Ngoga

N-P-C's page

37 posts. Alias of AGM Lemming.


Race

Sir Falcon von Raptor | NG Human Samurai of Apsu 4 | Bites 5/5

Classes/Levels

HP 24/38| AC 23 T 13 FF 22 | F6 R 5 W 1 | Resolve 2/2 Challenges 2/3 | Per -1 Init: +3

About N-P-C

Sir Falcon von Raptor

Strength 17
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 8
Charisma 14

Defenses:
AC 23 (10 +10 +1 +2)

Fort:+5 Reflex: +4 Will: 0

HP: 38 (10 +7 +7 +7 +7)

+1 glamered full plate

amulet of natural armor +2

ring of major acid resistance

Skills:
Acrobatics: +11
Bluff: +9
Diplomacy: +9
Knowledge Religion: -1
Perform: Sing +9
Profession (Gardener) +5
Sense Motive: +9

Traits:
Reckless : +1 to acrobatics, acrobatics is a class skill
Lion's Audacity: You attack life with the ferocity of a charging lion and inspire others with your audacious deeds. Once per day when you make a charge attack, you can inspire allies within 30 feet. They gain an additional +2 trait bonus on attack and damage rolls when they make a charge attack before the beginning of your next turn.

+1 flaming burst Katana. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

Attacks:
Combat mods:
STR: +3+3
BAB: +5
Lion's Audacity: Charge: +2+2
Katana: +1 to hit, +d6 damage(fire). +d10 on Crit
Weapon Focus: +1 to hit
Weapon Spec: +2 Damage
Challenge 2/day: +5 damage, DR2/- (-2 to AC to all enemies except challenged)

1/day Fiery Ray, Ranged Touch for 4d6

+1 keen composite longbow (+2 Str)
+1 dragonbane arrows (3)

Gear:
Backpack
Bedroll
Flint/Steel
Tankard
Sewing needle
Thread (50 ft)
Twine (50 ft)
Rope (50 ft)
Signal Whistle
Chalk
Soap
Whetstone
Waterskin
Torch (x5)
Heavy Mace

Feats:
Weapon Focus: Katana
Dodge
Power Attack
Weapon Specialization: Katana

Abilities:
Challenge 2/day - (+5 Damage, DR2/-) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai 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.

Challenging a foe requires much of the samurai's concentration. The samurai 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.

Order: Order of the Warrior

Resolve:
Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Banner (Ex): At 5th level, a samurai's banner becomes a symbol of inspiration to his allies and companions. As long as the samurai'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 10th 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 samurai or his mount to function.

Mount

Mounted Archer

Weapon Expertise: Katana (quick draw for Katana, +2 to confirm crits)

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Dragon's name: https://paizo.com/campaigns/v5748p75ivlvp/gameplay&page=48#2375