Demon Hunter

Vanthor Brightholme's page

52 posts. Alias of Codar.


Full Name

Vanthor Brightholme

Race

HP: 261/261 | AC:33 (FF:29 T:16) CMD:40 | Fort+26*, Ref+21*,Will+20; Init+15 | Perception +18(28vsEvil), Sense Motive +12 |

Classes/Levels

Mythic: 12/13 | Radiance LP 2/2 | Aegis LP 4/4 |Active Effects: Righteous Medals/agility,clarity,command,valor,vigor

Gender

Wanderer

About Vanthor Brightholme

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Vanthor Brightholme
Male wanderer unchained monk 3/paladin (hospitaler) 10/Guardian 6 (Pathfinder RPG Advanced Player's Guide 114, 116, Pathfinder Unchained 14)
LG Medium outsider (human, native)
Init +16; Senses darkvision 60 ft.; Perception +18 (+28 Constant)
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 33, touch 16, flat-footed 29 (+12 armor, +2 deflection, +3 Dex, +1 dodge, +5 shield; +2 deflection vs. evil)
hp 261 (13d10+147)
Fort +26, Ref +21, Will +20; +2 vs. mind-affecting and poison, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. emotion-based effects (including fear effects), +2 sacred bonus vs. death effects; +2 resistance vs. evil
Defensive Abilities ancient foe, hard to kill, mythic saving throws, resistant; Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5; SR 19
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee gauntlet (from armor) +20/+20/+15/+10 (1d3+7) or
. . mwk guisarme +21/+16/+11 (2d4+10/×3) or
. . radiance +26/+26/+21/+16 (1d8+12/17-20 plus 2d6 vs. evil) or
. . unarmed strike +20/+20/+15/+10 (1d6+7)
Ranged +1 adaptive demon-bane composite longbow +19/+14/+9 (1d8+8/×3 plus 2d6 vs. demon)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork guisarme)
Special Attacks channel positive energy 11/day (DC 21, 4d6), flurry of blows (unchained), mythic power (15/day, surge +1d8), perfect strike 5/day, smite evil 2/day (+8 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +18)
. . At will—detect evil
Paladin (Hospitaler) Spells Prepared (CL 7th; concentration +15)
. . 3rd—angelic aspect, deadly juggernaut[UC]
. . 2nd—ironskin, paladin's sacrifice[APG] (DC 20), protection from outsiders
. . 1st—divine favor, grace[APG], protection from evil, veil of heaven[ARG] (DC 19)
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Statistics
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Str 24, Dex 20, Con 22, Int 18, Wis 15, Cha 26
Base Atk +13; CMB +20; CMD 40
Feats Beacon Of Hope, Bless Equipment, Blind-fight, Combat Reflexes, Crusader's Flurry[UC], Demon Hunter[ISWG], Dodge, Dual Path[M], Extra Path Ability[M], Improved Critical (longsword), Improved Initiative, Improved Unarmed Strike, Outflank[APG], Perfect Strike[APG], Power Attack[M], Weapon Focus (longsword)
Traits exposed to awfulness, fate's favored
Skills Acrobatics +5 (+9 to jump), Climb +10, Diplomacy +21, Handle Animal +12, Heal +6, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nobility) +10, Knowledge (planes) +18 (+20 while on a plane other than the Material Plane, +20 to know the powers and abilities of demons), Knowledge (religion) +8, Linguistics +5 (+7 while on a plane other than the Material Plane to communicate with outsiders or decipher outsider texts), Perception +18 (+28 Constant), Ride +13, Sense Motive +12, Spellcraft +9, Stealth +5, Survival +5 (+7 while on a plane other than the Material Plane), Swim +7, Use Magic Device +23
Languages Abyssal, Azlanti, Celestial, Common, Daemonic, Draconic, Infernal
SQ amazing initiative, divine bond (weapon +2, 2/day), earth protection[MA], force of will, impossible speed[MA], ki pool (3 points magic), lay on hands 15/day (7d6), legendary fortification, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary power, legendary surge, legendary surge, mercies (cursed, shaken, staggered), mythic bond, mythic bond, mythic smite[MA], recuperation, sacrificial shield[MA], sudden attack[MA], sudden block[MA], unyielding
Combat Gear cold iron arrows (50), horn of goodness/evil, potion of lesser restoration, quick runner's shirt[UE], scroll of greater dispel magic, scroll of heal, heal, scroll of teleport (x2), staff of healing, wand of bless weapon (18 charges), wand of dimension door (9 charges); Other Gear +3 glamered mithral full plate, aegis of light, +1 adaptive demon-bane composite longbow, radiance, mwk guisarme, belt of mighty constitution +2, bracers of the merciful knight[UE], cloak of resistance +2, handy haversack, headband of alluring charisma +2, necklace of adaptation, righteous medal of agility, righteous medal of clarity, righteous medal of command, righteous medal of valor, righteous medal of vigor, ring of protection +2, ring of sustenance, talisman of true faith, terendelev's scales (sacred weaponry), wardstone shard, wardstone shard, climber's kit, custom gear, custom gear, planar traveler's kit, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,781 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ancient Foe (Outsider) (Ex) +2 dodge bonus to AC and CMB to grapple vs. chosen monster type.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Beacon of Hope (8 rounds) +2 morale bonus to attacks, saves, skills, ability checks for those healed by your channel.
Bless Equipment Std Act: Bless single item (see text) for 4 rounds.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crusader's Flurry May use flurry of blows with deity's favored melee weapon
Darkvision (60 feet) You can see in the dark (black and white only).
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 10 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Earth Protection (Su) When on earth or unworked stone, spend 1 power to grant you and allies in 30 ft. DR 10/adamantine for 1 minute.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+60 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (3/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Lay on Hands (7d6 hit points, 15/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Fortification When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.

Only armor, shields, an
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 4d6 (11/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Perfect Strike (2d20, 5/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Resistant (Ex) +2 to save vs. poison and mind-affecting effects.
Sacrificial Shield (Ex) Divert damage from attack to your shield once per round.
Smite Evil (2/day) (Su) +8 to hit, +10 to damage, +8 deflection bonus to AC when used.
Spell Resistance (19) You have Spell Resistance.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +6 bonus and bypass all DR.
Sudden Block (Su) As an imm action, use 1 power to add +6 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
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+2 saves vs Emotion Based , 1x/day bonus extended as as aura 10 feet around the character
Doesn't age

Radiance = Hardness 20, HP 15

Heavy Steel Shield Hardness 10 HP 20
Shield Boss(mwk) HP 15

Changes by material
Adamantine Hardness 20 26.6
Shield Boss(mwk)HP 15

Changes by magic Hardness/HP
Unyielding 40 (2x) 124.8 (3x)
Enhancement +3 +6 +30
Impervious +6 +30
Total 52 184.8
=184 points of blocking power

Legendary rank 2 = an artifact and cant be destroyed. Can gain broken condition though.