Fighter

Redgar Oni-Friend's page

57 posts. Organized Play character for Redgar.


Race

Male CG Human (Taldan) Drill Sergeant 10 / Medium of the Master 1| HP 89/89 DR 5/-| AC 24* T 13 FF 22* | CMB +17 (+19 h.b.), CMD 29 (31 S/D w/h.b.) | F: +14*, R: +9, W: +11 | Init: +4 | Perc: +16, SM: +0

Classes/Levels

| Speed 30ft | Influence: 1/7(9) || Tactician: 3/3 |Active conditions: None.

Gender

Male

Size

Medium

Age

28

Alignment

LN

Deity

Varies

Location

Absalom Lodge

Languages

Common, Tien

Occupation

Drill Sergeant, Scribe

Strength 22
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 10
Charisma 10

About Redgar Oni-Friend

PFS # 61159 - 3
Experience 32
Faction Grand Lodge (Lantern Lodge forever!)
Wealth 11,797 GP, 17 PP, 60 Fame
__________________________________________________________________

Name Redgar
Fighter 10 / Medium of the Master 1
NG Medium humanoid (Human)
Init +4; Senses Perc +16, SM +0,

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Defense
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AC 24 (25 w/buckler), touch 13, flat-footed 24 (25 w/buckler)
CMB 29, +2 vs. Sunder/Disarm with Heavy Blade

HP 89 DR 5/- (incl. 9 retrained hp).

Fort +14*, Ref +9, Will +11
Note: +x based on Tactician;
+3 on subsequent saves to mitigate effects from Guiding Compass;
+2 (+5) Resist vs. Death descriptor;
[ ] +3 (+4) Luck Bonus);
[ ] Reroll Nat 1 OR Crit Confirm roll;

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Offense
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Speed 30 ft.
Melee +2 Adamantine Greatsword +20/+12 (2d6+27 /19-20)Damage Breakdown: Str x1.5 +9, P.A. +9, W.S. +2, Blades +2, Ench +2, Spirit +1 Seance +2) (Vital Strike for +2d6 whenever making 1 attack).
..C.I. Heavy Flail +17/+9 (1d10+22 /19-20), or
..C.I. Longspear +17/+9 (1d8+22, +1 whtstn /x3), or
..C.I. Dagger +17/+9 (1d4+16, +1 whtstn), or
..MW Greatsword +19/+11 (2d6+26, +1 whtstn /19-20)

Once per day, can Scabbard of Vigor for +1 for 10 rds, +2 for 5, +3 for 3, or +4 for 1. First attack gets +1 damage thanks to Whetstone.

Ranged Sling +14/+9 (1d4+10, 8 Cold Iron Bullets)

Space 5 ft.; Reach 5 ft. (10 ft. w/Longspear)

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Statistics
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Str 22 (+6), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Base Atk +10; CMB +17 (+19 h.b.); CMD 29 (+2 vs. Sunder/Disarm for h.b.)

Feats
(h) Step-Up
(1) Weapon Focus (Greatsword)
(1) Power Attack
(2) Vital Strike (free fighter RT @ lvl 6)
(3) Furious Focus (no penalty to first attack w/PA)
(4) Weapon Specialization (Greatsword) (to trade out at F12?)
(5) Iron Will
(5t) Shake it Off +1 to saves for each adjacent ally, up to +4
(6) Advanced Armour Training: Adaptable Training (Acrobatics)
(7) Defiant Luck (1/day, reroll nat 1 save or force reroll of Crit Confirm)
(8) Advanced Armour Training: Armoured Juggernaut (DR 2/-)
(9) Inexplicable Luck: Once per day, gain a +8 bonus to any one d20 roll before the roll is made, or a +4 bonus after the roll is made.
(9t) Blood for the Empire: +2 morale to atk & dmg vs. target damaged by ally w/ this feat w/in the last round. When ally w/this feat dies w/in 30' of you, gain the effects of haste for 1 round.
(11) Spirit Focus (Champion)
(11) Targeting Blow: [ ] [ ] [ ] 15 20 / day, [standard], single melee atk (w/appropriate wpn) targeting specific body part. On a successful attack, affect the target as if you had used the targeting gunslinger deed. (Creatures that are immune to sneak attacks are immune to these effects:

* Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
* Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
* Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
* Torso: Targeting the torso threatens a critical on a 19–20.
* Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Traits
Observant (+1 Perception, Class Skill)
Reactionary (+2 Init)
Cornered Fury (Your trials within Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to AC.)

Languages Common (Talden), Tien

Skills
Acro: +11/+15 (Heavy/No Armor), Climb: +8/+12 (Heavy/No Armor), Diplomacy +4, Intimidate +14, Know. Arcana +4, Know. Dungeon +6, Know. Engineer +5, Know. Planes +4, Know. Religion +4, Perception +16, Prof. Soldier +5, Prof. Scribe +7, Ride +2/+6 (Heavy/No Armor), Survival +5, Swim +7/+11 (Heavy/No Armor).

Special Skill Bonuses:

Explorer/Chronicler: [ ] [ ] / scenario, +5 Circ. bonus and ½ ACP on Ac, Climb, Surviv, or Swim; Ling/Know/UMD and treat as trained).

[ ] +5 to knowledge or Gather Info
[ ] +1d4 to INT based Skill

Gear!:

Wands
x33 CLW
x32 IH
x13 Lesser Resto
x7 Prot. from Evil
x9 Comprehend L.

Potions and Oils and Scrolls

x1 Remove Blindness/Deafness

x1 Cure Serious Wounds potion
x1 Cure Moderate Wounds potion (2 found in scenario)
x1 Infernal Healing potion
x2 Oil of Bless Weapon
x1 Oil of Magic Weapon
x1 Oil of Enlarge Person, CL 5
x1 Oil of Shield of Faith, CL 6
x1 Potion of Featherstep
--Potion of Mage Armor
x1 Potion of Fly
x1 Scroll of Fly
x1 Scroll of Make Whole
x2 Scroll of Lesser Restoration

Alchemical Items

x3 Alkali Flask
x4 Alchemist’s Fire
x4 Holy Water
x1 Impact Foam
x1 Smokestick (rotates when placed on ground)
--Smog Pellet

--Weapon Blanch: Silver
--Weapon Blanch: Cold Iron
x1 Weapon Blanch: Adamantine

x1 Anti-Plague
x1 Anti-Toxen
x4 Meditation (Iced) Tea (10 min: +2 Alch. vs. mind-affect. 1/day, if consumed during, reroll w/ the +2.)
x4 Stillgut (+5 Fort vs. Naus/Sick, or Move: reroll)
x4 Twitch Tonic
x4 Holy Weapon Balm

x2 Bladeguard

Other Gear

Handy Haversack

Pathfinder’s Kit
Backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures.

Dungeoneer’s Kit (Deluxe - Everburning Torch)
Two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs.

Scrivener’s Kit + 3 gp worth of paper

Gear Maintenance Kit (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.)

Smoked Goggles

Spring Loaded Wrist Sheathes (x4)

Weapons, Armor, Msc.
+1 Adamantine Greatsword
+1 Fullplate
Belt of Giant’s Strength +2
Cloak of Resistance +3
Scabbard of Vigor
Wayfinder

Handy Haversack
Talisman of Warrior's Courage (Sun Shogun)
Talisman of Good Fortune (Sun Shogun)
Talisman of Freedom

MW Greatsword
CI Flail
CI Longspear
CI Dagger

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Special Abilities

"Armor Training (Ex)" You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

"AAT: Armored Sacrifice (Ex)" [ ] / day: When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. (11th, x2/day)

"AAT: Adaptable Training (Acrobatics) (Ex)" The fighter can use his base attack bonus in place of his ranks in... Acrobatics... . The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. ... In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to four times.

"AAT: Armored Juggernaut (Ex)" When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

“Weapon Training: Blades, Heavy (Ex)” (+1 Atk/Dmg with Heavy Blades)

“Tactician” (Ex): [ ] [ ] [ ] / day, grant both:

a) “Shake it Off” (+1 to saves for each adjacent Ally with feat, max +4)” to Allies within 30’ who can see/hear me. Allies retain the use of this bonus feat for 7 rounds. (3 rounds plus 1 round for every two levels the cavalier possesses.) Allies do not need to meet the prerequisites of these bonus feats.

b) "Blood for the Society" (Blood for the Empire") (+2 morale to atk & dmg vs. target damaged by ally w/ this feat w/in the last round. When ally w/this feat dies w/in 30' of you, gain the effects of haste for 1 round.
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My Boons:

Here is where you can list your character’s boons if you like, to save you from hunting them down later.

Orb of a Distant World: Triaxus C26:
You have recovered one of the spheres from the orrery of distant worlds. The sphere is a use-activated item that can expend a number of charges to cast a spell-like ability as a standard action (CL 11th). The sphere has 4 charges and cannot be recharged. Triaxus (teleport, 4 charges).

Bot Me!:

If combat breaks out, Redgar will typically buff (ideally waiting for a support spell, but using a minor potion if not), and try to assess his enemy (or, at least, wait for Knowledgable types to warn him about things like Reach, DR, etc.) The exception would be if he has been advised or seen the enemy use area or particularly nasty abilities that require saves, at which point he would proc Tactician first.[

On the second round, he’ll probably wade into melee (charging if the enemy is not already in range) with whatever weapon is best suited for the task. Typically, this is his greatsword, but he has a Cold Iron Heavy Flail and a Longspear in case the beasties prove challenging.

[dice=+1 Adamantine Greatsword]1d20+8+6+1+1+1[/dice]
Once per day, can Scabbard of Vigor for +1 for 10 rds, +2 for 5, +3 for 3, or +4 for 1.

[dice=+1 Adamantine Greatsword Damage] 2d6+22[/dice]
Don’t forget bonus damage from Scabbard or friendly buffs!

[dice=Heavy Flail]1d20+14[/dice]
Sometimes you just need to smash things!

[dice=Heavy Flail Damage] 1d10+18[/dice]
Don’t forget any friendly buffs!

[dice=Longspear]1d20+14[/dice]
For when you need to reach a little farther… First attack gets +1 damage thanks to Whetstone.

[dice=Longspear Damage] 1d8+18[/dice]
Whetstone = +1 damage on first attack! And, don’t forget any friendly buffs!

[dice=Sling]1d20+10[/dice]
If you are relying upon this, your Mage has prepared an insufficient number of flight spells…

[dice=Sling Damage] 1d4+6[/dice]
Yipee!