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About Mikhail TemplesonCharacter Name: Mikhail
Armor Class
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML Shield (+ 1 ) Hardness: 20 Max HP (-)/BT (-) Current HP (-) Saving Throws
Hit Points: Max [136] ; Temporary [] ; Dying [] ; Wounded [] ;
Perception: [21] Wis[3] + Prof [16]+ TE*M*L + Item [2] Speed [30] Ft ; Movement Types & Notes: [] Melee
Weapon: []= Str [] + Prof [] + TEML + Item []
Ranged
Weapon: []= Dex [] + Prof [] + TEML + Item []
Weapon Proficiencies
Skills
Ancestry Feats and Abilities
Alchemist Dedication:
You put your alchemical interest into practice. You become
trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Feat 13th: Feat 17th: Skill Feats:
Alchemical Crafting:
: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. 10th: Continual Recovery: Can make a check every 10 minutes instead of an hour. 12th: 14th: 16th: 18th: 20th: General Feats:
Class Feats and Abilities:
Options:
- Sudden Charge: 2 actions- Stride x2 and attack at the end if you are in melee. -Lunge: 1 action- Increase range on a strike action by 5 ft. Can use to disarm, shove or trip if allowed by the weapon. - Swipe: 2 actions- Make a single attack roll and compare to up to 2 adjacent characters AC's and then roll damage once and apply to both. Counts as 2 attacks for multiple action penalties. A weapon with sweep adds modifier to all Swipe attacks. - Blind-fight: Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flatfooted to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you. - Felling Strike: Your attack can ground an airborne foe. Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn. Feature 9th: Juggernaut: Fortitude to Master and success counts as Critical Successes. Feat 10th: Feature 11th: Feat 12th: Feature 13th: Feat 14th: Feature 15th: Feat 16th: Feature 17th: Feat 18th: Feature 19th: Feat 20th: Bonus Feats: Inventory: Everburning Torch, Healer's Gloves [2d6+7 healing], Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking [Standard Grade] Cold Iron Greatsword, +1 Striking Crossbow, Adventure's Pack (no rations), 47 crossbow bolts, Healer's Tools, 2 Wooden Holy symbols Bulk [9 w/pack] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Magic Tradition:
Reagents [level/day]: 10/10
Innate Spell: Focus Spells: Spells:
Attacks:
[dice=First Attack with Civility]1d20+20[/dice] [dice=First Damage with Civility]2d12+4+3[/dice] [dice=Second Attack with Civility]1d20+15[/dice] [dice=Second Damage with Civility]2d12+4+3[/dice] [dice=Third Attack with Civility]1d20+10[/dice] [dice=Third Damage with Civility]2d12+4+3[/dice]
Mikhail Pathfinder 1.0: [/spoiler]
Mikhail Templeson High Priest [7 Ranks]
------------------- Fighter [Buckler Duelist] 2 / Cleric 4/ Holy Vindicator 1 - HP 56/56 - AC 27/T: 12/FF: 25 - F: +10 R: +3 W: +9 - CMB: +10 - CMD: 22, Speed: 20, Init: +1 - Perception +15 ; Hero Points- 1; Channels /3 ------------------- Male Human Fighter 2 / Cleric 4/ Holy Vindicator 1 LG Medium humanoid (Human) Init +1 ; Senses Perception +15 -------------------- Defense -------------------- AC 27, touch 12, flat-footed 25 (+11 armor, +1 Dex, +4 Shield, +1 Insight) hp 56 (3d10+4d8+14) Fort +10, Ref +3, Will +9 [+1 vs anything that tests my Willpower] Defensive Abilities: -------------------- Offense -------------------- Speed 20 ft Armored [30 ft.] Melee +1 Cold Iron Greatsword "Civility" +10 / +5 (2d6+7; 19-20x2) or Spiked Gauntlet +9 (1d4+4;2) Ranged Special Attacks Warpriest Spells Memorized (CL 7th; concentration +10) Level 0 [4]- Light, Guidance, Detect Magic, Stabilize, Create Water Level 1 [4+1]- Longstrider*, Liberating Command, Shield of Faith [2], Compel Hostility Level 2 [3+1]- Barkskin*, Align Weapon, Lesser Restoration, Spiritual Weapon Level 3 [2+1]- Fly*, Communal Resist Energy, Magic Circle vs Evil -------------------- Statistics -------------------- Str 18, Dex 13, Con 14, Int 10, Wis 16, Cha 10 Base Atk +6; CMB +10; CMD 22 Feats: Buckler Bash [Shield Bash w/Buckler as light shield], Shield Focus, Favored Prestige Class [Holy Vindicator], Unhindered, Shield, Power Attack, Craft Magical Arms and Armor, Alignment Channel [evil], Prestigious Spellcaster [Holy Vindicator] Traits Bastard [-1 Charisma check vs Nobles and +1 Will Save versus anything that tests the strength of my willpower]; Magical Knack [+2 cleric CL] Skills: Diplomacy +4 [+3 vs Nobles], Knowledge [Religion] +10, Perception +15, Sense Motive +9, Ride +5, Spellcraft +9, Survival +7 Languages: Common SQ: Combat Gear +2 Fullplate, +2 Buckler, +1 Cold Iron Greatsword, +1 Cloak of Resistance, Pearl of Power [Level 1] x3, Pearl of Power [level 2] x2, Backpack, 50 ft Silk Rope, Grappling Hook, Flint and Tinder, Bedroll, 2 Waterskins, 2 Wooden Holy Symbols, Dusty Rose Ioun Stone, +2 Headband of Wisdom: Gold:153 Silver: 9 Copper: 0 -------------------- Tracked Resources -------------------- Fervor: Trail rations - 7/7 Waterskins- 2/2 Silk Rope- 50/50 ft Climber’s Kit- 1/1 Bedroll- 1/1 Everburning Torch- 1/1 Backpack- 1/1 -------------------- Special Abilities -------------------- Aura- Radiate Good Orisions Channel Positive Energy: 3/Day [3d6] DC=10 + 1/2 Cleric Level + Charisma [Will Save DC 12] Defense Domain:
Travel Domain:
Vindicator's Shield: A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power. [spoiler=Attack Info]
dice=Damage with Civility with PA and IC]2d6+7+6+2[/dice] dice=Secondary Attack with Civility with PA and IC]1d20+5+2-2[/dice] dice=Secondary Damage with Civility with PA and IC]2d6+7+6+2[/dice] |