The Fifth Archdaemon


42 posts. Alias of DEWN MOU'TAIN.




20 unbreakable fighter









Strength 26
Dexterity 22
Constitution 24
Intelligence 18
Wisdom 17
Charisma 14


troy mclure
20th human unbreakable fighter

str 20 +6
dex 16 +6
con 18 +6
int 18
wis 17
cha 14

HPs: 312 (toughness feat and belt bonus)
fort +12+7+19
ref +6+6+2+14
will +6+3+2 +11

permamancied spells on troy
arcane sight
comprehend languages
read magic

lightning reflexes
iron will
weapon focus falcion
imp crit falcion
imp crit great axe
vital strike
devastating strike
imp vital strike
throw anything
imp devastating strike
penetrating strike
greater pen strike
greater vital strike
improvised weapon mastery
gtr wpn spec falchion
weapon focus gt axe
improved unarmed combat
greater pen strike
weapon spec falchion

Climb (Str) 16+8+3
Craft (Int),
Handle Animal (Cha), 10
Intimidate (Cha), 20+2+3=25
Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int),
Profession (Wis),
Ride (Dex) 10
Survival (Wis)} 18+3+3=24
Swim (Str) 18+8+3=29

non class skills
perception 7+3=10
heal 7+3=10
slight of hand 7+6=13
stealth 7+6=13

potential equipment

+5 falchion of speed, thundering and ghost touch

belt of perfection +6

Invincible armor

Troy Mcclure was a soldier stationed at Brinewall castle 21 years ago, as part of the chelix expansion. WIth him came his wife of 5 years and his daughter, who at the time was 4. WHile he was a soldier, he was able to provide for his family within the castle grounds, his pay going towards the food and shelter provided for staff within the castle walls.
A year later, on the eve of his daughters 5th birthday, something happened within the castle. Troy is not sure what occured, because he was standing guard at the castle gates. The area from around the keep flashed a brilliant white, glowing for a minute. And then, a brighter flash and Troy lost consciousness.

The next 5 years are a fog, as if someone put a blanket over his head, for his memories of that time are hard to reccollect. it is as if someone else was living his life, snatches of information eeking into his brain and remaining, while things and events occured without his control. Finally, he awoke in a dank, dark alley, his head throbbing, as if he drank too much. He searched for water only to instead find a beggar who provided him comfort for the night. First was food and water, the little the beggar could share. ANd then, the beggar provided a shoulder as the realty of Troys wife and daughter have been missing for the previous 5 years. His anguish was so great, so profound, that it rocked the alley clear of would be pick pockets and murders.

The following year found Troy scouring the area, looking for any information concerning the fall of brinewall, and the inhabitants. At first, Troy stated that he was someone who was from there, but he was
either laughed at, or wore, nearly captured. Luck and his skills kept him out of harms way, and soon he learned to not mention that he was there that fateful day.

With each passing year, the information waned, the intrest lessened, until finally, 15 years later, only the mages of the world, and one lone fighter, Troy McClure, seeks information about what happened that night. For if he can figure out what happened, he will be able to find his missing wife and daughter. He knows that they are still alive, and in desperate straights to be released from the prison that holds them.

association with the Pathfinder society...
At first, Troy had no use for the group. The idea of working for unknown directors didnt please him. But,

over time, as the interest in the events at brinewall waned, Troy was forced to accept the help that could

come by joining with the Pathfinder society. And so, 10 years ago, troy made the oath to the order, so that

he may have the resources at his disposal to help find his missing family. His driven nature has helped him

lead countless expeditions into uncharted territory throughout the world, seeking lost artifacts so that he

may use the prestige for his advantage when seeking information about brinewall.

unbreakable features:

Weapon and Armor Proficiency

An unbreakable is not proficient with tower shields.
Tough as Nails

An unbreakable gains Endurance and Diehard as bonus feats.

This ability replaces the fighter’s 1st-level bonus feat.

Unflinching (Ex)

At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

This ability replaces bravery.

Heroic Recovery (Ex)

At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level).

This ability replaces weapon training 1.

Heroic Defiance (Ex)

At 9th level, an unbreakable gains the Heroic Defiance feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 9th (to a maximum of 3 times per day at 19th level).

This ability replaces weapon training 2.
Quick Recovery (Ex)

At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition.

This ability replaces armor training 3.
Stalwart (Ex)

At 13th level, when an unbreakable succeeds on a Fortitude or Will save against a spell or spell-like ability that has a partial effect even on a successful save, he is completely unaffected by it.

This ability replaces weapon training 3.
Unlimited Endurance (Ex)

At 15th level, when an unbreakable is exhausted, he only suffers the effects of the fatigued condition instead, but does require 1 hour of rest to reduce this condition to the actual fatigued condition.

This ability replaces armor training 4.
Miraculous Recovery (Ex)

At 17th level, when an unbreakable makes a saving throw to recover from an ongoing effect, he may roll twice and choose the better roll.

This ability replaces weapon training 4.
Unbreakable Mind (Ex)

At 20th level, an unbreakable becomes nearly impossible to sway with honeyed words or magic. He gains immunity to mind-affecting effects.

This ability replaces weapon mastery.