Loris Raknian

Slumper's page

705 posts. Alias of Glod.


Full Name

Slumper

Race

Human

Classes/Levels

Fighter 14 a.k.a Percivel a.k.a Alexi | 175/175 hps | AC 31 | F 15 R 11 W 9(+6 if Fear) | +5 Init +13 Percp

Gender

M

Size

5' 7" 165 lb

Age

32

Alignment

NG

Deity

None

Languages

Common

Occupation

Fighter

Strength 18
Dexterity 21
Constitution 18
Intelligence 7
Wisdom 13
Charisma 7

About Slumper

HPS 147 (extra 28 from belt) = 175 10 (1st) 10 (2nd) 4(3rd) 9 (4th) 6 (5th) 8 (6th) 9 (7th) 8 (8th) 4 (9th) 6 (10th) 9 (11th) 8 (12th) 7 (13th) 4 (14th) taking hps each level
BAB 14 / 9 / 4
Base Saves 9 4 4
Saves 15 (+2 from belt) fort 11 ref 9 will +6 vs Fear effects (+2 from cloak already added)
Stats Dex (4th)
Stats Dex (8th)
Stats Dex (12th)

Init 5

Movement: 30' (Armor Training 2 allows full movement speed)

AC 31
Base (10) + Dex Mod (5) + Armor Mod (6) + Shield Mod (7) + 2 Defection(Ring) + 1 Natural Armor (Amulet)

Attacks:
Full attack with Rapier of Human Bane +1
+22 1d6+6+1 15-20 x2
+17 1d6+6+1 15-20 x2
+12 1d6+6+1 15-20 x2

Full attack with Undead Bane Shield +2 Shield +5
+28 1d4+14 20 x2
+23 1d4+14 20 x2
+18 1d4+14 20 x2

Attack with +2 as weapon Undead Bane +5 Shield +5 and Rapier of Human Bane +1
+20 1d6+6+1 15-20 x2
+15 1d6+6+1 15-20 x2
+10 1d6+6+1 15-20 x2
+28 1d4+14 20 x2
+23 1d4+14 20 x2

Attack with Sling
+17 1d4+4 20 x2

Feats:

Spoiler:

TWF
Improved TWF
Improved Shield Bash
Power Attack
Weapon Focus: Rapier
Iron Will
Step Up
Combat Reflexes (up to 3 AOO a round)
Shield Slam
Improved Bull Rush
Greater Bull Rush
Improved Critical Rapier
Shield Mastery
Critical Focus +4 to crit confirm
Double Slice
Staggering Critical:
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus (23). The effects of this feat do not stack. Additional hits instead add to the duration.

Equipment:

Spoiler:

+2 (Weapon) Undead Bane Light Spiked Shield +5 (Def) +7 AC 0 Armor Check
2d6 dmg and +3 enhancement vs Undead
Rapier of Human Bane +1 2d6 dmg and +3 enhancement vs Humans
Ghost Touch BreastPlate +1 6 AC Max Dex 3(6fighter) -4 (0 = -2 fighter - MW - 1 trait) Armor Check
Sling and 10 bullets
Travelers Outfit
Ring of Protection +2
Cloak of Resistance +2
Amulet of Natural Armor +1
Belt of Mighty Constitution +4
Celestial Plate Armor
ring of minor fire resistance
Mantis Mask (see invis, increased perception, darkvision)
Gloves of dex +2
Backpack w/inside
Bedroll
Winter Blanket
3 Candles
Crowbar
Flint and Steel
10 Train Rations
Silk Rope 50 ft
3 Torches
2 Waterskins
Keep Harrow Card
Dagger
3 potion cure serious wounds
1 potion lesser restoration
Small Portrait of Ruperta
2K gold

Skills:

Spoiler:

Perception Skill Rank 12 Total Skill 13
Survival Skill Rank 6 Skill Bonus 3 Total Skill 10
Climb Skill Rank 3 Skill Bonus 3 Total Skill 9 w/ armor check (9)
Handle Animal Skill Rank 1 Skill Bonus 3 Total Skill 2
Ride Skill Rank 2 Skill Bonus 3 Total Skill 8 w/ armor check (8)
Stealth Skill Rank 0 Total Skill 4 w/ armor check (2)
Swim Skill Rank 1 Skill Bonus 3 Total Skill 8 w/ armor check (8)
Intimidate Skill Rank 4 Skill Bonus 3 Total Skill 7

Train:

Spoiler:

Armor Expert -1 Armor Check on armor worn
Courageous +2 saves vs fear

Fighter Abilities:

Spoiler:

Bravery +4 (save against fear)
Armor Training 3 (full movement in heavy +3 dex bonus in armor reduce armor check by 3)
Weapon Training 3 Close(3) Light Blades(2) Bow (1)

CMD:
10 + BAB (14)+ STR Mod (4) + Dex Mod (5) + Size Mod (0) = 33 +3 if using close(shield) +2 against Bull Rush
CMB:
BAB (14) + Str Mod (4) + Size Mod (0) = 18 +3 if sunder or disarming attempt with someone using close +2 if light blade Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike. +4 if Bull Rushing

Future Equipment Desires

Spoiler:

MW or Magical Light Spiked Shield
Increased Magical Weapons
MW or Magical Armor
Mighty Composite Longbow +4

Slumper story line

Slumper:
"Look me up when you get back to town. Terrah's the name. Just ask at the Castle barracks. Since you showed me yours, it's only fair I show you mine..."

spoils of war

Missions

Spoiler:

1) A new “hero of the people” has been fighting rebels in the streets. These rebels are false; they’re not my people, and I suspect that this hero, a man named Trifaccia, is false as well. Find out who or what he is.
2) I have it on good authority that the rumors of a black dragon taking nest in Castle Korvosa are legitimate. If the rumors prove true, the dragon must be defeated.
3) The role of castle seneschal is currently held by a bloated wizard named Togomor. If you can capture or defeat him, we’ll avoid a long legal complication over the revelation that Neolandus still lives.
4) Ishani Dhatri, Abadarian priest and vocal opponent of his church’s public endorsement of Ileosa, has vanished. My initial investigations indicate that he was last seen approaching the castle——perhaps some clues to his fate lie hidden within?
5) I suspect that there are Red Mantis agents sheltered in the castle. Proof of the alliance between Ileosa and the Red Mantises would be very helpful; forcing the Red Mantis to abandon Korvosa, perhaps by finding and defeating their local leader, would be even better.
6) The Gray Maidens are certainly a menace; they need to be stopped. Sabina Merrin is the commander of the Gray Maidens— —find and defeat her, and you’ll throw the entire organization into chaos long enough for us to reclaim the streets from them. Vencarlo and Grau believe that she can be reasoned with, and that she may not be as loyal a minion of the queen as she seems.
7) Rumors of devils involved with the monarchy disturb me as well. If you can find proof that Ileosa is trafficking with devils, or that devils dwell within Castle Korvosa, that should significantly help our case against her in the eyes of the city’s government.
8) Ileosa must answer for her crimes. She hasn’t been seen publicly recently but for brief appearances on the castle walls. If we can capture her, a lot of our work will be easier."

Bull Rush

Spoiler:
Bull Rush

You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
Improved Bull Rush no longer gives AOO and adds +2 to CMB and CMD Greater Bull Rush allows AOO from allies +2 to CMB

Retain Level 7 to Weapon Focus Rapier from Longsword

Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each of the PCs (even if the item in question is not present at the blessing). If the PC chooses a weapon, it gains the undead bane weapon quality. If the PC chooses armor or shield, the chosen protection gains the ghost touch armor quality.

Infused Soul: The next time the PC fails a saving throw against a death effect, that effect is negated but the PC is stunned for one round as the spiritual energies in his soul are burnt away. This protection can save each PC only once from a death effect.