Initiate of Flame

Kraygan Steelkeg's page

1,634 posts. Alias of Kobash.


Classes/Levels

Epic Drunk | HP 186/186 | AC 33 T 14 FF 31 | CMD 37 (39 vs Trip/Sunder, 43 vs Trip if standing on the ground) | Fort +24 Ref +12 Will +10 (+4 poison/spells/SLA) | Init +2 | Perc +12

About Kraygan Steelkeg

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RACE: Dwarf
CLASS/LEVEL:
Cavalier 5 (Gendarme)
Barbarian 1 (Drunken Brute)
Fighter 2 (Unbreakable)
Brawler 6 (Steel Breaker)
Mammoth Rider 2
ALIGNMENT: CG

INIT: +2
AC: 33 [T: 14 F: 31]
FOR: +24 REF: +12 WIL: +10
HP: 186

STR 20(24) DEX 14 CON 16(20) INT 10(12) WIS 10(12) CHA 5
Stat Increases: L4-Str L8-Con L12-Str L16-Str

BA +16 CMB +23 CMD 37 (39 vs Trip/Sunder, 43 vs Trip if standing on the ground)
Hammer of Thunderbolts +28/+23/+18/+13 (1d8+12, x3 + thundering)
*PA vs Giants +26/+21/+16/+11 (1d8+24+2d6, x3 + thundering)
Gorum's Thorn +24/+19/+14/+9 (2d6+11, 17x2)
*PA +19/+14/+9/+4 (2d6+26, 17x2)
+2 Lance +23 (1d8+11, x3) *reach
*PA Mounted Charge +24 (6d6+81, x3)
*PA +20/+15/+10/+5 (1d8+27, x3) *reach
+1 Furious Dwarven Waraxe +25/+20/+15/+10 (1d10+8, x3)
*Rage/PA/Buckler +23/+18/+13/+8 (1d10+31, x3)
Unarmed +23/+18/+13/+8 (1d8+7, x2)
*Flurry/PA +16/+16/+11/+6/+1 (1d8+15, x2)
+1 Adaptive Longbow +19/+14/+9/+4 (1d8+8, x3)
6 Javelins +18 (1d6+7, x2)
Trip CMB +26

SKILLS: [49 ranks]
Acrobatics 3 (+8) *+2 in Uskroth's Armor
Climb 1 (+11)
Craft - Weapons 1 (+4)
Handle Animal 9 (+11)
Diplomacy 6 (+6) *+7 for giant subtypes
Intimidate 1 (+1)
Knowledge Local 7 (+10) *+11 for giant subtypes
Perception 8 (+12)
Profession - Stable Master 1 (+5)
Ride 16 (+22/+27 with saddle)
Survival 5 (+9) *+1 when providing food/water for allies

Languages: Common (Taldane), Dwarven, Giant

FEATS: mounted combat, ride-by-attack, endurance, diehard, power attack, improved unarmed strike, combat reflexes, horse master, combat expertise, spirited charge, improved trip, felling smash, quickdraw, iron soul, critical focus, pack flanking, iron will
TRAITS: student of giantkind (+1 diplomacy with giants, +1 knowledge local, add giant to languages), beast bond (+1 bonus on Handle Animal checks and Ride checks)
SPECIAL: dwarven racial abilities, challenge 2/day, mount, order (dragon), raging drunk, brawler's cunning, martial training, unarmed strike (1d8), order ability (aid allies), cavalier's charge, expert trainer, brawler's flurry, banner, unflinching (+1 will saves vs mind-affecting), sunder training, AC bonus +1 (light armor only), knockout 1/day (DC 17), exploit weakness, born survivor (iron will), colossus hunter

Martial flexibility (5/6 uses remaining)
Rage (9/9 rounds remaining)

WEALTH and EQUIPMENT:

CURRENT Wealth (See loot sheet)

Gorum's Thorn (+1 keen greatsword with added special abilities) *Claimed from the Vault of Thorns.
+2 Lance
+1 Furious Dwarven Waraxe
Kraygan's Dwarven Plate (+4 benevolent adamantine full plate of lesser fire resistance 10 and lesser righteousness)
Belt of Thunderous Charging (upgraded to +4 Str/Con)
Headband of Wisdom +2
+1 Adaptive Longbow
30 cold iron arrows
Buckler +3
Ring of protection +2
Headband of unshakable resolve
Efficient quiver
Flying ointment
17 +1 giant bane arrows
17 +1 dragon bane arrows
8 +1 giant bane arrows
8 +1 dragon bane arrows
5 potions of enlarge person
3 potions of cat’s grace

Amulet of natural armor +2
Cloak of resistance +3
Deliquescent gloves
Jingasa of the fortunate soldier
Drakesbane Horn
Drinking Horn of Bottomless Valor
Pink and green sphere ioun stone (+2 charisma)
Scabbard of many blades
Horseman's Saddle (+5 acrobatics, +5 ride) *A gift from Calrianne Blix.
Universal Solvent x2
Goblin Skull Bomb
Javelin of lightning
Cavalier's Kit (includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin)
Lance
Backpack
50' silk rope
50' rope with grappling hook
Traveler's outfit
buckler
keg of beer (0/10 drinks) *Carried by Haggis
keg of beer (0/10 drinks) *Carried by Haggis
4 tindertwigs
antitoxen
vial of soothe syrup
3 Flasks of alchemist fire
2 potions of cure light wounds
1 potion of enlarge person
1 potion of haste
2 oils of carry companion

Items not carried:
Mwk Large Greataxe *Trophy claimed from Uskroth's Tomb

Gorum's Thorn:

A forge blackened +1 Keen Greatsword festooned with religious iconography depicting glorious images of the Lord of Iron. If Gorum is the wielders patron the Gorum's Thorn gains an additional ability: When wielder confirms a critical hit against a creature of the giant subtype, he can attempt to tri that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more the wielder is not knocked prone.


Drinking Horn of Bottomless Valor:

This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle.

A fully charged horn has 3 charges—charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it’s owner can command it to fill with mead or a similar alcoholic drink.

A creature can spend one or more charges while drinking from the horn to gain the following benefits:

1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute. Using 1 charge is similar to drinking a potion—it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required).
2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes. To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes an attack of opportunity.
3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn.
A creature must drink deeply from the horn to receive its full benefit.

Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Cavalier Abilities:

Challenge (Ex): 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.

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

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.

Bonus Feats: See Gendarme Archetype.

Mighty Charge (Ex): At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Order of the Dragon

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

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.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Gendarme (Cavalier Archetype):

The gendarme cares less for the finer points of tactical precision than he does for the exhilaration of the charge: the rush of wind through the visor of his helmet, the feel of his couched lance, the satisfying shriek of armor giving way before his weapon's force as the point drives past metal into his foes.

Bonus Feats: A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier's selection of bonus feats.

Drunken Brute (Barbarian Archetype):

Barbarians are known for their ability to consume potent drink, but drunken brutes turn drinking into a combat tactic, using the potent liquor to fuel their rage and grant them additional powers. A drunken brute has the following class feature.

Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol's normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition to the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.

Steel Breaker (Brawler Archetype):

Sunder Training (Ex): At 3rd level, a steel-breaker receives additional training in sunder combat maneuvers. She gains a +2 bonus when attempting sunder combat maneuver checks and a +2 bonus to her CMD when defending against this maneuver. At 7th level, these bonuses increase by 1, and she gains a +2 bonus on disarm combat maneuver checks and a +2 bonus to her CMD when defending against a disarm combat maneuver. At 11th, 15th, and 19th levels, all of these bonuses increase by 1. This ability replaces maneuver training.

Exploit Weakness (Ex): At 5th level, as a swift action a steel-breaker can observe a creature or an object and find its weak point by succeeding at a Wisdom check, adding her brawler level as a bonus on the check, against a DC of 10 + either the object's hardness or the target's CR. If she succeeds, the steel-breaker gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature's or object's DR or hardness.
A steel-breaker can instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saving throws, as well as a dodge bonus to AC against that opponent equal to 1/2 her brawler level until the start of her next turn. This ability replaces brawler's strike.

Haggis - Yak Animal Companion:

N Huge animal companion
INIT +1; Senses low-light vision, scent; Perception +6
AC 27 (T 10, F 25)
HP 129
FORT +12, REF +10, WILL +4

Statistics
Str 31, Dex 14, Con 18, Int 3, Wis 11, Cha 4

BA +9; CMB +21; CMD 32 (36 vs. trip)
Gore +19 (3d6+16 x2)
*PA +16 (3d6+25 x2)

FEATS Light Armor Proficiency, Toughness, Weapon Focus (gore), Power Attack, Improved Natural Attack (gore), 1 more
SKILLS
Acrobatics 7 (+11, +15 to jump)
Climb 1 (+13)
Linguistics 1 *Common
Perception 3 (+6)
Swim 1 (+12)

Special Abilities: speed 40', low light vision, scent, stampede, trample (3d6+15 DC 26), link, improved evasion

Link (Ex) A cavalier can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.

Gear:
Amulet of mighty fists +1
+2 Chain Shirt Barding