Steelmask of the Isles's page

48 posts. Organized Play character for rpblue.


Mart. Flex. (4/day); Challenge: 1/2; Tactician: 2/2; Bard Perf. (+3): 3/6; Insp. Command (+3): 9/11


HP: 26/40 (5 Con Dmg) | AC 34 | T 10 | FF 34 | Fort +6* | Ref +6 | Will +4 | CMD 22 (26-Trip) | Acrobatics +9 | Climb +8 | Perception +9 | Survival +5 | Swim +16


HP: 54/68 (4 Con Dmg) | AC 20 | T 16 | FF 14 | Fort +9* | Ref +11 | Will +5 | CMD 26 | Init. +14 | Acrobatics +12 | Diplomacy +16 | Handle Animal +10 | Intimidate +11 | Kn. (Loc.) +13 | Perception +13 | Prof. (Sailor) +17 | Ride +27

About Steelmask of the Isles

Steelmask of the Isles:

PFS # 73433-11
Male Elf Exemplar Brawler 3 / Cavalier 4 / Battle Herald 3
N Medium Humanoid (elf)
Initiative +14;


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


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)


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:
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order of the Green (Ex)
Cavaliers of the order of the green are dedicated to protecting wild places and creatures, embracing the green Faith in all its glory and terror. These cavaliers believe in preventing perversions to the natural order, through force if necessary.
Edicts: The cavalier must know his place in the natural order and strive to defend the balance of nature. He must be willing to allow nature to take its course without interference, as well as stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources by “civilized” peoples. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Challenge: An order of the green cavalier can't issue a challenge against any creature of the animal or plant type. Whenever he does issue a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses. If the target of his challenge is of the aberration or undead type, he can roll his first attack roll each round against the target creature twice and take either result.
Skills: An order of the green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities:
Favored Terrain (Ex): At 2nd level, an order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger ability of the same name. At 8th level and every 6 levels thereafter, he selects another favored terrain. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2.
Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Cavalier's Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Expert Trainer (Ex)
Replaced with Skill Focus (Handle Animal) - PFS Houserule.

Battle Herald
Inspiring Command (Ex)
A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).
Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).
Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw.
Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus. Allies who are sleeping normally automatically awaken when this ability is used.
Improved Leadership (Ex)
A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.
Voice of Authority (Ex)
A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff. The battle herald’s levels stack with cavalier levels for the purpose of the cavalier's tactician ability.
Easy March (Ex)
At 2nd level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus.

Animal Companion - Archelon: A’Tuin:

Bodyguard Archetype
N Large animal
Senses low-light vision, hold breath, scent; Perception +6

AC 34, touch 10, flat-footed 34 (+6 armor, +0 Dex, +18 natural)
hp 58 (9d8+19)
Fort 8 (6+2), Ref 6 (6+0), Will 4 (3+1)
Defensive Abilities (3) devotion; shared vigilance; tenacious guardian

Speed 10 ft.; Swim 50 ft.
Melee bite +11/+6 (1d8+7)
Space 10 ft.; Reach 5 ft

Str 20, Dex 11, Con 14, Int 2, Wis 13, Cha 6
Base Atk +6; CMB +12; CMD 22 (26 vs. trip)
Feats (5+2) Light Armor Proficiency*, Multiattack*, Combat Reflexes, Narrow Frame, Medium Armor Proficiency, Bodyguard, Power Attack
Teamwork Feats (2) Precise Strike, Outflank, Lookout
Skills (9) Acrobatics (1) +9, Climb (1) +8, Perception (5) +9, Survival (1) +5, Swim (1) +16
Tricks (6+4): Attack (x2); Flank; Flee; Exclusive; Track; Down; Aid; Defend; Air Walk
Gear: Breastplate Barding, Menacing Amulet of Mighty Fists

Animal Feats: In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way.

Shared Vigilance (Ex): A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent.
This ability replaces share spells*.

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]
Masterwork Weapons (x3) [6 PP]

PP Spent: 30/36


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)
Mount Archetype: Bodyguard - Animal Archive
Feats: All CRB except Narrow Frame - Animal Archive; Bodyguard - APG
Armor: All CRB except Menacing Weapon Enchantment - APG

Remaining Currency:

Disrepute/Infamy: 25/30
Prestige/Fame: 6/36
Gold: 218 GP