Shakrenistre

Syksy Kalma's page

609 posts. Alias of Rysky.


Race

Skills:
Arcana +8 Geography +8 Handle Animal +12 Nature +8 Perception +0

Classes/Levels

Challenge 2/2 Tactician 1/1 x5 | Darkvision 60ft | Init +2

Gender

HP: 69/69 | AC 20/12/16 CMD 18 | F+8 R+4 W+2 | ER A,E,S 5

Size

M

Alignment

CG

Languages

Common, Celestial

Occupation

Monster Hunter

Strength 14
Dexterity 14
Constitution 17
Intelligence 8
Wisdom 10
Charisma 16

About Syksy Kalma

Equipment:

Masterwork Nodachi 360
Masterwork Chainmail 300
Sarissa 12g
Spearx5 2gx5
Gear Maintenance Kit 5g
313g

Special Abilities:

CLASS
Disciple of the Pike (Order of the Hero)

The Hellknight Order of the Pike are renowned monster hunters, taking on large game using ancient weapon arts combined with modern equipment.

A cavalier belonging to this order specializes in hunting down large monsters and protecting communities from them. Cavaliers of this order tend to value bravery, dedication, and single-minded determination.

Edicts: The cavalier must choose an area, whether it’s a settlement or nation, and vows to slay any monster threatening that area. He must fulfill any pledge he makes to slay a beast, tracking it to its lair if necessary, and forsaking any new quarry until his current target is slain. The cavalier must attempt to ensure that no lasting damage is dealt to his domain in the pursuit of his prey.

Bigger They Are (Ex): A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger.
This ability replaces mount.

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.

Challenge: Whenever an order of the hero cavalier issues a challenge, he receives a +1 morale bonus on melee damage rolls against the target of his challenge if it is at least one size category larger than he is. This bonus increases by 1 for every 4 cavalier levels he has.

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.

Skills: An order of the hero cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. In addition, whenever an order of the hero cavalier uses a Knowledge check to identify a monster, he gains a bonus on this check equal to half his cavalier level (minimum +1).

Monster Expert (Ex): At 2nd level, the cavalier learns how to dodge the attacks of his monstrous foes and the traps in their lairs. He gains a bonus equal to his Charisma bonus on Fortitude and Reflex saves against abilities and spells that have an area of effect.

Pike Charge (Ex): At 3rd level, a disciple of the pike learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group. He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the disciple of the pike takes no penalty to his AC after making a charge attack with a polearm or spear.

Monster Hunter (Ex): At 4th level, a disciple of the pike has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters.

Weapon Training (Ex): At 5th level, a disciple of the pike gains weapon training, just like a fighter. He must select polearms or spears as his weapon group, and never gains another weapon group. His bonuses with the selected group otherwise progress as though his fighter level were equal to his cavalier level.

Warrior Spirit (Su): The fighter can forge a spiritual bond with a weapon that belongs to the associated weapon group, allowing him to unlock the weapon’s potential. Each day, he designates one such weapon and gains a number of points of spiritual energy equal to 1 + his weapon training bonus. While wielding this weapon, he can spend 1 point of spiritual energy to grant the weapon an enhancement bonus equal to his weapon training bonus. Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5.

The fighter can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

FEATS & TRAITS

Power Attack (1)
Furious Focus (3)
Advanced Weapon Training (5)
Cut From the Air (6b)

Monster Challenger (Combat)
You have made it your mission to bring down a fearsome beast. Choose two of the following: aberrations, animals, dragons, fey, magical beasts, oozes, and vermin. You can move at full speed without penalty while using Survival to follow tracks left by your chosen creature types

Monster Stalker (Social)
You’ve been raised to hunt certain beasts. Choose either aberrations, animals, dragons, fey, magical beasts, oozes, or vermin. You gain a limited version of the scent ability (15 feet normal, 30 feet upwind, 5 feet downwind) that detects only your chosen creature type

Called (Faith)
Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead

Forgetful (Drawback)
You are easily distracted and prone to forgetting important things. Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).

RACIAL
+2 Constitution, +2 Charisma, –2 Intelligence: Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits.
Medium: Ganzis are Medium creatures and have no bonuses of penalties due to their size.
Normal Speed: Ganzis have a base speed of 30 feet.
Darkvision: Ganzis can see in the dark up to 60 feet.
Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.
19–20: Weaponplay (Ex) Ganzis with lineages that link to the valkyries manifest their heritage in their skill in combat. Such ganzis are always proficient with all simple and martial weapons, and they can qualify for feats normally available only to fighters (such as Weapon Specialization) even if they don’t have any fighter class levels.
Languages: Ganzis begin play speaking Common and one of the following: Abyssal, Celestial, or Protean. Ganzis with high Intelligence scores can select any of those languages as bonus languages, along with Aklo, Aquan, Auran, Ignan, Sylvan, or Terran.