Full Name |
Law Bailey |
Race |
Human |
Classes/Levels |
Zweihander Sentinel - Ordained Defender - 5 , HP 51/51 Aegis +2, Armiger Mark 5/5 |
About Law Richter Bailey
Law Bailey
Int +3 Senses Perception +11
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Defense
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AC 12, touch 10, flat-footed 12 (+2 Shield)
hp 51/51 ((5d12+15))
Fort +7, Ref +4, Will +7,(+2 Against Fear)
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Offense
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Speed 30 Ft
Melee +9 Keen Nodatchi +1 (3d8 + 13)(15+)(S)
Melee
Melee
Ranged
Ranged
Ranged
Special Attacks Armiger Mark 7/7, Lucky Presence 5/5
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Statistics
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Str 20, Dex 10, Con 16, Int 7, Wis 16, Cha 7
Base Atk +5
CMB +10
CMD 20
Maneuvers Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, Silver Crane
1st - Primal Wrath(+6 damage, Strike)
2nd – Defensive Step(counter), Blessed Pinions(Strike), Regal Blade(Boost)
3rd - Silver Knight’s Blade(Strike), Piercing Thunder Hammer(Strike), Goring Strike(Strike)
Stance's Stance of the Silver Crane.
Primal Warrior Stance
Silver Crane Waltz
Feats Endurance, Weapon's Focus (Heavy Blades), Die Hard, Extra Armiger.
Skills Acrobatics(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), +2 Handle Animal(Cha)(1), Intimidate(Cha), Knowledge(history)(Int), Knowledge (martial)(Int), Knowledge(nobility)(Int), +11 Perception(Wis)(5), +11 Profession(Sailor)(Wis)(5), +4 Ride(Dex)(1), +4 Survival(Wis)(3), and Swim(Str).
Background Skills
Traits Reckless, Brave
Languages Common
Combat Gear +1 Keen Nodatchi
Other Gear
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Special Abilities
Defensive Focus (Ex)
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
Aura (Ex)
An ordained defender who worships a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).
Zweihander Training
At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
Armament Shield (Ex)
When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function). The zweihander sentinel may always use her armament shield as an off-hand weapon, even if she has already attacked with her weapon in both hands.
Aegis +2 (Ex)
At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
At 6th level, her aegis’ range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..
Armiger’s Mark (Ex)
At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack).
At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.
At 16th level, the armiger’s mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent’s hit points to 0 or less (this can only trigger once per marked opponent).
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Once used, the effect ends.
Tactical Acumen (Ex)
At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her warder initiation modifier to her Reflex saves and to her initiative in place of her Dexterity modifier
Extended Defense (Ex)
Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place