About Leon D'Orr
Versatile human brawler (shield champion) 12/Paladin 12/Inquisitor (Preacher) 12/Marshal 4 Medium humanoid (human)
Init +18 (+2 Wis +4 Feat +6 Charisma +4 Tier +2 luck); Senses Perception +17
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.), Aura of Menace
Immune charm, disease, fear
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Defense
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AC 34, touch 19, flat-footed 25 (+6 armor, +4 Dex, +3 dodge, +6 shield +2 deflection +1 natural enhancement +2 luck)
HP 172 (120 +12 FC +24 Con +16 Mythic)
Fort +22 (8 base + 2 Con + 3 resistance + 6 divine grace +1 trait +2 luck)
Ref +23 (8 base + 4 Dex + 3 resistance + 6 divine grace +2 luck)
Will +22 (8 base + 2 Will + 3 resistance + 6 divine grace + 1 trait +2 luck)
Defensive Abilities evasion, hard to kill, stalwart
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Offense
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Speed 30 ft.
Melee
Attack (with shield): +12 base + 7 Strength + 3 Weapon Focus + 3 enhancement = +24
Damage (with shield): +7 Strength + 3 enhancement + 4 Weapon Specialization = +14
+3 light shield bash +24/+19/+14 (2d8+14/19-20/x3) (enhanced twice a day for 12 hours each with Magic Vestment +3)
Flurry+22/+22/+17/+17/+12 (2d8+14/19-20/x3) or
Unarmed strike +19/+14/+9 (2d8+7) or Flurry of blows +17/+17/+12/+12/+7 (2d8+7)
Ranged shield throw: +21 hit/2d8+14 damage (10’ range increment)
Special Attacks Brawler's Flurry, Channel Positive Energy 6/day (DC 22, 6d6), Greater Bane (12 rounds/day), Judgment 4/day (2 simultaneous), Knockout 2/day (DC 23), Martial Flexibility 9/day, Mythic Power (11/day, surge +1d8), Press the Advantage, Smite Evil 4/day (+6 attack and AC Deflection bonus, +12 damage)
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Paladin Spell-Like Abilities (CL 12th; Concentration +18)
At will— Detect Evil
Paladin Spells Prepared (CL 9th; Concentration +15)
3rd—Burst of Speed (Swift action), Shield of Fortification, Fortification (12 minutes)
2nd—Aura of Greater Courage (120 minutes), Bull's Strength (12 minutes), Ironskin (12 minutes), Paladin's Sacrifice (immediate action – 55’)
1st—Grace (x2) (swift action), Hero's Defiance (immediate action), Liberating Command (immediate action)
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Inquisitor Domain Spell-Like Abilities (CL 12th; Concentration +14)
5/day—Touch of Good (+6)
Inquisitor Spell-Like Abilities (CL 12th; Concentration +14)
At will—Detect Alignment, Discern Lies (12 rounds/day)
Inquisitor Spells Known (CL 12th; Concentration +14)
4th (3/day)—Death Ward (12 mins), Divine Power (12 rounds), Freedom of Movement (120 mins), Ward Shield (12 minutes)
3rd (4/day)—Daylight (120 mins), Dispel Magic, Hunter's Eye (12 mins), Magic Vestment (12 hours)
2nd (6/day)—Acute Senses (12 minutes), Ghostbane Dirge (12 rounds), Resist Energy (120 minutes), Lesser Restoration, Surmount Affliction (12 rounds)
1st (6/day)—Comprehend Languages (120 minutes), Deadeye's Lore (12 hours), Divine Favor (1 minute), Expeditious Retreat (12 minutes), Shield of Faith (12 minutes), True Strike
0 (at will)—Brand (DC 12), Create Water, Detect Magic, Detect Poison, Light, Stabilize
Domain Archon (Law) Good (Archon (good) subdomain)
Statistics
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Base Stats:
Str: 16 (10 points) +2 race +1 ability score + 1 ability score + 4 mythic boosts
Dex: 14 (5 points) +4 physical prowess
Con 14: (5 points)
Int: 08 (-2 points)
Wis: 14 (5 points)
Cha: 15 (7 points) +2 race +1 ability score +4 mental prowess
Str 24, Dex 18, Con 14, Int 8, Wis 14, Cha 22
Base Atk +12; CMB +19; CMD 36
Feats
Free Feat: Noble Scion of War
1st level: Shield Focus, Improved Unarmed Strike (class)
2nd Level: Improved Shield bash (Brawler bonus), Weapon Focus (Light Shield) (Free), Two-Weapon Fighting Feat (when flurry) (class)
3rd Level: Power Attack, Far Shot (when throwing shield) (Free)
4th Level: Weapon Specialization (Light Shield) (Free)
5th Level: Deflect Arrows (Brawler Bonus), Improved Initiative
6th level: Shield Slam (Free)
7th level: Blind-Fight
8th level: Greater Weapon Focus (Light Shield) (Brawler Bonus), Improved Critical (Light Shield) (Free), Improved Two-Weapon Fighting (when flurry) (class)
9th level: Dodge, Greater Shield Focus (Class)
10th level: Osyluth Guile
11th level: Dazing Assault (Brawler Bonus), Cornugon Smash, Shield Master (class)
12th level: Greater Weapon Specialization (Light Shield) (Free)
3 Teamwork Feats TBD
Traits
Life of Toil (+1 Fort save)
Fate’s Favored (luck bonus increases by +1)
No Rest for Old Man: +1 trait bonus to Will saves, Diplomacy and Survival checks.
Skills
Acrobatics +16: 9 ranks + 3 class + 4 Dex -2 ACP +2 luck
Bluff +19: 8 ranks + 3 class + 6 Cha + 2 luck
Diplomacy +24: 12 ranks +3 class + 6 Cha +1 trait +2 luck
Intimidate +27: 10 ranks +3 class + 6 Cha + 6 Inquisitor +2 luck
Perception +19: 12 ranks +3 class + 2 Wis +2 luck
Sense Motive +17: 4 ranks +3 class + 2 Wis + 6 Inquisitor +2 luck
Knowledge (Nobility) +12: 5 ranks + 3 class +2 luck +2 feat
Languages Common
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Special Abilities: MYTHIC POWER (11/DAY, SURGE +1D8)
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Amazing Initiative (1/round) (Ex): Free action, 1MP to gain an extra standard action.
Determination (5/day) (Ex): Free action, reroll attack/force foe hitting ally within line of sight to reroll/gain +4 insight bonus to AC as immediate action.
Press the Advantage (Ex): If ally confirms critical vs. threatened creature, gain AoO, on hit, allies gain +2 to attack target for 1 round.
Martial Flexibility (immediate action, 9/day) (Ex): Immediate action gain a combat feat for 1 minute or 3 combat feats as a swift action.
Stand Tall (Su): Immediate action, before attempting save that also targets allies, spend 1MP and allies within 30 ft. may use better of my save or theirs.
Surge (1d8) (Su): Use 1MP as immediate action to increase any d20 roll by the listed amount.
Clarion Call (4 rds) (Ex): Swift action, 1MP to allies in 30’ (+12 hit/+6 AC from smite).
Greater Bane (+2 /+4d6 damage, 12 rounds/day) (Su): Swift action.
Judgment (Su): Swift action, 2 simultaneous effects:
Destruction: +5 sacred bonus on all weapon damage rolls.
Healing: Fast Healing 5.
Justice: +3 sacred bonus on all attack rolls/ +6 on rolls made to confirm critical hits.
Piercing: +5 sacred bonus on concentration checks.
Protection: +3 sacred bonus to Armor Class/+6 against rolls made to confirm critical hits.
Purity: +3 sacred bonus on saving throws/+6 against curses, diseases, and poisons.
Resistance: 10 points of energy resistance against one energy type.
Smiting: Magic, Good or Lawful, and Adamantine for DR purposes.
Lay on Hands (6d6 hit points, 12/day) (Su): Swift action on self (Standard on other), touch channels positive energy and applies mercies: Fatigued, Dazed, Exhausted, and Stunned.
Rally (Su): Swift action, use 1MP to grant me and allies in 30’ a d20 reroll before your next turn.
Smite Evil (4/day) (Su): Swift action, +6 to hit/+12 (+24) damage, +6 deflection to AC, No DR.
Aura of Courage +4 (10 ft.) (Su): Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su): Standard action, use 2 smite evil, allies gain smite bonuses 1 min.
Aura of Menace (12 rounds/day) (Su): Standard action 30' aura inflicts -2 AC and -2 to saves.
Aura of Resolve +4 (10 ft.) (Su): Allies in aura gain a morale bonus to saves vs. charm.
Brawler's Cunning (Ex): Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +10/+10/+5/+5/+0 (Ex)
Cunning Initiative (Ex): Add Wisdom modifier on initiative checks.
Dazing Assault (Fort DC 22): -5 to all attacks and maneuvers but struck foes are dazed 1 rd.
Deflect Arrows (1/round): Negate one ranged weapon hit you are aware of.
Detect Alignment (At will) (Sp): Detect chaos, evil, good, or law at will.
Detect Evil (At will) (Sp): You can use detect evil at will (as the spell).
Directed Assault (4 rnds.) (Ex): After confirming critical, allies within 30’ of opponent receive +4 to critical confirmation rolls; spend 1MP to have ally score threat against same opponent.
Discern Lies (12 rounds/day) (Sp): Discern Lies at will
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp): Standard action, weapon shines as torch and gains following: bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic (+2), defending (+1), disruption (+2), flaming (+1), flaming burst (+2), holy (+2), and speed (+3).
Evasion: Successful Reflex save for half damage, take none instead.
Hard to Kill (Ex): Automatically stabilize when dying, and only die at -28.
Improved Critical [Mythic]: Critical multiplier with light shield is increased by one.
Knockout (2/day, Fort DC 23) (Ex): Prior to roll, or unconscious 1d6 rds, resave each rd.
Lone Wolf: Chance of stabilizing while dying is 50%, +1 Fort save.
Martial Training (Ex): Brawler levels count as fighter/monk levels.
Monster Lore +2 (Ex): +2 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack [Mythic]: -4 hit, +12 damage; Confirmed Critical: +72 damage; 1MP to eliminate attack penalties of Power attack for 1 minute.
Recuperation (Ex): Fully heal after 8 hours rest, 1MP= 1 hour to heal ½ and non-mythic.
Returning Shield (Ex): Thrown shield ricochets off multiple surfaces (or foes) to return.
Shield Master: Add a shield's enhancement bonus to attack rolls.
Shield Slam: Shield Bash attack gives a free bull rush on a hit.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +6 (Ex): +6 to Sense Motive and Intimidate.
Throw Shield (Ex): Benefit of Far shot when throw shields; certain maneuvers at range.
Touch of Good +6 (5/day) (Sp): Standard action, +6 to ability, skill checks, and saves for 1 rd.
Track +6: Add the listed bonus to Survival checks made to track.
Gear
+2 attuned Chain shirt (100 gp)
Adamantine Quickdraw Light Steel Shield (5059 gp)
Bracelet of Second Chances (15,750 gp)
Goggles of Night (12,000 gp)
Jingasa of Fortunate Soldier (5000 gp)
Monk's Robe (13,000 gp)
Ring of Evasion (25,000 gp)
Stone of Good Luck (20,000 gp)
Inquisitor’s Kit (30 gp)
Total: 95,939gp
Gold remaining: 61gp