Knight of Ozem

Mordecai Goldman's page

105 posts. Alias of pdprong.


Full Name

Mordecai Eustace Goldman

Classes/Levels

Male Human Mobile Fighter 5| Hp: 24/45 | AC:20 T:17 FF:13 | CMD:22 | Fort:+6 Ref:+5 Will:+4(+1vs paralysis, entangle and slow)| Init:+2 | Perc:+5

Gender

current effects:
none

Age

30

Deity

Aroden.... Yes he knows he's dead.

Languages

Common, Azlanti

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 12

About Mordecai Goldman

Male human mobile fighter 3
NG Medium Humanoid(Chelaxian, Human)
Initiative +2; Senses: Perception +5

Defense
Ac:20 ,Flatfooted:17 ,Touch:13 (+3 Dex +4 armor, +3 shield)(-2 vs. improvised weapons)
CMD22 (-2 vs Dirty Trick combat maneuver)
Hp: 45 (5d10+15)
Saves:Fort: 6,Ref: 5,Will: 4 (+1 vs paralysis, entangle and slow effects)

Offense
Speed 30 ft.
BAB: +5, CMB: +9 (+2 Bull Rush)
Melee +1 Silver-sheen Shield Spikes +8 (1d6+12/ 20x2) Two handed powerattack
or
Melee +1 Silver-sheen Shield Spikes +6 (1d6+8/ 20x2); Cold Iron light mace +6 (1d6+4/ 20x2)
or
Melee +1 Silver-sheen Shield Spikes +6 (1d6+8/ 20x2); Silversheen short sword +6 (1d6+4/19-20x2)
Ranged Javelin : +5 (1d6+4/20x2)
Special Leaping Attack (Ex): At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.

Statistics

Special Qualities:

Agility (Ex) At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

Armor TrainingStarting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

Skills:

Trained
climb +12[5], knowledge(Nobility) +10[5], Ride +11[5], Swim +12[5]

untrained
+5 :Appraise, Craft(all), Disguise, Handle Animal, Heal, Intimidate, Knowledge (all) , Linguistics , Perception , Perform(all), Profession(all), Sense Motive, Spellcraft , Survival, Use Magic Device
+7 :Acrobatics, Bluff, Diplomacy, Disable Device,Escape Artist, Fly, Sleight of Hand, Stealth


feats:

Human bonus Feat Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

1st level feat Improvisation:You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.

1st level fighter feat Two-Weapon Fighting:Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

2nd level fighter feat Improved shield Bash:When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

3rd level feat Improved Improvisation:Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

4th level fighter feat Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

5th level feat Improved Bull rush: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

traits:

Drawback
Naive: Effect:You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Characer

Child of Kintargo:(Campaign): You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Armor Expert(combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Indomitable Faith (faith):You were born in a region where your
faith was not popular, but you still have never abandoned it. Your
constant struggle to maintain your own faith has bolstered your drive.
You gain a +1 trait bonus on Will saves.

Race
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Gear:

Gold 19 gp
ClothesSignet ring, Noble Outfit, Travelars outfit
Armor Masterwork Armored Coat 200gp
NeckSwarmbane Clasp
Shield +1 Heavy Mithrail shield 2070gp +1 Silversheen Shield Spikes 2750
weapons Silversheen shortsword 760gp, Masterwork Cold-iron light mace 310gp ,Cold iron Javelins x10 20gp
Fighter Kit backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and waterskin.
potions bless Weapon x2
Wondrous ItemsIoun Torch 75gp
MountHeavy War Horse 300gp, Animal feed (20 days) 1 gp, Studded Leather barding(+3 armor)100 gp ,Military Saddle 20gp, Bit and bridle 2gp, Saddle Bags 4gp, Lance 10gp
BooksHistory and future of Humanity(Holy book of Aroden)200gp

Visa:

(Heavy) Horse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +3 armor, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ Combat Trained

Mobile Fighter Archetype:

Where some fighters focus on strength and raw power, the mobile fighter relies on swiftness and mobility, gliding across the battlefield like a steel whirlwind and leaving destruction in his wake.

Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. This bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

Leaping Attack (Ex): At 5th level, when a mobile fighter moves at least 5 feet prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases by +1 for every four levels beyond 5th.

This ability replaces weapon training 1, 2, 3, and 4.

Rapid Attack (Ex): At 11th level, a mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

This ability replaces armor training 3.

Fleet Footed (Ex): At 15th level, the mobile fighter’s speed increases by 10 feet. He can take 10 on Acrobatics checks even while distracted or threatened, and can take 20 on an Acrobatics check once per day for every five fighter levels he possesses.

This ability replaces armor training 4.

Whirlwind Blitz (Ex): At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action.

This ability replaces weapon mastery.