Shump fighter's page

301 posts. Organized Play character for Qstor.

Full Name

Shump Bloodaxe


Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6







Special Abilities



Lawful good




Infernal, Orc Common

Strength 26
Dexterity 10
Constitution 20
Intelligence 10
Wisdom 12
Charisma 16

About Shump fighter

Shump Bloodaxe
Male half-orc cavalier 6/fighter 2/paladin 8 (Pathfinder RPG Advanced Player's Guide 32)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.), resolve (10 ft.)
AC 40, touch 15, flat-footed 39 (+14 armor, +3 deflection, +1 Dex, +1 insight, +4 natural, +7 shield)
hp 150 (16d10+50)
Fort +20, Ref +9, Will +11 (+1 vs. fear)
Defensive Abilities fortification 50%, orc ferocity, resolute; Immune charm, disease, fear
Speed 30 ft. (20 ft. in armor)
Melee +2 bane holy silver bastard sword +30/+25/+20/+15 (1d10+10/17-20 plus 2d6 vs. and 2d6 vs. evil) or
adamantine heavy mace +25/+20/+15/+10 (1d8+8) or
mwk lance +25/+20/+15/+10 (1d8+12/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+6 damage, +2 to hit if foe attacks another), channel positive energy 3/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage), tactician 2/day (Coordinated Defense, 6 rds)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +8)
2nd—inheritor's smite, weapon of awe[APG] (DC 15)
1st—hero's defiance[APG], linebreaker[ARG]
Str 26, Dex 14, Con 17, Int 10, Wis 11, Cha 16
Base Atk +16; CMB +24; CMD 40
Feats Beast Rider[ARG], Boon Companion[UW], Cleave, Cleaving Finish[UC], Coordinated Defense[APG], Exotic Weapon Proficiency (bastard sword), Extra Mercy, Improved Critical (bastard sword), Power Attack, Shield Focus, Skill Focus (Handle Animal), Vital Strike, Weapon Focus (bastard sword)
Traits child of the temple, lastwall cavalry rider
Skills Acrobatics -4 (-8 to jump), Climb +7, Diplomacy +7, Handle Animal +11, Heal +9 (+12 when used on someone other than yourself), Intimidate +5, Knowledge (local) +10, Knowledge (religion) +12, Linguistics +1, Ride +16, Sense Motive +10; Racial Modifiers +2 Intimidate
Languages Common, Infernal, Orc
SQ divine bond (mount), lay on hands 7/day (4d6), mercies (diseased, fatigued, sickened), mount (celestial rhinoceros named Rhino), orc blood, order of the shield
Combat Gear pearl of power (1st level), potion of fly, alchemist's fire (3), alkali flask[APG] (2), antiplague[APG], antitoxin, healer's kit; Other Gear +5 full plate, +4 moderate fortification heavy wooden shield, +2 bane (evil outsiders) holy silver bastard sword, adamantine heavy mace, mwk lance, amulet of natural armor +4, belt of physical perfection +4, dusty rose prism ioun stone, headband of alluring charisma +2, ring of protection +3, backpack, bedroll, belt pouch, bit and bridle, crowbar, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin, 14,915 gp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Beast Rider (Rhino) You gain the service of a monstrous companion or mount.

Prerequisites: Animal companion or mount class feature, character level 7th, half-orc or orc.

Benefit: Select one of the following creature types: elephant, pteranodon, rhino
Boon Companion (Rhino) Companion or familiar abilities are treated as if you were a higher level.
Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Coordinated Defense +2 to CMD if adj ally with same feat. +4 if foe is larger.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fortification 50% You have a chance to negate critical hits on attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mount (Ex) Gain the services of a special animal companion.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Resolute 2 (Ex) Convert 2 points of damage per attack from lethal to non-lethal.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, +2 to hit your target if the target attacked someone other than you.
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.
Tactician (Coordinated Defense, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Vital Strike Standard action: x2 weapon damage dice.
Rhino CR –
Celestial rhinoceros (Pathfinder RPG Bestiary, 235)
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
AC 35, touch 12, flat-footed 32 (+5 armor, +3 Dex, +18 natural, -1 size)
hp 123 (13d8+65)
Fort +12, Ref +11, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities improved evasion; DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 27
Speed 40 ft.
Melee gore +19/+14 (3d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d6+20), smite evil
Str 30, Dex 17, Con 19, Int 6, Wis 13, Cha 5
Base Atk +9; CMB +20 (+22 overrun); CMD 33 (39 vs. overrun, 37 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (gore), Improved Overrun, Power Attack, Toughness, Vital Strike, Weapon Focus (gore)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Flank, Guard, Heel, Stay, Watch
Skills Acrobatics +9 (+13 to jump), Climb +13, Perception +9, Swim +15
SQ attack any target, combat riding, devotion, fetch, flank, multiattack / extra attack, stay, watch
Other Gear +1 chain shirt
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack (Ex) Multiattack or second attack with primary weapon at a -5 penalty.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 4d6+20) (Ex) Your charge attacks deal additional damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +13 to damage when used.
Spell Resistance (27) You have Spell Resistance.
Stay [Trick] The animal will stay where it is.
Vital Strike Standard action: x2 weapon damage dice.
Watch [Trick] Stands watch over designated area.