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Scarab Sages 3/5

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Setekhenaton the Constant:

Name: Setekhenaton the Constant
Alignment: Lawful Neutral
Race: Half-Orc (Sandkin)
Class: Fighter (Phalanx Soldier) 5/Living Monolith 6
Description: Setekhenaton is a tall, dusty half-orc with short teeth and a chiseled jawline. His skin is dry and cracked like the deepest wastelands of Osirion, and his movements just as still. He is stoic and patient, preferring to wait as long as necessary before taking rash action. His full-plate is clearly Osirion in style, with great blues and golds that have been covered reverently in Pharasmin spirals. A stone scarab is just as reverently displayed embedded within his forehead, his helmet crafted in such a way as to not cover even the smallest bit. Across his back lies a wide bladed polearm, similar in shape to a khopesh but with nearly 8 feet of shaft used to hold the weapon. Setekhenaton carries a large shield strapped to his right arm, also emblazoned with Pharasmin spirals, though he seems to move as if he had been born with its weight.

When he speaks, the sound rumbles forth from his chest, like the coming of a sandstorm, deep and gravelly. His words give hints to an intelligence that is uncommon for those of his stature and station, though he does not flaunt his vocabulary. Preferring to stick to statements of fact (or what he believes to be fact, at least), he spares no thought towards what may offend. Despite his martial traditions and humble upbringing as a guard at the Great Necropolis, he finds more in common with scholars, scribes, and archivists than among the boisterous brawlers and swordsmen of the world.

Statblock:

Please note this is while using the Righteous Might ability from Living Monolith:

Male half-orc fighter (phalanx soldier) 5/living monolith 6
LN Large humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 35, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +3 dodge, +1 insight, +2 natural, +4 shield, -1 size)
hp 108 (11 HD; 6d8+5d10+44)
Fort +15 (+2 vs death effects), Ref +11, Will +10; +1 vs transmutation, +1 insight bonus when flat-footed or during a surprise round, +4 vs death effects, +2 vs Constructs & Undead, +1 vs. trample, +2 vs. negative levels, death effects, and mind-affecting effects
Defensive Abilities fortification 30%, sacred tattoo[APG]; DR 3/—, 5/good; Immune bleed, blood drain, disease; Resist negative energy 20, positive energy 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 undead-bane dueling adamantine bardiche +16/+11/+6 (2d8+8/19-20 plus 2d6 vs. Undead)
Space 10 ft.; Reach 10 ft. (20 ft. with +1 undead-bane dueling adamantine bardiche)
Special Attacks phalanx fighting, ready pike +1
Living Monolith Spell-Like Abilities (CL 6th; concentration +4)
. . At will—meld into stone
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Statistics
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Str 25, Dex 16, Con 16, Int 16, Wis 10, Cha 7
Base Atk +11; CMB +18 (+22 dirty trick, +22 disarm, +26 reposition, +33 trip); CMD 38 (43 vs. bull rush, 42 vs. dirty trick, 42 vs. disarm, 39 vs. drag, 43 vs. grapple, 39 vs. overrun, 44 vs. reposition, 54 vs. trip)
Feats Combat Expertise, Combat Reflexes, Endurance, Fury’s Fall, Greater Reposition[APG], Greater Trip, Improved Reposition[APG], Improved Trip, Iron Will, Toughness, Weapon Trick (polearms)
Traits fate's favored, threatening defender
Skills Acrobatics -1 (-5 to jump), Intimidate -1, Knowledge (dungeoneering) +7, Knowledge (engineering) +11, Knowledge (history) +20, Knowledge (religion) +17, Linguistics +20, Perception +14, Sense Motive +5, Survival +4 (+6 to avoid becoming lost)
Languages Aklo, Ancient Osiriani, Azlanti, Common, Draconic, Ghol-gan, Giant, Jistka, Necril, Orc, Orvian, Osiriani, Shory, Sphinx, Tekritanin, Thassilonian
SQ fortified flesh, orc blood, soul stone, stand firm +1, stone blood, tombsight
Combat Gear wand of cure light wounds (19 charges), holy water (2); Other Gear +2 deathless holy reliquary mithral full plate, +2 holy reliquary mwk hooked shield boss heavy steel shield, +1 undead-bane dueling adamantine bardiche[APG], chakram[APG] (9), cold iron halberd, silver lucerne hammer[APG], belt of physical might +2 (Str, Dex), brown thorny ioun stone, cloak of resistance +3, dusty rose prism ioun stone, gauntlet of the skilled maneuver (trip)[UE], headband of vast intelligence +2, ring of protection +2, wayfinder[ISWG], bandolier[UE], grappling hook, masterwork backpack[APG], spider's silk rope (50 ft.)[APG], waterskin, 18 pp, 1,736 gp, 5 sp
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Special Abilities
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Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fortification 30% You have a chance to negate critical hits on attacks.
Fortified Flesh (Ex) When using soul stone, +10% fortification & +1 DR/-.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Immunity to Bleed You are immune to bleed.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Disease You are immune to diseases.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Sacred Tattoo +1 to all saves.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, righteous might on self.
Stand Firm +1 (Ex) +1 to CMD vs. Bull Rush, Overrun, Push, Pull, Trip, and saves vs. trample.
Stone Blood (Ex) Automatically stabilize when dying.
Tombsight (Su) Concentrate to use both deathwatch & detect undead at will.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

Story of the Salvation of the Sages:

Coming soon with help from at least one other party member for dramatic retelling!