About LothrianDescription:
Hair: Red Eyes: Brown Height: 5'10" Weight: 145lb You see a man studded leather armor with a bow strung over his shoulder. He wears his rust-red hair cropped short, with a clean-shaven face. His eyes a warm brown with flecks of orange near the iris. His skin is fair with small freckles on his nose and cheek bones. He is medium height and slight of build.
Background:
Racial Abilities:
Humanoid (human) and Outsider (native) Base speed 30ft Mostly Human - A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages. Fire resistance 5. Efreeti Magic - Can cast reduce person once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait. Fire in the Blood - Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity. Darkvision 60ft
Equipment and Money:
+1 studded leather (1,175gp, 20lb), +1 longbow (2,375gp, 3lb), efficient quiver (1,800gp, 2lb), dagger (2gp, 1lb), beltpouch (1gp, --lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), iron holy symbol (5gp, 0.5lb). Efficient Quiver
448.23gp Weight: 26.5lb
Combat Statistics:
HP 48 (38 class, 10 Con) Spd 30ft Initiative +6 CMB +5 (+5 BAB, +0 Str) Base Attack +5 Melee
Ranged
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
+1 competence bonus to attack and damage rolls, CMB rolls, and to his CMD when using Solar Wind maneuvers.
Skills:
[4 class, 1 Int, 1 favored] Acrobatics +12 (5 ranks, 3 class, 4 Dex)
Warlord Class Abilities:
Maneuvers - Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, and Tempest Gale. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below). For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle, or he may spend a standard action to recover a single readied maneuver of his choosing. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows. Warlord’s Gambit (Ex) - At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. These gambits allow the warlord to recover maneuvers. Gambits cannot be used outside combat. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver). If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round. -- Pinhole Gambit - The warlord makes a ranged attack against an opponent that is adjacent to one of his other allies. The warlord gains a bonus to his armor class equal to his warlord initiation modifier until the start of his next turn.
Tactical Presence (Ex) - Adopting a presence is a move-equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action. -- Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
Warleader - At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter. [6 rounds, 4/day] Force of Personality (Ex) - The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save. Tactical Flanker (Ex) - At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents. Battle Prowess (Ex) - Choose a discipline, and when the warlord is in a martial stance from this chosen discipline, the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a competence bonus to attack and damage rolls, CMB rolls, and to his CMD. He may select another discipline at 12th level, and third discipline at 19th level. [Solar Wind, +1]
Maneuvers:
Stances Known 1 - stance of piercing rays, sniper's eye stance 3 - sunwalker stance Maneuvers Known
Stances Readied
Oracle Class Abilities:
Oracle Mystery - Solar An oracle with this mystery adds Fly, Knowledge (geography), Linguistics, and Survival to his list of class skills. Bonus Spells: TBD Oracle Curse - (Legalistic) Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. REVELATIONS Astral Caravan (Su) - As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you. You can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. You can travel for up to 1 hour per day per oracle level. This duration need not be continuous, but it must be spent in 1-hour increments.
Spells:
Spells per Day: -- / 4 Spells Known
Feats:
1 - Point-blank Shot Warlord 1 - Precise Shot 3 - Far Shot Warlord 3 - Friendly Fire Maneuvers 5 - Weapon Focus (longbow) Traits:
Sedition - +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Wicked Leader - You gain a +1 trait bonus on Charisma checks against evil creatures. If you select the Leadership feat or the Vile Leadership feat at any point when you meet the prerequisites for that feat, you can recruit a cohort who is up to 1 level lower than you (instead of the normal requirement that your cohort must be 2 or more levels lower than you are) as long as your cohort is evil. “Strike first, strike ruthlessly and thus be victorious” - Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks. |