Hellknight

Manius Pindeloric's page

509 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Manius Pindeloric

Race

Aasimar (angel blooded)

Classes/Levels

Cavalier Hps: 57/64 (and non-lethal:0) AC 19 (touch 10/FF19) CMD:21 Fort+8, Ref+3,Will+4 Init+0 Perception+4

Gender

Male

Size

Medium

Age

34

Special Abilities

Alter self once/day

Alignment

Lawfull Neutral

Deity

Asmodeus

Strength 21
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 10
Charisma 13

About Manius Pindeloric

PFS info:
13475-15

HP: 64 (10+6*4 con+1*7 favored class bonus+1*5 +6 tribal scars feat+6*2 Hellknight)
Saves:
Fort; +8 (+4 base, +1 con, +1 feat, +1 cloak, +1 HK)
Ref: +3 (+1 base, +1 cloak, +1HK)
Will: +4 (+1 base, +1 trait bonus, +1 cloak+1HK)

AC: 19 (Adamantine Hellknight plate +9), 30 ft movement, -4 Armor check penalty, DR 3/-
CMD: 10+6 BAB+5 str = 21
CMB: +6 BAB, +5 STR = +11

Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Aasimar have a +2 racial bonus on Heal and Knowledge (planes) checks.

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Feats:
-Tribal scars (bear pelt)You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks. As well as +6 hp
-Shake it off - Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). - Can be shared through Cavalier
-Combat reflexes
-Bodyguard

Cavalier (Strategist/Standard bearer archtypes)

Banner (Ex)
At 1st level, a standard bearer gains the banner ability.
A cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 5th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
->Bonus = +2 on charges, +3 vs fear

Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
->Can be used twice a day

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
->Can be used twice

Magic cold Iron Falchion - +13 to hit (+5 str, +7 BAB, +1 magic), 2d4+8 (5 str*1.5 for two-handed +1 magic) damage (18-20 * 2 crit)
Masterwork silver heavy flail - +13 to hit, 1d10+7
Splint armor
Wand of cure light wounds (26/50)
Alchemical Acid
Alchemist Fire (2*)
Holy water (2*)
Sling with 50 stones
Cloak of Resistance +1
Adamantine Hellknight plate

Order of the Shield:
Challenge: Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the shield gains the following abilities as he increases in level.

Resolute (Ex)

At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
2 hps per attack

Stem the Tide (Ex)

At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.

Protect the Meek (Ex)

At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.

At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Skills;
Climb: +9 (+2) (1 rank, +5 str, +3 trained) - armor penalty of -4
Intimidate: +13 (7 rank, +3 trained, +2 racial, +1 cha)
Heal: +6 (+9)(1 rank, +3 trained, +2 racial) - if used on someone else bonus of 1/2 lvl -> +3
Knowledge (Planes): +4 (2 rank, +2 racial)
Knowledge (Local): (1 rank, +3 trained, +2 racial)
Perception: +4 (1 rank, +3 trained)
Swim: +9 (+2) (1 rank, +5 str, +3 trained) - armor penalty of -4

Hellknight:
Aura of Law
Detect Chaos
Smite chaos 1/day
Order of the Godclaw

Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.

Discern Lies:
School divination; Level alchemist 4, cleric/oracle 4, inquisitor 4, investigator 4, medium 3, paladin 3, psychic 4, warpriest 4, witch 4
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration concentration, up to 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.
3+1 = times/day. DC = 10+4+1=15

Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight armor. While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.

Bodyguard;Prerequisite: Combat reflexes.:

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Next feat planned;And then In harms way. Of misschien extra traits for [spoiler=Kortos Cavalry
Absalom’s only mounted troops, the Kortos Cavalry protects
the island’s hinterlands as well as the Westgate district.
To The Last (Combat): Choose one type of medium or
heavy armor (such as chainmail or half-plate). If you have no
allies within 60 feet when you are wearing that type of armor,
you gain DR 1/—. This stacks with any one other source of
damage resistance you have.[/spoiler]