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About Steelmask of the IslesSteelmask of the Isles:
PFS # 73433-11 Male Elf Exemplar Brawler 3 / Cavalier 4 / Battle Herald 3 N Medium Humanoid (elf) Initiative +14; Defense::
AC 20, touch 16, flat-footed 14 (+4 armor, +6 Dex) HP 88 (10d10+24) Fort +11, Ref +11, Will +5 (+2 against enchantments) Defensive Abilities Offense::
Speed 30 ft. Melee +1 agile elven branched spear +17/+12 (1d8+7; x3) Melee mithril spiked gauntlet +17/+12 (1d4-1) Ranged masterwork shortbow +17/+12 (1d6) Statistics::
Str 8, Dex 22, Con 14, Int 14, Wis 10, Cha 16 Base Attack +10; CMB +9; CMD 25 Feats: Weapon Finesse [1]; Lingering Performance [3]; Flagbearer [5]; Horse Master [7]; Lookout (Teamwork)[9] Bonus Feats: Run (Elf); Precise Strike (Teamwork) (Brawler); Outflank (Teamwork) (Cavalier); Skill Focus (Handle Animal) (Cavalier) Skills (60 Ranks) Acrobatics +12; Climb +3; Diplomacy +16; Handle Animal +10 (+4 for Archelon); Intimidate +11; Kn. (Loc.) +13; Perception +13; Perform (Oratory) +11; Profession (Sailor) +17; Profession (Soldier) +5; Ride +27 Languages Common, Elvish, Jistkan, Azlanti Traits History of Heresy - +1 trait bonus to Will Saves; Reactionary - +2 trait bonus to Initiative checks Racial Traits Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects; Fleet-Footed: Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait); Low-Light Vision: Elves can see twice as far as humans in conditions of dim light SQ Brawler’s Cunning; Martial Flexibility (4/day); Martial Training; Call to Arms; Brawler’s Flurry; Inspiring Prowess (Inspire Courage; 6/day); Challenge (2/day); Mount; Order of the Green (Water +2); Tactician (2/day); Cavalier’s Charge; Inspiring Command (Shake It Off; 11/day); Voice of Authority; Easy March Combat Gear +1 Agile Elven Branched Spear; Mithril Spiked Gauntlet; Darkleaf Studded Leather +1; Headband of Charisma +2; Belt of Physical Might (Dex/Con) +2; Banner of the Ancient Kings; Three Reasons to Live; Horsemaster’s Saddle Ranged Combat Gear Masterwork Shortbow; Acid Flask (x2); Cold Iron Arrows (x10); Silver Arrows (x10); Ghost Salt Blanched Arrows (x10) 200GP; Other Gear Common Backpack 2GP; Small Tent 10GP; Bedroll, Blanket, Soap, Hammock 1GP; Silk Rope (50’) 10GP; Small Steel Mirror 10GP; Compass 10GP; Torches, Flint and Tinder; Exotic Coffee (5 lbs.) 1GP; Wandermeal Rations (x100); Cold Weather Outfit; Royal Outfit 200GP; Traveller’s Outfit 1GP; Military Saddle (+2 to Ride checks) 20GP; Special Abilities::
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex) A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. Martial Training (Ex) At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Call to Arms (Ex) At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. Bonus Combat Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. Inspiring Prowess (Ex) At 3rd level, an exemplar gains the ability to use certain bardic performances. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier; this increases by 1 round per brawler level thereafter. The exemplar's effective bard level for this ability is equal to her brawler level – 2. At 3rd level, the exemplar can use inspire courage. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (this uses visual components). This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. Cavalier Abilities:
Battle Herald
Animal Companion - Archelon: A’Tuin:
Bodyguard Archetype N Large animal Senses low-light vision, hold breath, scent; Perception +6 DEFENSE
OFFENSE
STATISTICS
Abilities
Shared Vigilance (Ex): A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
Tenacious Guardian (Ex): At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. Uncanny Dodge (Ex): At 9th level, a bodyguard gains uncanny dodge, as the rogue class feature of the same name.
--- Horsemaster’s Saddle:
This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider. 12,000 GP Banner of the Ancient Kings:
When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect. If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability. 18,000GP; Three Reasons to Live:
The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access. 9,000GP Menacing Amulet of Mighty Fists:
A menacing weapon helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature. PP Expenditures:
The Fearsome Tide (Peril and Plunder 4) - +2 to Craft (Ships) and Professions (Sailor/Pirate) [Stacks with Ship vanity] The Arch-Nemesis (Ship Vanity) - +2 to Profession (Sailor) [PFS Field Guide - 10 PP] Glub Glub the Drowned Lookout (Grippli Rogue-Lookout Vanity) - While you rest, a lookout keeps watch. A lookout's bonus on Perception checks is equal to your character level. The lookout immediately wakes you up (as if he had spent a standard action to do so) upon spotting danger. [PFS Primer - 2 PP (after PP4 discount)] Shoallana the Herald (Undine Bard-Herald Vanity) - You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation. [PFS Field Guide- 1 PP] Harold Henry Howard Higgins IV the Esteemed Scholar (Human Dabbler-Scholar Vanity) - The scholar grants you a +2 bonus on checks with Knowledge(Local), as if he had used the aid another action. Alternatively, the scholar can attempt that Knowledge skill check for you, using a +5 bonus. [PFS Primer - 4 PP] Steelmask’s Found Items (Underground Business Vanity) - You specialize in trading illicit or contraband items, run an illegal fighting ring, or operate a gambling hall or brothel that might be legal but carries a significant moral stigma in your community. You receive a +1 circumstance bonus on Day Job checks, though if you ever roll a natural 1 on such a check, you receive no income from the attempt, regardless of your normal bonuses on the check. A natural 1 rolled in such a circumstance can't be rerolled. [5 PP] Cure Light Wounds Wand (29/50 charges) [2 PP]
PP Spent: 30/36 Sources:
Race: Elf - CRB Alternate Racial Traits: Silent Hunter - APG; Fleet-footed - ARG Class(es): Brawler - ACG; Cavalier - APG; Battle Herald - APG Archetype(s): Exemplar - ACG; Order of the Green - Heroes of the Wild Feats: All CRB except Lingering Performance - APG; Outflank; Horse Master - UC; Flagbearer - ISWG Traits: History of Heresy - APG; Reactionary - APG Weapons and Armor: All CRB except Elven Branched Spear - Melee Tactics Toolbox; Agile Weapon Enchantment - PFS Field Guide; Darkleaf Cloth Special Material - ARG; Ghost Salt Weapon Blanch - PFS Field Guide; Gear: Banner of the Ancient Kings - Lands of the Linnorm Kings; Three Reasons to Live - Peril and Plunder Chronicle Spells: N/A Mount: Archelon - Bestiary 3 (Peril and Plunder Chronicle)
Remaining Currency:
Disrepute/Infamy: 25/30 Prestige/Fame: 6/36 Gold: 218 GP |