Friendly Fighter

Rhoekk of the Tardaad Aiel's page

698 posts. Alias of LastNameOnEarth.


Full Name

Rhoekk of the Jagged Spire Sept of the Tardaad Aiel

Race

Aiel

Gender

HP 156/156 | AC 32 (T 25, FF 28) | CMD 33 (35 vs. Disarm/37 vs. Grapple) | F +8 | R +13 | W +8 | Init +8 | Per +19

Size

Medium - 6'10" 250 lbs

Age

30

Languages

Common (Aiel), Trolloc, The Old Tongue

Strength 18
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 14
Charisma 9

About Rhoekk of the Tardaad Aiel

Algai'siswai 6, Aethen Dor 6

Initiative: +8
Perception: +19

Combat:
Initiative +8 (+4 Dex, +2 Blooded, +2 Dance the Spears)
Hitpoints: 156/
AC: 32 FF: 28 Touch: 25 (10 +11 Defense +4(Dex) +1 Buckler +6 Armour)
CMB +15 (+17 to Disarm)(+19 to Grapple)/ CMD 33 (35 vs. Disarm/37 vs. Grapple)
Fort +8 Ref +13 Will +8
Defense Bonus: +11
BAB: +11
Move: 40ft

Aiel Spear (MW) +16/11/6 1d6+1d6+6 (15-20) 30ft
Spears of Death Flurry+14/14/9/4
Power Attack +13/8/3 +6 Damage
Power Attack and Spears of Death Flurry+11/11/6/1
Deadly Aim+13/8/3 +6 Damage
Deadly Aim and Spears of Death Flurry+11/11/6/1
Fighting Knife (MW)+16/11/6 1d4+4
Spears of Death Flurry(+14/14/9/4) Thrown 1d4+4
+5 Trolloc Bane Lightning Composite Bow +20/15/10 Range 120ft 1d8+9
Deadly Aim+18/13/8 +6 Damage
Spears of Death Flurry +18/18/13/8
Deadly Aim and Spears of Death Flurry+16/16/11/6
Masterpiece Mighty Aiel Horn Bow +17/12/7 Range 70ft 1d6+4
Deadly Aim+14/9/4 +6 Damage
Spears of Death Flurry +15/15/10/5
Deadly Aim and Spears of Death Flurry+12/12/7/2
Unarmed +15/11/6 1d10+4
Power Attack +12/8/3 +6 Damage
Unarmed Flurry +13/13/9/4
Power Attack and Unarmed Flurry +10/10/6/1

Aiel Buckler +1 AC - No Armour Check
Bracers of Armour +6


Skills:
Acrobatics +19 (12 Ranks)
Appraise +2
Bluff +3 (1 Rank)
Climb +13 (6 Ranks)
Craft: Weapons +6 (1 Rank)
Craft: Bowmaking +10 (5 Ranks)
Diplomacy +6 (4 Ranks)
Disable Device +12 (5 Ranks)
Disguise -1
Escape Artist +8 (1 Rank)
Handle Animal -1
Heal +6(1 Ranks)
Intimidate +5 (3 Rank)
Knowledge: Blight +3 (1 Rank)
Knowledge: Geography +3 (1 Rank)
Knowledge: Nature +5 (3 Ranks)
Knowledge: Local +3 (1 Rank)
Linguistics +7 (1 Rank)
Perception +19 (12 Ranks) +2 from Blooded
Perform -1
Profession: Policeman +6 (1 Rank)
Ride +4 (Aiel do not ride)
Sense Motive +13 (8 Rank)
Stealth +30 (12 Ranks) +Reflex [background skill]
Survival +17 (12 Ranks)
Swim +5 (1 Rank) He's just recently learned...

Feats, Traits, and Abilities:
Feats

Background Feat
Blooded (+2 to Initiative and Perception Checks)

Traits
Nimble Fingers (Disable Device +1 and Class Skill)
Carefully Hidden (+1 on Will saves, and +2 vs. Divinations)

Feats
Deadly Aim
Power Attack
Heroic Surge 2/Day extra standard or move action
Improved Grapple
Improved Critical
Precise Shot

Class Abilities
Spears of Death (+1d6 precision damage with single handed piercing weapons)
Fast Movement (+10ft)
Hardiness (1/day Con check vs. DC 15 to remove fatigued condition)
Unarmed Strike (1d8)
Ji'e'toh
Uncanny Dodge
Shield Compatibility
Stealthy Movement (Add Reflex save to Stealth)
Improved Uncanny Dodge
Hard to Fool (2/day Roll 2x for Sense Motive and take the better)
Traps
Sneak Attack 4D6
Unarmed Combat (Improved Disarm)
Scouts Charge (Charge attack treats opponent as flat footed)
Skirmish (After moving 10 ft or more in a round, you may inflict sneak attack damage)
Greater Grapple
Special Ability: Skill Mastery - Rhoekk can take 10 on Acrobatics, Climb, Perception, Stealth, and Survival rolls, even when under stress or distracted.
Weapon Specialization
Rapid Grapple


Gear:

Cadin'sor
6 Short Spears
Large fighting knife
Masterwork Aiel Hornbow
Quiver with 30 Arrows
Masterwork Thieves Tools
Waterbag
Flint and Steel
50ft Silk rope
50ft Snare cord
Set of Masterwork Manacles
Roll of clean Bandages
20 days rations

Background:
Rhoekk was one of the first to volunteer when the Wise Ones came and told that He Who Comes With the Dawn would be found beyond the Spine of the World, and in the Wetlands; a mixture of Wetland and Aiel blood. He was one of the very few Red Shields to go, as this was not a task to which many felt well suited. However, Rhoekk had long harbored a curiosity about the Wetlands, having grown up hearing his father's stories of what it was like to travel them as the Aiel sought to punish the Treekiller. He took to his task with vigour, and learned a great deal as he traveled. He made it as far as Ghealdan before the word came that all Aiel west of the Spine were to make for the Stone of Tear. He raced back across the length of the Wetlands, and was able to assist in the taking of the stone. Afterwards he traveled back into the Threefold land with Rand Al'Thor, he who would later be revieled to be He Who Comes With the Dawn; the Car'a'carn. After the Shaido were defeated, the Car'a'carn tasked the Aethan Dor with returning order to the streets of Cairhien. Rhoekk has been faithfully fulfilling this charge ever since.

Appearance:

Height: 6'10
Weight: 250 lbs
Hair: Red-Blond
Eyes: Deep Green
Handedness: Right
Clothing: Cadin'sor
Habits:

Algai’d’siswai:

Algai’d’siswai (Revised)
(By Jax Ryan)
This is a revised version of the
Algai’d’siswai. Taking into account the
renowned unarmed combat style of the
Aiel and adding some new features to the
already fearsome spear-fighter.
(Note: For those who still prefer the
former version of this class, this netbook
also present a special prestige class for the
Algai’d’siswai, 2 class combos to
represent some of the Aiel societies and
one new feat to represent the Aiel hand
fighting style.)
Hit Dice: d10
Class Skills: The Algai’d’siswai's class
skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), Craft (Int),
Hide (Dex), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Spot (Wis), Tumble
(Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int
modifier) x4.
Skill Points at Each Additional Level: 4
+ Int modifier.
Level BAB Fort Ref Will Def Rep Unarmed AB BUD Special
1 +1 +1 +2 +0 +4 0 +1 1d6
Spears of Death (Aiel Flurry), Fast movement, Hardiness,
Unarmed strike, Ji’e’toh
2 +2 +2 +3 +0 +5 1 +2 1d6
Uncanny dodge (retain Dex bonus to Defense), Dance the
spears (+2 bonus to initiative)
3 +3 +2 +3 +1 +5 1 +3 1d6 Partial armor compatibility
4 +4 +2 +4 +1 +6 1 +4 1d6 Stealthy movement
5 +5 +3 +4 +1 +6 2 +5/+1 1d6 Uncanny dodge (can’t be flanked)
6 +6/+1 +3 +5 +2 +7 2 +6/+2 1d8 Spears of Death (+1d6)
7 +7/+2 +4 +5 +2 +7 3 +7/+3 1d8
8 +8/+3 +4 +6 +2 +8 3 +8/+4 1d8
Trackless step (+2 DC), Dance the spears (+4 bonus to
initiative)
9 +9/+4 +4 +6 +3 +8 3 +9/+5/+1 1d8
10 +10/+5 +5 +7 +3 +9 4 +10/+6/+2 1d8 Uncanny dodge (+1 against traps)
11 +11/+6/+1 +5 +7 +3 +9 4 +11/+7/+3 1d10
12 +12/+7/+2 +6 +8 +4 +10 5 +12/+8/+4 1d10
13 +13/+8/+3 +6 +8 +4 +10 5 +13/+9/+5/+1 1d10 Uncanny dodge (+2 against traps)
14 +14/+9/+4 +6 +9 +4 +11 5 +14/+10/+6/+2 1d10
Trackless step (+4 DC), Dance the spears (+6 bonus to
initiative)
15 +15/+10/+5 +7 +9 +5 +11 6 +15/+11/+7/+3 1d10 Spears of Death (+2d6)
16 +16/+11/+6/+1 +7 +10 +5 +12 6 +16/+12/+8/+4 1d12 Uncanny dodge (+3 against traps)
17 +17/+12/+7/+2 +8 +10 +5 +12 7 +17/+13/+9/+5/+1 1d12
18 +18/+15/+8/+3 +8 +11 +6 +13 7 +18/+14/+10/+6/+2 1d12
19 +19/+14/+9/+4 +8 +11 +6 +13 7 +19/+15/+11/+7/+3 1d12 Uncanny dodge (+4 against traps)
20 +20/+15/+10/+5 +9 +12 +6 +14 8 +20/+16/+12/+8/+4 1d12
Trackless step (+6 DC), Dance the spears (+8 bonus to
initiative)
* BUD stands for Base Unarmed Damage.
Class Features: All of the following are
class features of the Algai’d’siswai.
11
Weapon and Armor Proficiency: An
Algai’d’siswai is proficient with the
dagger, Aiel spear, shortbow, and Aiel
shortbow. Algai’d’siswai are not
proficient with any type of armor, except
the Aiel buckler.
Ji'e'toh: All Algai’d’siswai follow a strict
code of honor. Should an Algai’d’siswai
ever break this code, they must atone for
their actions or be unable to progress in
levels as an Algai’d’siswai.
Fast Movement: When wearing no armor,
the Algai’d’siswai has a speed modifier of
+10.
Hardiness: Algai’d’siswai have nearly
unstoppable endurance. Once per day,
they may attempt a Con ability check (DC
15) when fatigued. If successful, they are
no longer fatigued, as if they had rested for
8 hours.
Unarmed Strike: Algai’d’siswai are
highly trained in fighting unarmed, giving
them a considerable advantage when doing
so against “weaker” Wetlanders. An
Algai’d’siswai fighting unarmed gains the
benefits of the Improved Unarmed Strike
feat and thus does not provoke attacks of
opportunity from armed opponents. He
may choose to deal regular or subdual
damage at no penalty, and can also make a
critical hit (20/x2) while dealing regular
damage.
An Algai’d’siswai's unarmed attacks may
be with either fist interchangeably or even
from elbows, knees, and feet. Making an
off-hand attack makes no sense for an
Algai’d’siswai striking unarmed. An
Algai’d’siswai using a dagger or Aiel spear
can strike with his unarmed base attack,
including his more favorable number of
attacks per round. His damage, however,
is standard for the weapon, not his
unarmed damage, but gains the extra
damage granted by his Spears of Death
ability (see below).
An Algai’d’siswai fighting with a onehanded
weapon can make an unarmed
strike as an off-hand attack, but he suffers
the standard penalties for two-weapon
fighting. Likewise, an Algai’d’siswai with
a weapon (other than a dagger or Aiel
spear) in his off hand gets an extra attack
with that weapon but suffers the usual
penalties for two-weapon fighting and can't
strike with Aiel Flurry (see below).
Uncanny Dodge: Starting at 2nd level, the
Algai’d’siswai gains the extraordinary
ability to react to danger before his senses
would normally allow him to do so. At
2nd level and above, he retains his
Dexterity bonus to Defense (if any)
regardless of being caught flat-footed or
struck by an invisible attacker. (He still
loses his Dexterity bonus to Defense if
immobilized.)
At 5th level, the Algai’d’siswai can no
longer be flanked; he can react to
opponents on opposite sides of him as
easily as he can react to a single attacker.
This defense denies a Wanderer the ability
to use a flank attack to sneak attack the
Algai’d’siswai. The exception to this
defense is that a Wanderer at least four
levels higher than the Algai’d’siswai can
flank him (and thus sneak attack him). At
10th level, the Algai’d’siswai gains an
intuitive sense that alerts him to danger
from traps, giving him a +1 bonus to
Reflex saves made to avoid traps and a +1
dodge bonus to Defense against attacks by
traps. At 13th level, these bonuses rise to
+2. At 16th, they rise to +3, and at 19th
they rise to +4.
Partial Armor Compatibility:
Algai’d’siswai are well trained in the use
of the Aiel buckler. Beginning at 3rd level,
the Aiel’s Defense bonus from class levels
and the bonus granted by an Aiel buckler
will stack.
12
Stealthy movement: Algai’d’siswai may
add half their Reflex save bonus to all
Move Silently and Hide checks.
Dance the Spears: Works exactly as in the
rulebook.
Spears of Death: The Algai’d’siswai
master a deadly fighting style of grace and
perfection, so smooth and confident are
their actions that, to others, it looks as
beautiful as a dance. At level one, an
Algai’d’siswai may make a flurry of
attacks. When taking a full-attack action,
they can make one extra attack at their full
base attack bonus, but receive a -2 penalty
on all attack rolls for one round. At level
six, all their attacks with a single-handed
piercing weapon deals an extra +1d6
damage. At level fifteen, this damage
increases by another +1d6. Anything
immune to critical hits is also immune to
this extra damage.
Trackless Step: An Algai’d’siswai can
step lightly, as to leave no trail. At level 8,
when wearing no armor and moving no
faster then a hustle, the DC to track an Aiel
is increased by two. This bonus rises by
two at level fourteen, and again at level
twenty.

Aethen Dor (Red Shield):

Requirements:
BAB: +6
Class Abilities: Spears of Death, Ji’e’toh
Feats:Improved Grapple
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perception 5 ranks, Stealth 5 Ranks.

Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Perception, Profession, Sense Motive, Slight of Hand, Stealth, Swim, Survival.
Skills are the same as Theif Taker (converted to PF), with the addition of Survival, cause hey, Aiel.

Skill Points at each level: 6 + Int modifier.

Level---BAB-----Fort----Ref-----Wis-----Def-----Rep-----Special
1-------+1------+0------+2------+0------+1------+0------Hard to Fool, Traps, Sneak Attack 2d6
2-------+2------+0------+3------+0------+2------+1------Unarmed Combat, Scout’s Charge
3-------+3------+1------+3------+1------+2------+0------Greater Grapple, Special Ability
4-------+4------+1------+4------+1------+2------+1------Skirmisher, Sneak Attack 4d6
5-------+5------+1------+4------+1------+3------+0------Weapon Specialization
6-------+5------+2------+5------+2------+3------+1------Uncanny Dodge (+1 vs. Traps), Rapid Grappler
7------+6/1-----+2------+5------+2------+4------+0------Sneak Attack 6d6, Special Ability
8------+6/1-----+2------+6------+2------+4------+1------Uncanny Dodge (+2 vs. Traps)
9------+7/2-----+3------+6------+3------+4------+0------Bonus Feat
10-----+7/2-----+3------+7------+3------+5------+1------Sneak Attack 8d6, Special Ability
BAB, Saves, Defense bonus, and reputation are unmodified from Thief Taker.

Hard to Fool (Ex): Once per day the Red Shield can roll two dice while making a Sense Motive Check, and take the better result. Use of this ability must be declared before making the Sense Motive Check. The Red Shield May use this ability one additional time per day at level 5, and a third time at level 10.
This ability replaces the Theif Taker’s Brotherhood contacts, as it does not make sense for an Aiel. It is a standard Rogue talent from Pathfinder, and seems an appropriate substitution given the nature of the class.

Unarmed Combat: The Aethen Dor’s PrC Levels stack with any levels of Algai’d’siswai for the purpose of determining Unarmed damage. In addition they
receive the Improved Disarm Feat, even if they would not normally meet the prerequisites.
These abilities replaces Exotic Weapon Proficiency, as Algai’d’siswai already receive proficiency in all Aiel weapons. This works well with the theme of Red Shields being police who grapple and must be able to capture foes alive.

Scout’s Charge: Whenever the Aethen Dor makes a Charge, his attack deals sneak attack damage as if the target where flat footed. Foes with Uncanny Dodge are immune to this ability.
Skirmisher: Whenever a scout moves more that 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat footed. If the scout makes more than once attack this turn, this ability only applies to the first attack. Foes with Uncanny Dodge are immune to this ability.
These abilities replace Uncanny Dodge and Improved Uncanny Dodge respectively. The come from the Scout Archetype for the Pathfinder Rogue which also substitutes them for the same abilities, and thus maintains the balance of the feature. The substitution is there as Algai’d’siswai already receive these abilities. This substitution fits the class quite nicely as it demonstrates the rapid movement typical of the Aiel way of fighting, and as this is the only Aiel class so far to have a Sneak Attack, it is the only possible class that could benefit.

Greater Grapple (Feat)
This replaces the Capture ability of the Thief Taker with a similarly themed feat that instead improves grappling ability.

Rapid Grapple (Feat)
This replaces the second Exotic Weapon feat of the Thief Taker with a feat that instead improves grappling ability.

I'd have liked to sub out the trap stuff as well, but I figured that if any Aiel were familiar with evading traps, it would probably be the guys following suspects on the run, who may have left traps to guard their trail.