M Hobgoblin LG fighter(swordlord) 4/ swashbuckler 4/ monk (MoMS) 4 | AC-26 (T-23, FF- 19) | CMD-29 | hp-56 | F+7, R+10, W+9 | Init +8 | Perc +12
About Rechau Soth
Class: (Triple Gestalt)
Fighter (Swordlord) 4
Swashbuckler 4
Monk (Master of Many Styles) 4
Favored Class: Fighter Favored class option: +1 skill point
Alignment: LG. Rechau believes firmly in the tenants of Iomedae. He will not knowingly associate with evil beings, nor allow evil acts to go unpunished. He is a realist and not suicidal. He believes in the rightful authority of sovereigns and societies except those that are obviously evil.
Race: Hobgoblin (9 points)
Purchased Race Powers: Advanced Charisma(4), Advanced Dexterity(4), Advanced Wisdom(4), Fearsome(4), Battle Scarred(2), +2 Natural armor(3).
THEME: Ancient Hobgoblin Sword Saint. He is a focused and dedicated swordsman with the goal of becoming the greatest swordsman in all of Golarion.
Size: Medium Reach: 5
Initiative +6 (Dex +6)
Senses: 60ft. Darkvision; Perception +12
STR 14 (+2)
DEX 23 (+6)
CON 16 (+3)
INT 12 (+1)
WIS 20 (+5)
CHA 20 (+5)
Defense:
AC 26/T 23/FF 19 (10 +6 Dex +5 Wis +3 natural armor, +1 dodge, +1 monk)
CMD 31 (10 + 4 BAB + 4 STR + 6 Dex + 5 Wis, +1 dodge, +1 monk)
HP 56 (4d10 + 12 Con + 4 Toughness)
+7 FORT (4 base + 3 Con)
+10 REF (4 base + 6 Dex)
+9 WILL (4 base + 5 Wis)
Offense:
+4 BAB,
+6 CMB (+2 STR, +4 BAB)
Speed- 40ft.
MW Aldori dueling sword +13 (+4 BAB, +6 Dex, +1 weapon focus, +1 enhancement, +1 trait) (1d8+9+4 precision/19-20x2)
w/PA +11 (1d8+13+4 precision/19-20x2)
Feats:
Toughness (bonus for everyone)
Fighter Feats (in order of level): Combat Reflexes, Combat Stamina, Hurtful.
Monk Feats (in order of level): Crane Style, Improved Unarmed Strike, Stunning Fist, Monkey Style.
Swashbuckler feats (in order of level): Weapon Specialization (Aldori dueling sword).
Special item (sword) feats (in order of level): Social Bravery, Skill focus (Intimidate), Inspiring Bravery.
Special Abilities:
FIGHTER
Bravery +1 (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Defensive Parry +1 (Ex): At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
SWASHBUCKLER
Charmed Life +5 3/day (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Deeds (EX): (derring-do, dodging panache, opportune parry and riposte. kip up, menacing swordplay, precise strike, swashbuckler's initiative).
Panache (5) (Ex): Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse (EX): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat.
Nimble +1 (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
MONK
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fuse Style (2 styles) (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action.
AC Bonus +1 (EX): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike 1D8 (EX): A monk deals more damage with his unarmed strikes than a normal person would.
Fast Movement (+10) (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki pool (7) (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
OTHER:
Blind-fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Combat Expertise (-1/+2): Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round): Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style: Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Hero Points: Hero Points can be spent at any time to grant a variety of bonuses.
Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiring Bravery: As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear.
If you have Improved Bravery, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request.
Monkey Style: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Power Attack (-2/+4): You can subtract from your attack roll to add to your damage.
Slashing Grace (Aldori dueling sword): Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Social Bravery: Add your bravery bonus to the DCs of checks to demoralize you, feint against you, change your attitude, or convince you to perform a request (this also applies against Cutting Humiliation and Intoxicating Flattery). Additionally, add a morale bonus equal to your bravery bonus on Bluff and Intimidate checks.
Stand Still: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Stunning Fist (4/day, DC 17): You can stun an opponent with an unarmed attack.
Traits:
Threatening Defender (Combat): Reduce penalty for Combat Expertise by 1.
Dominator (Belkzen) (Regional): +2 to demoralize in combat.
Sword Scion (Campaign): +1 to hit and CMB with Aldori dueling swords and longswords.
Languages: Common, Goblin, Orc
Equipment:
+1 Aldori dueling sword
Light Load: up to 58 lbs.
Medium Load: up to 116 lbs.
Heavy Load: up to 175 lbs.
DON'T FORGET FOR THE FUTURE
List equipment carried (nothing really at start aside from special item). Note the weight for each item. Please keep accurate encumbrance particularly if you are weak or near a threshold, where a few pounds might push you from light to medium for example.
Stat blocks for all companions, familiars, minions, pets, mounts, eidolons, cohorts, hirelings etc along with gear and encumbrance.
Bonus: All class sourced companions, eidolons, etc have max HP as well. This does not apply to store bought pets or mounts, or NPC henchmen etc.
Bookkeeping section. This is important. Keep a section that shows all money that came in as well as all money outgoing.
Rechau Soth was the son of a hobgoblin chieftain and thus spared some of the hardships and cruelties of traditional hobgoblin society initially. Most of his early childhood was instead spent on martial training and some history to prepare him for his future role as an heir. His abduction occurred early enough to prevent Rechau from becoming set in the ways of hobgoblin culture, opening new possibilities for him. He was too young to actually understand what had happened to him and was more confused than angry. This new place with all of these strange creatures was somewhat frightening for the young Rechau so he tended to be silent and reticent. Feeling most comfortable with what he was used to, martial training, he focused heavily on it. During the initial trials he discovered the Aldori style. This style suited his strengths and he easily adapted to it. He also spent much time reading, especially about early hobgoblin history. Here he discovered the old hobgoblin Sword Saints and immediately felt a deep connection with their ideas. Since then he has worked hard to emulate their beliefs and customs. His sword, Hogekhec or Duuc-Alec, has become an existential part of him and in the art of pure swordsmanship few can match his skill.