. Well, by the time his regiment got there most of the towns were dead and destroyed. The regiment managed to track the orcs down due to a local that had taken it upon himself to fight and had learned quite a good deal about the beats. Franz remembered the chaotic, undisciplined way the rogue warriors fought. It somewhat resembled the fighting style he had been taught in Secret by Arden. But it lacked the disciplined grace and technique, in place of calculated rage, there was sheer hatred. It worried him. Not only in their fighting, the people of the frontier had been lawless, stealing, fighting, and even killing. 7- His next battle was the Battle of Tribulation where a large Band of Bandits had seized control of the small town and its assets. The bandits were large in number, totaling over 150 of the bastards, with less than amiable townsfolk joining them. The Regiment numbered 250 men, 150 infantry, 50 archers, and 50 Calvary. It was led by Franz’s teacher, Arden. Franz Had been in the army for 5 years at this time, he now directed his own squad, answering still to the man teaching him an almost forgotten martial discipline. He had been assigned to break through the south gate by climbing onto the walls and opening the wooden gate. After all, they needed to do as little damage to the town as possible. The Main assault had been stalled, and while the bandits were poor shots, shoot enough arrows at once and you are bound to hit something. The attack on the east and west gates had also been halted, but the south gate attack was less an assault, and more a gambit, a gambit that had worked. When Daniel and his small squad of 15 men reached the south gate, there were only a few defenders, they were easily dispatched by the 10 archers before alarms were raised. After opening the gate, the signal horn was blown which attracted attention. Soon after sections of the main assault force broke off from each of the other assaults the defenders began to swarm the south gate. From the defensive position the 10 archers proved devastating, manages to slay over 25 bandits and keep them pinned for a long while, however return fire soon felled all of them, most just injured, but out of the fight. As over 30 men rushed the walls, Franz stood guarding the entrance to the small gatehouse on the right, the remaining 4 guarding the left. Franz fought like a cornered dragon, his blades cutting a swathe through the bandits as they tried to overrun him to get to the gate mechanism. None of them ever got close. Later, after the town had been reclaimed it was noted that Franz had fought like a dragon, and soon most of the regiment had taken to referring to him as “The Dragon”. After his display of prowess, he was appointed to second in command under Arden. 8- He remembers the first time he had to take command of the
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