Fighter

Steelmantle's page

17 posts. Organized Play character for Tarondor.


Full Name

Steelmantle of Katrivish

Classes/Levels

Centaur Guardian 1 - 22/22 hp - 18 AC (20 w/ raised shield) - Perception +5 - Fort: +7 / Ref +5 / Will +7 - Resistances] physical 1 - Exploration Activity - Defending

About Steelmantle

Steelmantle PFS #2405-2008

Common Die Rolls

[dice=Warhammer]1d20+7;1d8+4[/dice]
[dice=Athletics Check to Shove]1d20+8[/dice]

[dice=Acrobatics (U)]1d20+2[/dice]
[dice=Arcana (U)]1d20+0[/dice]
[dice=Athletics (T)]1d20+7[/dice]
[dice=Crafting (U)]1d20+0[/dice]
[dice=Deception (U)]1d20-1[/dice]
[dice=Diplomacy (U)]1d20-1[/dice]
[dice=Intimidation (T)]1d20+2[/dice]
[dice=Medicine (T)]1d20+5[/dice]
[dice=Nature (T)]1d20+5[/dice]
[dice=Occultism (U)]1d20+0[/dice]
[dice=Pathfinder Society Lore (T)]1d20+3[/dice]
[dice=Performance (U)]1d20-1[/dice]
[dice=Religion (U)]1d20+2[/dice]
[dice=Society (U)]1d20+2[/dice]
[dice=Stealth (T)]1d20+5[/dice]
[dice=Survival (U)]1d20+2[/dice]
[dice=Thievery (U)]1d20+2[/dice]
[dice=Warfare Lore (T)]1d20+3[/dice]

Statblock:
Steelmantle
Centaur guardian 1 (Battlecry 37, Howl of the Wild)
Uncommon, Large, Beast, Centaur, Humanoid
Heritage fleetwind centaur
Background field medic
Perception +5; darkvision
Languages Aishmayar, Common, Fey
Skills Athletics +7 (+8 to Force Open or Shove, Success to Shove becomes critical success instead), Intimidation +2, Medicine +5, Nature +5, Pathfinder Society Lore +3, Stealth +5, Warfare Lore +3
Str +4, Dex +2, Con +2, Int +0, Wis +2, Cha -1
Items hide armor, steel shield, warhammer, backpack, bedroll, chalk (10), climbing kit, crowbar, flint and steel, healer's toolkit, rations (1 week) (2), rope (50 feet), sack (5), soap, torch (5), waterskin, purse (2 gp, 4 sp, 9 cp)
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AC 18 (20 with shield raised); Fort +7 (+8 to your DC to avoid becoming fatigued); Ref +5; Will +7
HP 22; Resistances physical 1
--------------------
Speed 35 feet
Melee [1] (M) shield bash +7, Damage 1d4+4 B
Melee [1] warhammer +7 (shove), Damage 1d8+4 B
Ancestry Feats Practiced Brawn[HW]
Class Feats Punishing Shove[BAT]
General Feats Shield Block
Skill Feats Battle Medicine
Other Abilities ever ready, guardian's armor, robust, shield block, taunt

Feats and Abilities:

Battle Medicine: 1 action. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Ever Ready: You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.

Guardian's Armor: While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.

Intercept Attack: Reaction. Trigger An ally within 10 feet of you takes physical damage. You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally’s. Special You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.

Mount: Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.

Practiced Brawn: You gain a +1 circumstance bonus to Athletics checks to Force Open and Shove, and to Fortitude saving throws to resist becoming fatigued. When you roll a success on an Athletics check to Shove, you get a critical success instead.

Punishing Shove: When you successfully Shove a creature, that creature takes an amount of bludgeoning damage equal to your Strength modifier (or double that amount on a critical success). This damage increases by 2 when you become an expert in Athletics, 6 when you become a master, and 12 when you become legendary.

Robust: You increase your maximum and encumbered Bulk limits by 2.

Shield Block: Reaction. Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Personality:
Big and violent in combat, Steelmantle is quiet and reserved when at peace. A lover of poetry and philosophy, he seeks to enrich his companion's spirits just as he seeks to preserve their lives. His actual name is Antimikos Kallivestes.

Bot Instructions:
Steelmantle will always start a combat with a good taunt, then follow up with a charge and a Punishing Shove, seeking to move an enemy away from his allies. As much as possible, he'll stay near the front line, seeking to use Intercept Attack every round.

Proposed Build:

2 - Hampering Stance / Titan Wrestler
3 - Fleet / Athletics to Expert
4 - Proud Nail / Intimidating Glare
5 - Str/Con/Wis/Cha / Accommodating Mount / Medicine to Expert
6 - Lock Down / Godless Healing
7 - Toughness / Athletics to Master
8 - Juggernaut Charge / Continual Recovery
9 - Mentor of Legends / Intimidation to Expert
10 - Str/Con/wis/Cha / Tough Cookie / Intimidating Prowess
11 - Incredible Initiative / Medicine to Master
12 - Paragon's Guard / Advanced First Aid