Hellknight Armiger

Sprout Red-Bloodline's page

8 posts. Alias of CucumberTree.


About Sprout Red-Bloodline

Psychic Warrior Level 1
CN Medium Half-Orc
Init +3; Perception +7

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor)

HP: 9

STR 16 +2 Racial
DEX 14
CON 12
INT 13
WIS 16
CHR 10

Fort +4 Ref +3 Will +4

BAB +0 CMB +3(+5) CMD 17(19)

Chain, spiked +3 2d4+3 x2

Feat and Skill Racial Traits

Unflinching Valor: half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Half-Orc Add 1 to the half-orcs power points per day.

Feats:
Combat Expertise (Combat)

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Trip (Combat)

Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Traits:
Masked: Once per day, when attempting a Disguise check, roll twice and take the better result.

Unwelcome Business: You gain a +1 trait bonus on Disguise and that skill becomes a class skill for you. In addition, choose one humanoid species; you ignore the –2 penalty on Disguise checks to disguise yourself as a Human

Skills 6 =4+1+1

Acrobatics (Dex) 6=1+3+2
Autohypnosis (Wis) 7=1+3+3
Perception (Wis) 7=1+3+3
Handle Animal 7=1+3+3
Spellcraft (Int) 5=1+3+1
Disguise* 5=1+3+1

Background Skills
Handle Animal 5=1+3+1
Appraise 5=1+3+1

Psychic Warrior Powers
0th level
Blinding Flash
Conceal Thoughts

1st level Casting 5
Corrosive Aura
Precognition, Tactical

Gladiator Path
Your tactic is not to simply attack, but to maneuver your enemies into the most optimal position, forcibly if necessary.

Powers: Grip of iron, tactical precognition

Skills: Acrobatics, Bluff, Perception

Bonus Skill: Bluff

Trance: Beginning at 3rd level, while maintaining psionic focus, you gain a +1 competence bonus to your CMB and a +2 competence bonus to your CMD. These bonuses increase by 1 every four psychic warrior levels thereafter.

Maneuver: Beginning at 3rd level, you can expend your psionic focus when using a combat maneuver to not provoke an attack of opportunity for using that combat maneuver. If you have a feat that already does this, such as Improved Bull Rush, your trance competence bonus on this specific maneuver check increases by 2 or you gain a +2 competence bonus on this check if you do not have the Gladiator trance active. Additionally at 8th level and every four psychic warrior levels thereafter, the bonus you gain on this specific maneuver check increases by 1.

Inventory:
Kit, Pathfinder’s
Price 12 gp; Weight 22 lbs.

This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Kit, Disguise
Price 50 gp; Weight 8 lbs.

This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Chain, spiked 25 gp 2d4 x2
Scale mail 50 gp +5