About Maximus BenedictusDice:
[dice=Fort]1d20+16[/dice] [dice=Ref]1d20+11[/dice] [dice=Will]1d20+13[/dice] [dice=Acrobatics]1d20+23[/dice]
----------------------------------------------------------------------- Bof/PA/Two-handed(no shield)
[dice=+2 Adamantine Falcata w/PA]1d20+20[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+15[/dice]
---------------------------------------------------------- [dice=+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+12[/dice]
------------------------------------------------------------ [dice=+2 Adamantine Falcata w/PA]1d20+22[/dice]
[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+22[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+17[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+12[/dice]
------------------------------------------------- [dice=+2 Adamantine Falcata w/PA]1d20+24[/dice]
[dice=(Haste)+2 Adamantine Falcata w/PA]1d20+24[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+19[/dice]
[dice=+2 Adamantine Falcata w/PA]1d20+14[/dice]
------------------------------------------------------------------- [dice=+2 Adamantine Falcata]1d20+28[/dice]
[dice=(Haste)+2 Adamantine Falcata]1d20+28[/dice]
[dice=+2 Adamantine Falcata]1d20+23[/dice]
[dice=+2 Adamantine Falcata]1d20+18[/dice]
Backstory:
A young man with marginally long brown hair, fairly well built and brown eyes that are set with determination, practices in the training yard with his sword and shieid upon the pell targets. "It's my time, brother," Maximus says, taking a breath and cracking his neck from one side to the other before continuing to work on his fighting form. Justus, his brother, bites into an apple as he watches. "Really? For what? To get your butt kicked?" he remarks, chuckling at his bad joke. Paying his 'bad joke brother' no mind, "Nope. I'm making it into that tower this time. I've waited 9 years for this, brother, and it's my time." Stopping in mid-bite of his apple, "Wait... what? Nine years? Seriously, Max?! Man, you were like what...," he begins to do the math in his mind, albeit a bit slowly(showing the level of his intelligence clearly), "fourteen? C'mon, brother, there's no way you wanted it for that long. Heck, I didn't even know what I wanted last week much less when I was fourteen." Not missing a beat as he continues his attacks upon the pell, "That's because you've never possessed any real focus. You just fly by the seat of your pants and hope something happens that'll keep you going, yet, also keep you from having to put forth any real effort. In a nutshell, you're just lazy, brother of mine. But don't you worry, I got enough energy for the both of us. I'm going to make it into that tower and things will be different." Taking another bite of the apple and acting as if his brother said nothing offensive, "Oh yeah? Different how?" Maximus pauses a moment to ponder that question. Taking a deep breath through the nose before letting it out, "You know, I don't know. But different. I can feel it." He then returns to his workout. Justus shrugs, tossing the rest of the apple away. "Whatever. Good luck with that. The tower is too much work in my opinion. I'd rather... well... not deal with some dumb ol' tower. Probably just going to hit the market. See ya later." "Yep," he simply responds, continuing his workout in full concentration as his brother takes his leave. After an hour, he finally calls it quits. Sweating profusely as he finds a seat, the warrior grabs a towel and wipes himself down. While being a soldier has its perks, there's got to be more for me out there. I've seen plenty of battle, conquered many foes, I should very well be able to conquer this tower. Now's my time... ----------------------------------------- Maximus was born and raised in Vinland amongst the plains and the rolling hills and very much next door to the mountain range as well. So he's no stranger to that which goes 'bump in the night'. As many in Vinland preferred a more 'artsy' and laid back type of living, Maximus was born with a warrior's heart. The relaxed lifestyle that is typical of Vitolians was simply not for him. And while he did not object to such a life wholeheartedly, he knew that is not how he could live his life on a day to day basis. Unlike his brother, he is not one that can simply sit idly by and waste the days away accomplishing nothing. So when he had become of age, he moved to the great city of Korryn where he enlisted as a soldier within the army and has remained as such to this day. Entering at seventeen, he's been a welcome addition. Although he's had opportunities to rise in rank, he's always preferred the heat of battle more so than giving orders. So he's remained a frontline soldier his entire career. Maximus's about 6'1", fairly well built with fairly long brown hair and brown eyes. He possesses a fierce determination but also a pleasant disposition. A bit of extra backstory... I’d like you both to be from Estria, a relatively small city-state on the south side of the Ironspine Mountains (the huge mountain range that runs across the continent), near their western edge. My thought is that Gaius’ uncle has/had a school there that trained boys in combat, with a focus on fighting with a sword and shield, and both of you were pupils of his at the same time. You bonded over your training and were friends but lost touch as you got older and Gaius had official duties to tend to and Maximus left for Korryn. The army in Korryn is as much citywatch as it is normal army so ‘Sergeant Benedictus’ was leading a patrol in the Tower district when he spotted his old friend Gaius looking around. I’m imagining that would have been just a day or two before we start. After catching up with each other, you went to see the Bookkeeper together with the plan of undertaking the quest to gain entry together assuming you’re both found worthy. - Arbiter The Dwarven woman
Maximus:
Maximus Benedictus Male human Fighter 13th/Guardian 2nd CG Medium humanoid (human - Vitolian) Init +5; Senses Perception +24 -------------------- Defense -------------------- AC 34, touch 22(25 w/style), flat-footed 31 (+10 armor, +2 deflection, +3 Dex, +2 natural, +7 shield) HP 205 (1d10+120lvl+52Con+13fc+10Mythic) Fort +16 (+8base/+3con/+4resist) Ref +11 (+4base/+3dex/+4resist) Will +13 (+4base/+2will/+4resist/+3bravery(per Adv wpn train)) (+2 vs. fear; +4 vs. poison/petrification) Special defenses: +2 to AC vs crit confirm; +6 vs being intimidated -------------------- Offense -------------------- Speed: 30 ft. Melee: +2 Adamantine Falcata +27/+22/+17 (1d10+14/17-20/×4) Ranged: Javelin +16/+11/+6 (1d6+7) Special Attacks: Weapon trainings (armed bravery, heavy blades +2, Focused Weapon); Rage(27 rounds/day; +6 Str/Con, +3 Will, -2 AC) --------------------
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Racial Modifiers: Highlander (hills or mountains)
4400 gp Circlet of Tar’Amon
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Feats:
Greater Shield Focus (Combat): Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. Improved Shield Focus (Combat): You reduce the armor check penalty of any shield you are using by 1. You also use your character level in place of your base attack bonus for the purpose of shield mastery feat prerequisites. Mobile Bulwark Style (Combat, Style): While using a tower shield, add the shield’s bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space as a move action. Mobile Fortress (Combat): While using a tower shield, you add half of the shield’s bonus to AC (including its enhancement bonus) to your touch AC and take only a –1 penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space. Mobile Stronghold (Combat): While using Mobile Bulwark Style, whenever you use a tower shield to gain total cover, you also gain partial cover (and grant partial cover to adjacent allies) against spells passing through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action. Shield Focus (Combat): Increase the AC bonus granted by any shield you are using by 1. Shield Specialization (Tower Shield) Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD. Tower Shield Specialist: You reduce the armor check penalty for tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum Dexterity bonus of tower shields as if they were armor. Auto Bonus Progression:
3rd lvl: Resistance +1 4th lvl: Armor attunement +1 4th lvl: Weapon attunement +1 5th lvl: Deflection +1 6th lvl: Mental Prowess Choice(Wisdom) +2 7th lvl: Physical Prowess Choice(Strength) +2 8th lvl: Armor attunement +1/+1 8th lvl: Resistance +2 8th lvl: Toughening(Natural armor) +1 8th lvl: Weapon Attunement +1/+1 9th lvl: Armor attunement +2(+1 armor/+1 shield) 8th lvl: Weapon Attunement +2 10th lvl: Deflection +2 10th lvl: Resistance +3 11th lvl: Mental Prowess Upgrade(Wisdom) +2[+4 current] 12th lvl: Physical Prowess Upgrade(Strength) +2[+4 current] 13th lvl: 2nd Mental Prowess Choice(Intelligence) +2 13th lvl: 2nd Physical Prowess Choice(Constitution) +2 13th lvl: Resistance +4 13th lvl: Toughening(Natural armor) +2 First Attunement(Strength Domain):
Ideal[Strength]: You gain its granted powers as a cleric of your character level. In addition, you gain the ability to use each of its domain spells as a spell-like ability 1/day, beginning when your character level equals twice its spell level. All of the save DCs, number of daily uses, and other attribute-related variables use your Int instead of Wis. . . .Strength Surge (Sp)[+6, 5/day): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Int modifier. . . .Might of the Gods (13 rnds) (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive. . . .Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand. Second Attunement(Rage):
Rage: You gain the Rage ability as a barbarian of your character level. This does not grant access to rage powers, but if you possess rage powers from another source you may use them while in this rage. Your rage improves as Greater Rage and Mighty Rage at the appropriate levels. Celestial Blood, Lesser (Su): While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack. Celestial Blood (Su): While raging, the barbarian gains resistance 5 to acid and cold. Celestial Blood, Greater (Su): Once per rage, the barbarian can reroll one ability check, skill check, or saving throw she just made. She must take the second result, even if it’s lower. She must decide to use this ability after the die is rolled but before results are revealed. Rage(32 rounds/day; +6 Str/Con, +3 Will, -2 AC) Third Attunement(Alchemist Spells):
Completing the third attunement has opened your mind to a preternatural understanding of one of the fundamental sources of magic. You gain spells known and spell slots per day as a bard of your character level. You cast these spells as though you had the Eschew Materials feat. Inner Strength - A mystical force innate to each sentient creature. Choose your spells known from the alchemist formula list (plus the 0th level spells listed below*). Armor does not interfere with casting these spells but they can only be cast on yourself. Your spell DCs, concentration checks, bonus spells, and maximum spell level are Constitution based. *0th level spell list for Inner Strength: Chameleon scales, detect magic, detect poison, enhanced diplomacy, grasp, guidance, know direction, read magic, resistance, root, vigor, and virtue. Spells Known(Alchemist formulae) (CL 13th; concentration +15; DC: 13 + spell lvl)
Fourth Attunement: Mythic(Guardian 2nd):
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