Lieutentant Pavo Voc

Massee Pregen 2.1's page

90 posts. Alias of Massee.


Full Name

Jadran Tagar

Race

| HP 73/73 | AC 23/25 | F +12 R +9 W +11 | Perc +11 | Default Exploration ( Search )

Classes/Levels

| Speed 20ft | Active Conditions: None Sturdy Shield: 64/64hp, 32BT, Hardness 8

Gender

”Jadran Tagar” | Male Medium Taldan Human Fighter (Skilled) 5 Hero: 0

Strength 4
Dexterity 0
Constitution 3
Intelligence 0
Wisdom 2
Charisma 3

About Massee Pregen 2.1

Jadran Tagar (Sundered Waves) - Level 5
Male Human Fighter 5
Medium, Human, Humanoid
Perception +11
Languages Common, Halfling
Skills Athletics(E) +13, Crafting +7, Diplomacy(E) +12, Intimidation +10, Oppara Lore +7, Medicine +9, Religion +9, Society (E) +9, Thievery +7 (Natural Cooperation: +4 to Aid Checks)
Str 19 (+4), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 14 (+2), Cha 16 (+3)
Other Items Full Plate, Minor sturdy shield, +1 striking longsword, +1 dagger, adventurer's pack, lesser healing potion (2), holy water (2), silver religious symbol of Iomedae, tankard (from the good old days), purse (3 gp), healer's tools (added in, gold reduced)
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AC 23; Fort +12; Ref +9 (Bulwark +3); Will +13
HP 74 Hero Points 1 Speed 20 feet
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Melee [1] [dice=+1 striking longsword]1d20+16[/dice] [dice=Magic Damage: P or S]2d8+4[/dice]
Melee [1] [dice=shield boss]1d20+13[/dice] [dice=Damage: B]1d6+4[/dice]
Ranged[1] [dice=+1 dagger(agile, finesse, thrown 10ft)]1d20+10[/dice] [dice=Damage: P or S]1d4+4[/dice]

CLASS FEATURES:
Attack of Opportunity: ↺*Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.* You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Shield Block: ↺*Trigger: While you have your shield raised, you would take damage from a physical attack*
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Bravery: Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

Fighter Weapon Mastery: Level 5:
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group: Swords. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

ANCESTRY FEATS:
Natural Ambition: Feat 1: Human: Source Core Rulebook pg. 57 4.0
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Cooperative Nature: Feat 1: Human: Source Core Rulebook pg. 57 4.0
The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

CLASS FEATS:
Reactive Shield: ↺*Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Sudden Charge: [◆◆] Feat 1: Barbarian Fighter Flourish Open: Source Core Rulebook pg. 88 4.0
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Champion Dedication: Feat 2: Archetype Dedication Multiclass: Source Core Rulebook pg. 223 4.0: Archetype Champion: Prerequisites Strength 14; Charisma 14
Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause. Special You cannot select another dedication feat until you have gained two other feats from the champion archetype.

Healing Touch: Feat 4: Archetype: Source Core Rulebook pg. 223 4.0: Archetype Champion: Prerequisites Champion Dedication
You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

Lay on Hands: Focus 1: Uncommon Champion Healing Necromancy Positive: Source Core Rulebook pg. 387 4.0
Cast [◆] somatic: Range touch; Targets 1 willing living creature or 1 undead creature.
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

SKILL FEATS:
Pickpocket: Feat 1: General Skill: Source Core Rulebook pg. 264 4.0: Prerequisites trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Battle Medicine: [◆] Feat 1: General Healing Manipulate Skill: Source Core Rulebook pg. 258 4.0: Prerequisites trained in Medicine
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

PILGRIM’S TOKEN: FEAT 1: GENERAL SKILL: Prerequisites trained in Religion
You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first.

GENERAL FEATS:
NO CAUSE FOR ALARM [◆◆◆] FEAT 1: AUDITORY CONCENTRATE EMOTION GENERAL LINGUISTIC MENTAL SKILL: Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature’s frightened value by 2.
Success Reduce the creature’s frightened value by 1.