Eligos

Lothrian's page

8 posts. Alias of Tanner Nielsen.


Full Name

Lothrian

Race

Ifrit

Classes/Levels

Warlord 5 // Oracle (Solar) 1 : HP 48 : AC 17 CMD 19 Touch 14 Flat 13 : F +7 R +6 W +5 : INIT +6 Perc +8 CMB +5

Gender

(Alias: Elim Thatcher)

Age

24

Alignment

LE

Deity

Asmodeus

Languages

Common, Infernal

Strength 11
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Lothrian

Description:

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
blunt arrows (20) (6.6gp)
durable arrows (95) (31.35gp)
dye arrows (5) (1.65gp)
incendiary arrows (20) (3.3gp)
thistle arrows (20) (6.6gp)
whistling arrows (20) (0.66gp)

448.23gp

Weight: 26.5lb
Load: Light


Combat Statistics:

HP 48 (38 class, 10 Con)
Spd 30ft
Initiative +6
CMB +5 (+5 BAB, +0 Str)
Base Attack +5

Melee
dagger +5, 1d4/19-20x2

Ranged
+1 longbow +10, 1d8/x3, 100'

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
CMD 19 (10 base, +5 BAB, +0 Str, +4 Dex, +0 Size)
Fortitude +7 (+5 base, +2 Con)
Reflex +6 (+2 base, +4 Dex)
Will +5 (+2 base, +0 Wis, +3 Cha)

+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)
Bluff +12 (5 ranks, 3 class, 3 Cha, 1 trait)
Craft (bowyer) +9 (5 ranks, 3 class, 1 Int)
Perception +8 (5 ranks, 3 class, 0 Wis)
Sense Motive +8 (5 ranks, 3 class, 0 Wis)
Stealth +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.
-- Unbreakable Gambit - The makes a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability ability. Unlike other gambits, unbreakable gambit can be activated as an immediate action. The warlord regains a number of hit points equal to three times his warlord initiation modifier.
-- Victory Gambit - Unlike other gambits, the warlord must activate this gambit at the start of his turn, before taking other actions. When he does so, he chooses an opponent. If he reduces that opponent to 0 or fewer hit points this turn, the gambit is a success. Otherwise, it is a failure. This gambit does not add the warlord’s initiation modifier as a luck bonus on any d20 rolls. The warlord and each of his allies gain a morale bonus on their next attack roll during this encounter equal to the warlord’s initiation modifier.

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.
-- Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord initiation modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.
-- Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord’s initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence.
-- Taskmaster’s Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord’s initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence.

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
1 (DC 14) - distant gale, encouraging roar, eye of the needle, horizon wind lancet, slipstream strike, steady hand
2 (DC 15) - piercing shot, solar lance
3 (DC 16) - blinding ray shot

Stances Readied
1 - encouraging roar, horizon wind lancet, slipstream strike
2 - piercing shot, solar lance
3 - blinding ray shot


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
0 (DC 13) - detect magic, guidance, mending, spark
1 (DC 14) - divine favor, infernal healing


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.