Carousing Champion

MIDN. Cedrick Dragonne's page

486 posts. Alias of Nik B..


Full Name

Cedrick Dragonne

Race

Tiefling (Pit)

Classes/Levels

Barb 5 HP:67/67, - AC: 18/T:12/FF:16 - Perception: +8(+10)(Dark Vision) F: +6/R: +3/W: +2 - CMB: +7 - CMD: 19, Speed: 40ft, Init: +4

Gender

M

Size

M

Age

23

Alignment

NE

Location

Shackles

Languages

Abyssal, Common

Occupation

Midshipman, Taldane Navy

Homepage URL

http://s17.postimage.org/s69sw4m0v/Cedrick.jpg

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 15

About MIDN. Cedrick Dragonne

Male Tiefling (Pit) 5 Barb (Mad-Dog) NE
Init +4; Darkvision 60 ft; Perception +9 (+11)

--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. (Dex 2, Armour 4)
Chain Shirt.
HP 53
CMD 19
F 6/R 3/W 2

--------------------
OFFENSE
--------------------
Spd 40'
CMB 9
Melee - S/shn Nodachi +10 (1d10+6/18-20x2)
Ranged – Mwk Comp Lbow (4s): 8 (1d8+4/20x3)

--------------------
STATISTICS
--------------------

SKILLS:

Mod/Ability/ranks/misc
Acrobatics: 7/2/3/2
Appraise: 0/0/0/0
Bluff: 2/2 /0/0
Climb: 9/4/2/3
Diplomacy: 7/2/1/4
Disable Device: 4/2/1/1
Disguise: 2/2/0/0
Escape artist: 1/2/0/-1
Handle Animal: 7/2/2/3
Heal: 1/1/0/0
Intimidate: 7/2/2/3
Knowledge (Nature): 6/0/1/5
Perception: 9/1/3/5 (10 - Companion)
Profession (Sailor): 8/1/2/5
Stealth: 1/2/0/-1
Sense Motive: 5/1/1/3 (7 - Companion)
Survival: 5/1/1/3
Swim: 7/4/1/2

Languages Common/Abyssal/Infernal/Aquan/Goblin

RACIAL:
RACIAL
• Str: +2, Int: -2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT.: A tiefling can see in the dark up to 60 ft.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• TIEFLING FIENDISH SORCERY: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
• +2 Disable Device & Perception

TRAITS:
TRAITS

TALESPINNER: gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks.

FEATS:
FEATS
- Armor Proficiency, Light/Med/Heavy/Shields: No penalties on attack rolls while wearing light armor

• BREADTH OF EXPERIENCE: +2 bonus on all Knowledge and Profession checks (PFAPG 151)

• COSMOPOLITAN: Sense Motive, Prof (Sailor) +Goblin, +Aquan

• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)

• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

CLASS:
CLASS
• FAVORED CLASS (Barbarian) : You've gain the following bonuses: +3 Hit Point.

• FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31).

• BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light
armor, medium armor, and shields (except tower shields). (PFCR 31).

• TRAP SENSE (+1): +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. (PFCR 34).

• RAGE: 8 rounds.
• RAGE POWER:
FEROCIOUS BEAST - Benefit: While the barbarian is raging, her animal companion also gains the benefits of rage (including greater rage, mighty rage, and tireless rage), though the barbarian must spend 1 additional round of rage per round if her companion begins or ends its turn adjacent to her, and 2 additional rounds of rage per round if not.

• War Beast (Ex): At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

• Pack Tactics (Ex): At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus). This ability replaces uncanny dodge.

Ferocious Fetch (Ex)

At 5th level, a mad dog's war beast gains Improved Drag as a bonus feat. As a swift action, a mad dog can command her war beast to move toward an opponent within 30 feet and attempt a drag combat maneuver to pull the target back toward the mad dog. The war beast can move before and after performing the maneuver, but this movement counts toward the war beast's total movement during its turn.

-Bodyguard companion:

GEAR:

Agile Mith BP
Silversheen No-Dachi
Comp Longbow/mwk 4str
Girdle of Giant Strength +2

Arrows(Dur) 10 Norm/CI/Sil

barbarians Kit
Anti-Toxin
Healers Kit
Antidote
Alchemist Fire x2
Alkali Flask x2
Acid x2
Holy Water x2
Tanglefoot Bag

Ulthar:

Tiger
Bodyguard

N Medium animal
Init +4; Senses low-light vision, scent; Perception +6(+8)

DEFENSE
AC 21, touch 14, flat-footed 17 (+4 Dex, +3 natural +4 armour )
Leather Lamellar Barding
HP 41
Fort +6, Ref +8, Will +3

OFFENSE
Speed 40 ft.
Melee Bite +6(1d6+2) or +5(1d6+4PA)
Melee Claw +5(1d6+2) or +4(1d6+4)

STATISTICS
Str 14, Dex 18 Con 14, Int 2, Wis 15, Cha 10
Base Atk +3; CMB 5; CMD 19 (23 vs. trip)

FEATS:
Weapon Focus (Bite)
Power Attack
Imp Natural weapon - Claws

TRICKS:
Attack + Attack non natural
Come
Defend
Down
Flank
Guard
Track

SKILLS:
Mod/Ability/ranks/misc
Acrobatics: 8/4/1/3
Climb: 6/2/1/3
Escape artist: 4/0/0/0
Intimidate: 0/0/0/0
Perception: 6/2/1/3 (Shared Vigil +2)
Stealth: 1/2/0/-1
Survival: 3/2/1/0
Swim: 6/2/1/3

* Shared Vigilance (Ex)
A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.This ability replaces share spells*.

*Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. This ability replaces evasion.

Loot Divisions:

1 wrote:


As at 20 AUG (end of book 1), all splits have been even.