Thief

Khode's page

53 posts. Alias of Oceanshieldwolf.


Full Name

Khode

Race

Tiefling (Shackleborn) Picture

Classes/Levels

Dreadnaught 5; HP 65/65, AC 17/T 10/ FF 17; Fort +5, Ref +1, Will +3; CMB +7, CMD 17; Per +9, Init +2; Spd 20.;

Gender

Male

Size

Medium

Age

21

Special Abilities

Tactician 2/day, Vendetta 2/day, Solo Tactics;

Strength 14
Dexterity 10
Constitution 12
Intelligence 9
Wisdom 8
Charisma 20

About Khode

Picture

Dreadnaught Multiclass Archetype

Quick View Stats for Combat:
Status:
HP: 65/65
AC:17, 10 touch, 17 flat-footed
Saves: Fort: +5, Reflex: +1, Will +3
BAB +5
CMB +7 CMD 17

Initiative: +2 (+0 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Aegis Shoulder Plate and Gauntlet (+1 agile breastplate, +1 spiked gauntlet)
Items in Hand: +1 greatsword

STATS:

Ability Scores
Score (modifier) (focus/foible 18, 8; rolls - 14, 10, 9, 10) (racial bonus) (level up)
Str : 14 (+2)
Dex: 10 (+0)
Con: 12 (+1) (+2 Shackleborn) (+1 4th level)
Int: 9 (-1)
Wis: 8 (foible) (-2 Shackleborn)
Cha: 20 (+5) (focus) (+2 Shackleborn)

DEFENSE:

AC: 17, touch 10, flat-footed 17 (+7 armor, + 0 Dex, +0 shield, +0 size)
HP: 65 (Max HP. = 50, +5 Con, +5 Favored Class, +5 Toughness)
Fort +5 (4 + 1) Ref +1 (1 + 0) Will +3 (4 - 1)

OFFENSE:

Initiative: +2 (+0 Dex, +2 trait)
Speed 30 ft.

Base Atk: +5

CMB: +7 (+5 BAB, +2 str) CMD: 17 (10, +5 BAB, +2 str, +0 dex)

Regular Melee
+1 Large Bastard Sword +7, 2d6 +3, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, -2 Large] [+3 Str]

Power Attack
+1 Large Bastard Sword +5, 2d6 +9, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, -2 Large, -2 Power Attack] [+3 Str, +6 PA]

vs. Object of Vendetta
+1 Large Bastard Sword +9, 2d6 +8, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement,-2 Large, +2 Order] [+3 Str, +5 Challenge] *-2 to AC vs all others apart from object of vendetta

vs. Object of Vendetta with Power Attack
+1 Large Bastard Sword +7, 2d6 +14, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, +2 Order, -2 Large, -2 Power Attack] [+3 Str, +5 Challenge, +6 PA] *-2 to AC vs all others apart from object of vendetta

When charging
+1 Large Bastard Sword +11, 2d8 +3, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, -2 Large, +4 Footman's charge] [+3 Str] *-2 to AC for that round

Charging vs. Object of Vendetta
+1 Large Bastard Sword +13, 2d6 +8, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, -2 Large, +2 Order, +4 footman's charge] [+3 Str, +5 Challenge] *-4 to AC vs all others apart from object of vendetta, -2 to AC vs object of vendetta; for that round

Charging vs. Object of Vendetta with Power Attack
+1 Large Bastard Sword +11, 2d6 +14, 19-20 x2 [BAB, +2 Str, +1 Weapon Focus, +1 enhancement, -2 Large, +2 Order, +4 footman's charge-2 Power Attack] [+3 Str, +5 Challenge, +6 PA] *-4 to AC vs all others apart from object of vendetta, -2 to AC vs object of vendetta; for that round

Ranged: N/A

Favored Class Bonus Dreadnaught: Hit points

Sword Skills:

Island of Blades
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance

You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks.
Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.
If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.

Leading the Attack
Casting Time: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor._
When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics.
As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.

Bonecrusher
Casting Time: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude partial; see text

You deliver your attack, and your enemy’s eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places.
As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage.
This effect lasts until the target’s hit points are restored to their full normal total, whether by magical or normal healing.
Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver’s special effect. The extra damage still applies against such targets.

Feats:
[4: 1 1st level, 1 3rd level, 1 5th level, 1 bonus teamwork]
Power Attack: FREE Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave: Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Exotic Weapon Proficiency: Bastard Sword

TEAMWORK

Precise strike: Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

SKILLS:

Skills: (20 = 4 ranks/level x Dreadnaught 5)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/xx/+0 = +xx * #
Appraise (Int)/No/xx/-1 = +xx
Bluff (Cha)/Yes, +3/1/+5 = +9
Climb (Str)/Yes, +3/1/+2 = +6 *
Craft (armor) (Int)/Yes, +3/2/-1 = +4
Diplomacy (Cha)/Yes, +3/1/+5 = +11 (+2 Soldier of Valor)
Disable Device (Dex)/No/xx/+0 = +xx * #
Disguise (Cha)/No/xx/+5 = +xx
Escape Artist (Dex)/No/3/+0 = +4 * (+2 Racial Trait)
Fly (Dex)/No/xx/+0 = +xx *
Handle Animal (Cha)/Yes, +3/xx/+5 = +xx #
Heal (Wis)/No/xx/-1= +xx
Intimidate (Cha)/Yes, +3/5/+5 = +15/17& (+2 Racial Trait) (& +2 during Vendetta)
Knowledge (any) (Int)/No/xx/-1 = +xx #
Linguistics (Int)/No/xx/-1 = +xx #
Perception (Wis)/Yes, +3/5/-1 = +9 (+2 Alternative Racial Trait)
Perform (Cha) /No/xx/+5 = +xx
Profession (Int) /Yes, +3/xx/-1 = +xx #
Ride (Dex)/Yes, +3/xx/+0 = +xx *
Sense Motive (Wis)/Yes, +3/1/-1 = +3
Sleight of Hand (Dex)/No/xx/+0 = +xx * #
Spellcraft (Int)/No/xx/-1 = +xx #
Stealth (Dex)/Yes, +3/1/+0 = +4 *
Survival (Wis)/Yes, +3/3/-1 = +5
Swim (Str)/Yes, +3/xx/+2 = +xx
Use Magic Device (Cha)/No/xx/+5 = +xx #

Tiefling Racial Abilities:
Ability Score Racial Traits: Shackleborn Tiefling gain +2 Constitution, +2 Charisma, and –2 Wisdom.

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Shackleborn Tieflings gain a +2 racial bonus on Escape Artist and Intimidate checks.

(Alternate trait) Super Perceptive: You gain +2 to Perception checks.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common

CLASS ABILITIES
Soldier of Valor (Ex): At 1st level, a dreadnaught gains the inquisitor’s Valor inquisition, but uses his Charisma modifier instead of his Wisdom to determine the number of times per day his touch of resolve ability can be used. In addition, the dreadnaught gains a bonus equal to 1/2 his dreadnaught level whenever he uses Diplomacy or Intimidate to demoralize a target of his vendetta. This ability replaces mount.

Valor Inquisition:
Granted Powers:

Touch of Resolve (Sp): You may use remove fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.

Fearless (Su): At 8th level, you become immune to fear.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Vendetta (Ex): This is exactly like the cavalier’s challenge ability.

Challenge:
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Alternatively, the dreadnaught may choose to pronounce a judgment instead of making a challenge, as the inquisitor’s judgment ability. The dreadnaught can only choose the Justice, Protection, Purity, Resiliency, Resistance, or Smiting judgments. When using vendetta to pronounce a judgment, he continues to add his challenge bonus from his Order and receive his –2 penalty to his Armor Class, except against attacks made by the target of his challenge. Regardless of whether the dreadnaught makes a challenge or pronounces a judgment, he expends one use of his vendetta ability.

Dreadnaught's Vendetta Judgments:

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Order of the Dragon:
Order of the Dragon (Ex):

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Footman's Charge (Ex): At 3rd level, a dreadnaught learns to make more accurate charge attacks while on foot. The dreadnaught receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). However, he still suffers a –2 penalty to his AC after making a charge attack while on foot. This ability otherwise functions as and replaces cavalier's charge.

Warband Commander (Ex): At 4th level, the dreadnaught gains the inquisitor’s solo tactics ability. If the dreadnaught has granted a teamwork feat with his tactician ability, his allies receive the same bonuses as him until the effect ends. This ability replaces expert trainer.

Solo Tactics:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

GEAR:

Weapons:
+1 Large Bastard Sword 2d8, 19-20 x2, xlbs. (1450) gp
+1 Spiked Gauntlet 1d4, x2, 1 lb., 1405 gp

Armor:
+1 Agile Breastplate ACB +6; Max Dex +3; ACP -4; ASF 25%; Spd 20 ft. 25 lbs., 4,400 gp

Skill Equipment:

Magic Miscellaneous:
cloak of resistance +1 (1000 gp)

boots of the cat (1000 gp)
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Mundane Miscellaneous
Trail Rations x2, 2 lbs., 1 gp
(xx lbs., x gp)

Total equipment cost: 8855 spent. (of 11,250 (10,500 + 750) starting funds)
Weapons 2455 gp., Armor 4400 gp., Magic Misc. 2000 gp, Mundane Misc. xx gp.,
Remaining Gold
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: 44-86 lbs. Heavy: 87-130 lbs.