Full Name |
Kilian fan-Vaylen |
Race |
Human |
Classes/Levels |
Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1 |
Gender |
Male |
Size |
Medium |
Age |
20 |
Alignment |
NG |
Deity |
Shelyn |
Languages |
Common (Taldan), Osiriani |
Occupation |
Marine |
Strength |
17 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
12 |
Charisma |
10 |
About Kilian fan-Vaylen
Current XP 18
PP 29
Fame 31
Male Andoren human mobile fighter 7
NG Medium humanoid (human)
Init +2 Perception +1
DEFENSE
AC 21, touch 14, flat-footed 19 (+6 armor, +2 Dex, +1 enhancement bonus, +1 deflection bonus, +1 natural)
hp 64 (7d10+2+2+2+2+2+2+2+1+1+1+1)
Current hp 64
Fort +7+1, Ref +4+1, Will +5+1 (+2 vs. mobility-impairing effects)
OFFENSE
Speed 30 ft.
Melee adamantine guisarme +1 +13/+8* (2d4+9/x3) or PA +11/+6 (2d4+15/x3) or cestus +11/+6 (1d4+4/19-20/x2) or PA +9/+4 (1d4+8/19-20/x2) or dagger +11/+6 (1d4+4/19-20/x2)
Ranged javelin +9/+4 (1d8+4/x3)
Special Attacks None
Spells Known None
STATISTICS
Str 17+2, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +7/+2; CMB +10/+14/+16 w/mw guisarme sunder/trip attempts; CMD 22/24 vs. trip and sunder maneuvers
Traits
Armor Expert -1 ACP
Captain's Blade +1 Acrobatics and Climb checks aboard a ship; Acrobatics is a class skill
Feats
Combat Expertise (human bonus) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Trip (L1) You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Weapon Focus (guisarme) (fighter L1 bonus) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Power Attack (fighter L2 bonus) 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.
Improved Sunder (L3) You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Combat Reflexes (fighter L4 bonus): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Specialization (guisarme) (L5) You gain a +2 bonus on all damage rolls you make using the selected weapon.
Greater Trip (fighter L6 bonus) You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Iron Will (L7) You get a +2 bonus on all Will saving throws.
Skills
Acrobatics +12|+13 aboard a ship (+7 ranks, +2 DEX, +3 class skill, +1 contingent trait)
Climb +14*|+15* aboard a ship (+7 ranks, +4 STR*, +3 class skill, +1 contingent trait)
Swim +14 (+7 ranks, +4 STR*, +3 class skill)
Profession (Marine) +5 (+1 ranks, +1 WIS, +3 class skill)
Knowledge (Engineering) +6 (+2 ranks, +1 INT, +3 class skill)
Knowledge (Dungeoneering) +11 (+7 ranks, +1 INT, +3 class skill)
Racial Modifiers +1 skill rank/level
Other Modifiers ACP 0
Languages Common, Osiriani
SQ Mobile fighter archetype
Combat Gear +1 breastplate, adamantine guisarme +1, mw cold iron guisarme, alchemic silver cestus, javelins (6), dagger, belt of giant strength +2, cloak of resistance +1, amulet of natural armor +1, potion of darkvision, potion of fly, oil of magic weapon, oil of bless weapon, ioun torch, handy haversack, ring of protection +1, CLW wand (21 charges), mw backpack, bedroll, silk rope (50'), sunrods (4), holy water (2), alchemist's fire (3), liquid ice (1), belt pouch (2), cold-weather outfit, traveler's outfit (2), chalk (5), flint and steel, sack (2), torch (5), rice paper (20 pcs), ink, pen, wooden holy symbol, whetstone, waterskin, 2 days trail rations, (both traveler's outfits in storage; rations, bedroll, rope, paper, ink, pen, sacks, and whetstone in backpack) 0 pp, 13430 gp, 9 sp, 5 cp
Encumbrance With pack and less stored supplies, #83 (light); without pack and stored supplies, #58 (light)
SPECIAL ABILITIES
Favored Class: Fighter +1 skill rank at L1, L2, L5; +1 HP at L3, L4, L6, L7
Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Leaping Attack (Ex): At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1, 2, 3, and 4.
BOONS
You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom, and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence- or Charisma-based checks made while in Absalom.
Chronicle Sheets:
#1: Link
Notes: After first adventure, bought mw breastplate (350 gp) and sold scale armor; bought cold-weather outfit (8 gp); exchanged cestus for alchemic silver cestus (20 gp); exchanged backpack for mw backpack. After second adventure, bought mw cold iron guisarme (318 gp), 3 sunrods (6 gp), and 5 pieces of chalk (0.05 gp). After fourth adventure, bought cloak of resistance +1 (1000 gp)
Before latest adventure, bought 3 flasks alchemist's fire, oil of bless weapon, oil of magic weapon, and potion of darkvision (460 gp).