Ssekhith the White
Lizardfolk, Unchained Barbarian (Mad Dog) 2 / Warder (Dervish Defender) 1
CG, Male Medium Humanoid(Reptilian)
Init +2, Senses Darkvision 30'; Perception +8
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DEFENSE
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AC 20, touch 14, flat-footed 18 (+2 Dex, +2 Int, +2 Natural, +4 Armor)
hp 47 (3d12 + 9 con + 2 favored)
Fort +9, Ref +4, Will +5,
Special Defenses: +2 to Saves VS Fear; Natural Armor +2 ; Two-Weapon Defense ; Blessed Resistance: You have acid resistance 5, cold resistance 5, and electricity resistance 5
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OFFENSE
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Speed 40 ft. , 40 ft swim
Melee: MWK Two-Bladed Sword +8 (1d8 + 4 / 19-20) or
MWK Two-Bladed Sword +6/+6 (1d8 + 4(+2)/ 19-20 , x3) when Dual Wielding or
MWK Two-Bladed Sword +7 (1d8 + 6 / 19-20 , x3) using Power Attack or
MWK Two-Bladed Sword +5/+5 (1d8 +6(+4) / 19-20 , x3) when Dual Wielding using Power Attack or
Bite Attack +7 (1d3 + 4 / 20) or
Bite Attack +5 (1d3 + 4 / 20) as a secondary attack or
Bite Attack +6 (1d3 + 6 / 20) when using Power Attack or
Bite Attack +4 (1d3 + 6 / 20) when using Power Attack as a secondary attack or
Claws Attacks +7/+7 (1d4 + 4 / 20) or
Claws Attacks +5/+5 (1d3 + 4 / 20) as a secondary attack or
Claws Attacks +6/+6 (1d3 + 6 / 20) when using Power Attack or
Claws Attacks +4/+4 (1d3 + 6 / 20) when using Power Attack as a secondary attack or
Special Attacks Power Attack (-1 to hit, +2/+3 damage) , Combat Expertise (-1 to hit, +1 AC), Deadly Aim (-1 to hit, +2 damage), Natural Attacks(Bite 1d3, 2 Claws 1d4), Maneuvers, Stances
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MANEUVERS AND STANCES
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Initiator Level: 3rd (1 Warder Levels + 2 Trait + 1 Barbarian Levels ; Max IL: 3)
Disciplines: Broken Blade, Golden Lion, Primal Fury and Thrashing Dragon
Maneuvers Known (6):
·Encouraging Roar(Boost, Swift Action, Golden Lion, 1st): For one round, all allies gain a +2 morale bonus to all attacks and damage.
·Bloody Riposte(Counter, Immediate Action, Primal Fury, 2nd): Make a counter attack as an immediate action after being struck in melee combat with a +2d6 damage bonus.
·Raging Hunter Pounce(Strike, Full Round, Primal Fury, 2nd): Charge at a target and make a full attack on the target.
·Hunting Party(Strike, Standard Acion, Golden Lion, 1st): Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
·Sun Dips Low(Counter, Immediate Action, Thrashing Dragon, 2nd): Make an opposed Acrobatics check against an attack to negate it.
·Defending the Pride(Boost, Swift Action, Golden Lion, 2nd): Grant all allies within 60 ft. a +4 bonus to AC for one round.
Stances Known (1):
·Outer SPhere Stance
Maneuvers Readied (3):
·Raging Hunter Pounce
·Bloody Riposte
·Defending the Pride
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STATISTICS
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Str 18, Dex 14, Con 16, Int 14, Wis 14, Cha 10,
Base Atk +3; CMB 7; CMD 19
Feats Prodigious Two Weapon Fighting(Combat)(1st), Boon Companion(2nd), Multiattack(3rd), Two-Weapon Fighting(Warder, Bonus) Traits:
·Practiced Initiator(PoW:Expanded): Pick an initiating class-- your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.
·Courageous: You receive a +2 trait bonus on ST against Fear Effects
Skills(4+2+2/level)
Acrobatics +8 3 ranks, 3 class, 2 dex, -1 armor
Handle Animal +8 3 ranks, 3 class, 2 wis
Intimidate +6 3 ranks, 3 class, 0 cha
Knowledge(Martial) +7 2 ranks, 3 class, 2 int
Knowledge(Nature) +8 3 ranks, 3 class, 2 int
Perception +8 3 ranks, 3 class, 2 wis
Ride +6 2 ranks, 3 class, 2 dex, -1 armor
Survival +8 3 ranks, 3 class, 2 wis
Swim +16 2 ranks, 3 class, 4 str, -1 armor, +8 racial Background Skills(2/level)
Craft(Hunting Trophies) +7 2 rank, 3 class, 2 int
Craft(Weapons) +7 2 rank, 3 class, 2 int
Knowledge(History) +7 2 ranks, 3 class, 2 int Languages Common, Elven, Lizardfolk
Common SQ: Automatic Bonus Progression(Resistance +1)
SQ(Barbarian Part): Fast Movement, War Beast, Pack Tactics(+4 instead of +2 when flanking with War Beast)
SQ(Warder Part): Defensive Focus, Maneuvers, Stances, Aegis(+1, 10ft), Two-Weapon Defense
Combat Gear: MWK. Two-Bladed Sword, MWK. Chain Shirt
Other Gear MWK. Two-Bladed Sword(Reserve), Barbarian Kit+Ranger Kit, 1000 gp
Class Skills Explanation Part I: Unchained Barbarian, Mad Dog:
Fast Movement
A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.
Mad Dog
At 1st level, a mad dog gains the service of an animal companion, using the barbarian's level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Pack Tactics
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.
Class Skills Explanation Part II: Warder, Dervish Defender:
Maneuvers Readied
A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).
For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.
Defensive Focus
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
Aegis
At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..
Two-Weapon Defense
While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her Intelligence bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.