About Okoju AgataOkoju Agata Theme: Spear Defender Alignment:
Personality:
Character Creation (Stats and Race):
Stat Rolls, +10 (1:1) str 15 (+2 Race -3 GM) → 14 dex 15 (+2 Race, +3 GM) → 20 con 15 (+2 Race, +3 GM) → 20 int 15 (+2 Race, +3 GM ) → 20 wis 15 (+2 GM, +1 Level 3) → 18 cha 14 (+2 GM) → 16 Additional racial traits (11 rp points):
Male CG Gnoll Warder (Dervish Defender) 3 // Rogue (Unchained) 3 // Magus (Kensai) 3 (Tristalt)
Base Abilities and Stats:
STR: 14 (+2) // DEX: 20 (+5) // CON: 20 (+5) INT: 20 (+5) // WIS: 18 (+4) // CHA: 16 (+3) HP: 57 (Class +36, Con +15, Toughness +3, Favored Class +3) Initiative: +6 (+5 Dex, +1 Trait) Move Rate: 30 ft; Size: Medium; Reach: 5 ft AC: 29, Touch: 24, Flat Footed: 20 (Dex +5, Int +5, Natural +5, Dodge +4) BAB: +3 CMB: +6 (Str +3, BAB +3) CMD: 25 (10, Str +3, Dex +5, BAB +3, +4 Dodge) Conditional: Combat Expertise (+1 Dodge), +1 Dodge vs. traps Saves: Fort: +8 (+3 Base, +5 Con) Reflex: +8 (+3 Base, +5 Dex) Will: +7 (+3 Base, +4 Wis) Senses: Low Light Vision, Dark Vision 60 ft, Trapfinding Defensive Abilities: Evasion, Danger Sense Concentration: +9 (+3 CL, +5 Int, +1 Trait) Primary Class: Warder; Favored Class Bonuses: +3 Hp Hero Points: 2 Combat:
Melee Naginata +9 (BAB +3, Dex +5, WF +1) 1d8+7, x4, S (Dex +5 x 1.5) SQ: Reach TWF:
Haft +7 (BAB +3, Dex +5, WF +1, TWF -2)
Skills:
24-Class, 15-Int, 3-Bonus Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Acrobatics: +9 [i](Rank +1, Class +3, Dex +5)
Languages: Gnoll, Common, Modern Common Modifiers: +1 Perception to locate traps and avoid being surprised
Racial Traits:
Ability Score Racial Traits: +2 Str, +2 Con Size: Medium Type: Humanoid (Gnoll) Base Speed: 30 feet. Languages: Xenophobic - Gnolls start knowing their racial language only. Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus. Dark Vision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet. Advanced Dexterity & Intelligence: +2 Dex, +2 Int
Character Traits:
[Arcane Temper (Magic): You gain a +1 trait bonus on concentration and initiative checks. Dispelled Battler (Combat): You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects. Unorthodox Method: You may trade one of your classes disciplines known for a different discipline known of your choice. (Swap Silver Crane for Broken Blade) You gain the new discipline's skill as a class skill. Proficiencies:
All simple weapons and martial melee weapons, double weapons, hand crossbow, and with light armor. Suffers normal arcane spell failure chance when casting magus spells while armored. Warder (Dervish Defender) Abilities:
Maneuvers A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Golden Lion, Silver Crane, Thrashing Dragon and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter. Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence. Maneuvers Readied
For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn. Stances Known (2)
Defensive Focus (Ex, threatened area 15 feet, CMD 30)
When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them. At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity. Aegis (Ex, +1, 10 ft)
At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft. Bonus Feat
Two-Weapon Defense (Ex)
Armiger's Mark (Ex, -6 penalty, 5 rounds, +12% arcane failure, 8 marks, 6/day):
At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence. At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent). Bonus Feat
Rogue (Unchained) Abilities:
Sneak Attack (2d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding (+1)
Finesse Training (Ex, Naginata)
Evasion (Ex)
Danger Sense (Ex, +1)
Rogue Talents:
Stand Up A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe. Magus (Kensai) Abilities:
Spells A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips
Spellbooks
A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Diminished Spellcasting
Arcane Pool (Su, 6/day, +1)
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat (Ex)
Canny Defense (Ex, +3 Dodge) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. Weapon Focus (Ex)
Spellstrike (Su)
Magus Arcana:
Flamboyant Arcana (Ex): A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can't use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect the arcane pool of a magus with this arcana. Derring-Do (Ex): At 1st level, a magus can spend 1 arcane point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 arcane point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The magus must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 arcane point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Feats:
Character Feats: Level 1 Spear Dancing Style (Combat, Style, Naginata)
A weapon wielded in this way loses the brace and reach special weapon features. Special: A character with the weapon training (polearms or spears) class feature can use Spear Dancing Style with any polearm or spear, respectively, in addition to the chosen weapon. Spear Dancing Spiral (Combat, Naginata)
Spear Dancing Reach (Combat, Naginata)
Amateur Investigator (Inspiration: 5)
Double Slice
Level 2 Dazzling Display
Level 3 Combat Expertise (Combat)
Warder Bonus Feats Two Weapon Fighting
Combat Reflexes (+5 AOO's)
Powerful Mark (Combat)
Rogue Bonus Feats Weapon Finesse
Kensai Bonus Feats Weapon Focus (Naginata)
Racial Bonus Feat Dodge
Campaign Bonus Feat Toughness
Spells:
Magus Spellbook: Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark Spark Level 1: Blade Tutor's Spirit, Chill Touch, Corrosive Touch, Disguise Weapon, Frostbite, Floating Disc, Long Arm, Magic Missile, Shocking Grasp, Shield, Ray of Enfeeblement, Unseen Servant Spells Prepared:
Stances Known:
Pride Leader's Stance (Golden Lion) By adopting the mannerisms of commanding lions of the great savannahs, the disciple inspires heroics by his presence. By adopting this stance, the initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear effects and demoralization effects. The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6. Silver Crane Waltz (Silver Crane)
Maneuvers Known:
Readied: Primal Wrath Crushing Blow (Primal Fury, Strike)
By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier). Enduring Crane Strike (Silver Crane, Strike)
Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft. Hunting Party (Golden Lion, Strike)
When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade's potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target. Pride Movement (Golden Lion, Boost)
By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator's turn. Tactical Strike (Golden Lion, Strike)
Any commander knows that in battle, footwork is key. By utilizing this theory, the Golden Lion disciple helps his comrades to understand this. The disciple makes a melee attack against a foe; if successful, any ally he designates within 10-ft. of his position may make an immediate free 10-ft. movement without provoking attacks of opportunity.
Gear:
Masterwork Naginata Encumbrance Light: 0-58 lbs.; Medium: 59-116 lbs.; Heavy: 117-175 lbs. Money:
none Goodwin's Special Item:
Item name: Eru Alaabo Description: Masterwork Naginata Category: Weapon Feats Granted: Bodyguard (Level 2): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Skill Focus (Intimidate) (Level 3): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Magic Creation Pool (spent/total): 2000/3000
Flexible Power Pool (spent/total): 0/1
Background:
Theoretical Progression:
Warder (Dervish Defender) 20 // Rogue (Unchained) 10 / Slayer (Vanguard) 10 // Magus (Kensai) 11 / Samurai (Sword Saint) 9 Cheese Dip 1=Fighter (Unbreakable)
Dual Mind=Psychic Warrior // Brawler (Exemplar)/Stalwart Defender // Cleric/Stalker/Blade Templar |