About Suna, the Red KnightResource Tracking:
HP 88/88
Revengeance Gauge 0 (51/102) Hero Points 1/3 Red Mage Class Resources
Knight Class Resources
Spellcasting Resources
Defense & Offense:
CG Medium Humanoid(Au Ra)
Init +4; Senses Perception +12 Darkvision 60ft. AC 27, T 16, FF 23, CMD 26, FFCMD 21; +10 armor(fullplate+armor focus), +3(4)dexterity, +2deflection(Arcane Deflection), +1natural(racial), +1dodge(Aura of Protection) Hit Points 88 (5d12+10) Fortitude +7, Reflex +6, Willpower +7; +2 vs fear, +1 vs trample Other Defenses DR 7/-, ice resistance 5, lightning resistance 5, and fire resistance 5 MELEE Knight's Sword +11, 1d10+9 (19-20/*2) +5bab+4str+1enh+1weapon focus; 1d10+6str*1½+1enh+2melee power Spell Combat +9, 1d10+7 (19-20/*2) -2 spell combat, lower strength damage due to using sword 1handed CMB +9 +5bab+4str; +1enh & +1 weapon focus if able to use the sword in the attempt; +1 dirty to trick, overrun, steal & trip attempts RANGED Special Attacks Spellstrike(deliver touch attack spells with melee attack), Sweeping Strikes(all melee attacks hit 2 adjecent square equally, requires not moving more than 10ft. that turn), Melee Power(+2 to melee damage rolls, reroll 1s.) Speed 20ft. Spellcasting:
Red Mage Spells(Caster Level 5)
Max Spell Lvl 2 Modifier Charisma MP 12 (8 Base+4 Charisma) Concentration +12 (5 CL+5 Charisma+2 Trait) Spells Before Magical Exhaustion 4-1st, 2-2nd Cantrips(DC 16) Detect Magic, Elemental Orb, Magical Hygiene 1st Lvl Spells(DC 17) Aero, Air Bubble, Blizzard, Blurred Movement, Bow of the Viera, Call Weapon, Choco Feather, Cure, Deflect, Disappear, Disguise Weapon, Enlarge, Enspell, Fire, Flame Breath, Dragon Jump, Longshot, Magic Weapon, Mount, Ohspell, Protect, Quick Step, Regen, Ruin, Shell, Shield, Shocking Grasp, Stone, Stone Fist, Stretch, Swim, Thunder, Water, Wind Runner, Wind Shield 2st Lvl Spells(DC 18) Aero II, Blindna, Blizzard II, Blur, Cure II, Defensive Shock, Deflect II, Elemental Resistance, Fiery Shuriken, Fire II, Float, Frigid Touch, Frost Fall, Glide, Grace, Imperil, Levitate, Might, Mount(Communal), Panacea, Paralyna, Phalanx, Rage, Restore, See Invisibility, Silence, Slipstream, Stone II, Sure Strike, Temper, Thunder II, Vox, Wall Climb, Water II, Whispering Wind, Wind Barrier Racial Abilities:
Raen subrace
Daemonic Resistance Auri have ice resistance 5, lightning resistance 5, and fire resistance 5 Keen Senses +2 perception. Replaces survivalist Daemonic Scales +1 natural armor Ferocity As per ½ Orc ferocity Friendly Attitude +2 diplomacy, Raen only Darkvision 60ft Fearless +2 on saves vs fear Limit Breaks:
Revengeance Gauge 102pts, 51 for half
Aegis Shield (Su) This Limit Break allows the red warrior to create a glowing, floating red shield that helps deflect attacks. For a duration of 1 round + 1 round per four red mage levels after 1st, this limit break grants the red warrior and any adjacent allies a +2 shield bonus to AC as well as a damage reduction of 2/- (this stacks with Enduring Body). These bonuses increase by 2 for every four red mage levels attained after 1st. This limit break requires only a swift action Arcane Savant (Su) This Limit Break allows the red warrior to spend points from his arcane pool without expending them for a duration of 1 round + 1 round per four red mage levels after 1st. This limit break requires only a swift action Dual Spellcasting (Su) This Limit Break allows the red mage to cast a healing spell and a damage spell in the same round for a duration of 1 round + 1 round per four red mage levels after 1st. MP must be paid for both spells. This limit break requires only a swift action Flexibility (Su) This Limit Break allows the red mage to change his current HP total and current MP total on the fly. Once per round as a free action, for a duration of 1 round + 1 round per four red mage levels after 1st, the red mage can swap any number of points from HP to MP or from MP to HP on a 3 to 1 basis (3 HP to 1 MP). The red mage cannot swap below 1 hit point. This limit break requires only a swift action A Knight’s Blessing (Su) This Limit Break allows the knight to protect not only himself but his allies. For a duration of 1 round + 1 round per four knight levels after 1st, the knight and any allies within 30 feet gain the effects of Protect, Shell, and Regen. At 5th level, these increase to the II versions, at 9th level, the III versions, at 13th level, the IV versions, and at 17th level, the V versions. This limit break requires only a swift action A Knight’s Protection(Su) This Limit Break covers both the knight and his allies in a protective bubble. For a duration of 1 round + 1 round per four knight levels after 1st, this Limit Break grants the knight and any allies within 30 feet a protective bubble that grants damage reduction 1/- as well as spell resistance 5. Damage reduction increases by 1 and spell resistance increases by 5 per four knight levels after 1st. This DR and SR stacks with any granted by the knight’s class features and knight talent. This limit break requires only a swift action. A Knave’s Rebuke(Su) This Limit Break allows the knave to turn aside a blow that would strike her down, and uses it to strike against her foe. As an immediate action, taken when she takes damage from a melee attack, she may attempt to knock the blow aside. She must make a single melee attack with a wielded weapon against the creature attacking her, using up her normal attack of opportunity for the round. She gains a +2 circumstance bonus to this attack, and this bonus increases by 2 every four knight levels after 1st. If the attack beats the foe’s attack roll and their AC, she knocks the weapon aside with a devastating strike, avoiding the damage, and inflicting a confirmed critical hit on the creature attacking her. If it beats just the attack roll, she only knocks the weapon aside, and avoids the damage, and if it beats just their AC, she still takes damage, but after she inflicts a confirmed critical hit. CLASS FEATURES Red Mage Class Features: Arcane Pool (Su) +2, shield & sword with 1 swift action, altered by Red Warrior, 13pts/day
Red Magery (Ex) 1 - Quick Mind This grants the red mage an additional swift or immediate action per round that can be used with red mage class features or spells. This does not increase the normal limit of one swift cast spell per turn. 5 - Quick Mind This grants the red mage an additional swift or immediate action per round that can be used with red mage class features or spells. This does not increase the normal limit of one swift cast spell per turn. Spell Proficiency (Ex) Red mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch. Ruby Knowledge bonus +int damage and bonus +wis healing with spells dealing variable amounts at 1st lvl and higher Spell Combat (Ex) Quick Learner (Minor) 2 - Weapon Bond (Ex) Weapon Focus(Knight's Sword) Spellstrike (Su) Armored Mage (Ex) Light Armor & Light Shields Ruby Arcana 3-Arcane Accuracy (Su) Spend 1 arcane point as a swift action to add charisma to hit until the end of turn Quick Cast (Ex) Quicken any spell below 6th lvl 1/day Spell Power (Ex) Starting at 4th level, the red mage can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome spell resistance for the remainder of the encounter. Clear Mind (Ex) Regenerate 1MP/hour Convert (Ex) Gain 1MP/5hp spent, 5MP max, swift action, cha per day Red Warrior Gestalt Archetype Class Features: Martial Prowess A red warrior’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases red warrior’s hit dice from d8 to d10.
Arcane Deflection (Ex) Beginning of 1st level, the red warrior learns how to use his arcane pool to fight in melee combat. As long as the red warrior has at least one point in his arcane pool remaining, he gains a +2 deflection bonus to AC. Resilience (Su) As an immediate action, the red warrior may reduce the damage he is about to take by 5 hit points for every 1 point from his arcane pool he expends. The red warrior may not spend more points from his arcane pool than his red mage level per effect being reduced Extra Arcane Pool Chain of Personal Superiority (Ex) A red warrior learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +4 enhancement bonus to Strength and Constitution for up to 1 minute as a free action, 3/day Chain of Defensive Posture (Ex) A red warrior learns the second principle of warfare for the individual combatant: the ability to avoid the enemy’s counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a red warrior can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A red warrior can use this ability three times per day Swap Places (Su) As an immediate action and by expending 1 point from his arcane pool, a red warrior can swap places with an adjacent ally who is about to get attacked. Neither activating this ability nor the movement of the red warrior or his ally from this ability provoke attacks of opportunity. This occurs before the attack and the attacker must resolve the attack against the red warrior instead of the original target Aura of Protection (Su) At 2nd level, the red warrior learns how to harness his arcane pool to protect himself and his allies. As long as there is at least one point left in the red warrior’s arcane pool, he projects an aura of protection around him. Any ally, including the red warrior, within 10 feet of the red warrior gains a +1 dodge bonus to AC. If the red warrior is killed, paralyzed, stunned, or knocked unconscious, this aura is disrupted. Whenever the condition that disrupted the aura is removed, the aura returns. A red warrior can spend one point of their arcane pool to grant this bonus to the saves of all allies in the aura for 5 rounds Enduring Body (Ex) At 3rd level, a red warrior learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a red warrior, granting him damage reduction 1/– Sweeping Strike (Ex) At 4th level, a red warrior gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a red warrior makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A red warrior can use this ability on any attack, even an attack of opportunity or a cleave attempt. A red warrior cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a red warrior hits one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he successfully hits more than one foe. Regardless of size, a red warrior can only hit an opponent once with sweeping strike. Melee Power (Ex) At 4th level, a red warrior adds +2 to damage with all melee weapons. In addition, the red warrior may reroll 1s for damage with all melee weapon dice Clear Mind (Ex) At 5th level, a red warrior can regain his arcane pool quicker. The red warrior must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability. The red warrior does not gain this recovery if he is asleep or unconscious. The red warrior regains 1 arcane point per hour Convert (Ex) Beginning of 5th level, a red warrior can convert hit points into arcane points as a free action. For every 5 hit points converted, the red warrior receives 1 arcane point. The red warrior cannot convert below 1 hit point and can only convert 5 arcane points. The red warrior can use this ability charisma per day Knight Class Features: Defensive Stance (Ex) Starting at 1st level, a knight can enter a defensive stance, a position of readiness and trance-like determination. The knight can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a defensive stance, the knight gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the knight enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a knight cannot move more than half of his movement speed(10ft.) or his stance ends. A knight can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. A knight can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a knight falls unconscious, his defensive stance immediately ends. Defensive stance does not stack with rage. Suna can maintain a defensive stance for 14 rounds/day Threat Control (Ex) At 1st level, the knight gains the Antagonize feat as a bonus feat. Additionally, for every 5 the knight beats the DC, he antagonizes the target for 1 additional round. The antagonize condition does not end after 1 attack, only ends when the duration ends. Defend Ally (Ex) Also at 1st level, at the start of the knight’s turn, when he is within 5 feet of an ally, the knight can transfer up to 3 points of Armor Class to the ally (making his own Armor Class worse by the same number) Stand Firm (Ex) At 2nd level, a knight gains a +1 bonus to his combat maneuver defense against bull rush, overrun, and trip. This bonus also applies on saves against trample attacks Defensive Training (Ex) Starting at 2nd level, a knight counts his total knight level as his fighter level for the purpose of qualifying for any armor or shield-related feats. If he has levels in fighter, these levels stack Knight Talents 2 - Antagonistic Personality(Ex) This talent allows the knight to more quickly gain the attention of his foes. The knight may use the Antagonize feat as a move action instead of a standard action 4 - Quick Insult(Ex) This talent allows the knight to find the best words to use against his targets. The knight may use the Antagonize feat as a swift action instead of a standard or move action 5Extra Knight Talent - Improved Armored Defense(EX) The knight counts his level as 5 higher when calculating the damage reduction provided by the knight's armored defense feature Shield Block(Ex) Starting at 3rd level, the knight excels in using his armor and shield to frustrate his enemy’s attacks. As a free action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. Armor Training (Ex) Starting at 3rd level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a knight can also move at his normal speed while wearing medium armor Active Defense (Ex) At 4th level, a knight gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a swift action, he may share this bonus with one adjacent ally or half of the bonus (minimum + 0) with all adjacent allies, until the beginning of his next turn Bulwark (Ex) At 4th level, when a knight is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn. Deft Shield (Ex) At 5th level, the armor check penalty from a shield is reduced by –1 for a knight. If the shield is also a tower shield, the attack roll penalty is also reduced by –1 Armored Defense (Ex) At 5th level, a knight gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 10th level and every five knight levels thereafter, this damage reduction increases by 1 (light), 2 (medium), 3 (heavy). Currently 2/4/6 due to Improved Armored Defense knight talent Knave Gestalt Archetype Class Features:
Alignment The knave can be of any alignment
Dagger Training (Ex) At 1st level, a knave exchanges a knight’s normal affinity for shields for the more offensive option of a dagger. While wielding a light blade with another light or one-handed weapon, the knave gains a +1 shield bonus to her armor class. A light blade is any weapon from the fighter’s Light Blades category that is a light weapon. Any enhancement bonus on the light blade is also applied to this bonus to armor class. A wielded light blade is counted as a shield for any knight features that require a shield. At 2nd level, the knave gains a +1 bonus on all melee attack rolls while wielding at least one light blade. This bonus increases by 1 at 6th level, and increases again every four knight levels thereafter. Underhanded Maneuvers(Ex) At 2nd level, a knave gains a +1 bonus to her combat maneuver bonus for dirty trick, overrun, steal, and trip maneuvers. This bonus also applies to the knave’s bluff checks for feints. The bonus increases by +1 for every four knight levels beyond 2nd. Knave Talents(Ex) Replace a number of options for Knight Talents with different ones. Thief's Riposte(Ex)At 4th level, when a melee weapon attack misses the knave, this provokes an attack of opportunity from her. The attack must be made with a wielded light blade. This can only be done once per round, even if the knave has the ability to perform more than one opportunity attack per round. Quick Stance(Ex)At 5th level, a knave moving more than half her speed does not end her defensive stance. Instead, she loses only the bonus to AC. Note: I ended up taking this archetype after realising that Suna has become more CG than LN. It's based around two-weapon fighting with a big weapon and a light blade, which I'm obviously not doing, so I won't end up making use of most of the features except quick stance. Action Breakdown:
Full Round Actions
Spell Combat(full attack + standard action spell) Standard Actions
Move Actions
Swift Actions Quick Mind x2 gives the ability to use two additional swift/immediate actions per round to activate magus spells or class abilities.
Immediate Actions
Free Actions
Feats: 1-Armor Focus(Heavy)
1Knight-Antagonize 1Red Mage-Extra Arcane Pool 2-Armored Mage(Heavy) 2Red Mage-Weapon Focus(Heavy Blades) 3-Armored Thief(Heavy) 4-Combat Reflexes 5-Extra Knight Talent(Improved Armored Defense) Skills & Favored Class Bonus: Max Ranks 5; Armor Check Penalty -0; 10 Skills/lvl(6 base+2 int+2 background)
Acrobatics(5) +12 Appraise Bluff(1) +10 Climb(1) +8 Craft Diplomacy(1) +12 Disable Device Disguise Escape Artist Fly(5) +12 Handle Animal Heal Intimidate(5) +17 Knowledge (Arcana)(5) +10 Knowledge (Dungeoneering) Knowledge (Engineering) Knowledge (Geography)(5) +11 Knowledge (History) Knowledge (Local) Knowledge (Nature) Knowledge (Nobility)(1) +6 Knowledge (Planes)(1) +6 Knowledge (Religion) Linguistics Perception(5) +12 Perform Pilot(5)+9 Profession(navigation)(4) +9 Ride Sense motive(5) +10 Sleight of hand Spellcraft(5) +10 Stealth Survival Swim(1) +8 Use magic device Favored Class Bonus: Au Ra Knight +5/6ths of a Knight Talent; Red Mage +5 skill points
Traits: Armor Expert(Combat), Extremely Fashionable(Equipment), Spellpiercer(Regional), Ship's Crew(Campaign)(K.Geography), Worldly(Social), Bladed Magic(Magic) Equipment:
1650 Masterwork Fullplate(+9 armor bonus, +1 max dexterity, -4 armor check penalty, abilities change this to +10/+3/-0)
2353 +1 Masterwork Knight's Sword 1000 Cloak of Resistance +1 Learning Red Mage Spells;
5778g used total 25g Silver Holy Symbol of the Silver Flame
Ability scores:
Str 19=18+1Lvl, Dex 18=16+2Race, Con 14=16-2Race, Int 14, Wis 14, Cha 18+2Race
rerolled 1's: 9X6 6X5 3X4 1X3 5x2 Scores chosen:
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