+1 Agile Breastplate 1,220 GP/ 25 lbs +7 AC, Max Dex +3, Speed 20', ACP -3 except for Climb and Acrobats
Special Armor Class Notes: None
CMD: 21 (10 + BAB + STR + DEX)
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Save vs. Fortitude: +9 (Base: +4, Con: +2, Race Trait +1 Luck, Fate's Favored +1 Luck, Cloak +1)
Save vs. Reflex: +6 (Base: +1, Dex:+2, Race Trait +1 Luck, Fate's Favored +1 Luck, Cloak +1)
Save vs. Will: +6 (Base: +1, Wis: +2, Race Trait +1 Luck, Fate's Favored +1 Luck, Cloak +1)
Special Save Notes: None
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Initiative Modifier: +2
Base Attack Bonus: +5
STR +4
DEX +2
CMB: +9/+11 Trip, Feint or Disarm (+2 w/ my chain)
Special Combat Notes:
+1 to damage vs undead. (Undead Crusader Trait)
+1 to hit & damage with Flail type weapons. (Weapon Training)
+1 to hit, +2 damage with Flail type weapons. (Weapon Focus & Specialization)
+6 to Weapon Damage used 2-handed. No minus to hit w/ first attack. -2 for others. (Power Attack with Furious Focus)
Can change weapon damage type, Bludgeoning, Piercing, or Slashing. (Weapon Versatility)
+2 CMB & CMD for Trip, Feint & Disarm Combat Maneuvers. (Deft Maneuvers)
Trait: Finish the Fight: +1 to hit if you've already hit them once
Reliable Strike (Ex): 1/day, immediate action to reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll.
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Weapons:
Adamantine Spiked Chain(MW +1 to hit): 2d4 | x2 | P | 3010 GP/25 lbs : Disarm, Trip
2 Throwing Axe: d6 | x2 | S | 10' | 16 GP/4 lbs
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Skills
Total skill points earned: 4 Points/Level (2 + Int(+1) + Favored Class Bonus(+1))
The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Knowledge-Religion & Perception gained by trait..
Traits:
Campaign: Undead Crusader: You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Seeker: +1 to Perception and it is a Class skill
Faith: Fate's Favored
Racial: Finish the Fight: +1 to hit if you've already hit them once
Feats:
Level 1: Weapon Versatility: Prereq: Weapon Focus & BAB+1: Spiked Chain: Swift Action to change damage type to Bludgeoning, Piercing, or Slashing
Fighter Bonus Level 1: Weapon Focus Spiked Chain(Flail Group): +1 to hit
Fighter Bonus Level 2: Furious Focus: Prereq: Str 13, BAB+1
When doing a two-handed attack and using Power Attack Do not take the penalty to hit on the first attack roll.
Level 3: Deft Manuevers, Applies to Disarm, Feint & Trip
Do not provoke AoO, +2 CMB & CMD with Disarm, Feint & Trip Combat Maneuvers
Fighter Bonus Level 4: Weapon Specialization(Flail Group): Prereq: Weapon Focus & Level 4 Fighter: Spiked Chain: +2 to damage
Level 5: Extra Traits
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Racial and Class Skills, Abilities & Features:
Race: Half-Orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
**** Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
--Sacred Tattoo: Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
**** Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
--Chain Fighter
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Class:
Fighter/Weapon Master
Bonus Combat Feats at levels 1, 2, 4, 6, etc.
****Bravery +1 Will Save vs Fear
Weapon Guard(EX): +1 CMD with Flail Group weapons and +1 on saves that affect the weapon. Increase every 4 levels above 2nd. Replaces Bravery.
****Armor Training +1 Reduce ACP by 1 and increase Max Dex by 1. Can move normal speed in Medium Armor.
Weapon Training (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
****Reliable Strike (Ex): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
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Equipment & Gear:
Traveler's Outfit
Cloak of Resistance +1: 1,000 GP
Backpack - 2 GP - 2 lbs (Total: 28 lbs)
Bedroll - 1 SP - 5 lbs
Lantern, Hooded - 7 GP - 2 lbs
Oil, Flask (3) - 1 SP ea - 1 lbs each
Ration, Trail (3) - 5 SP ea - 1 lbs each
Climber's Kit - 80 GP - 5 lbs (+2 Climb bonus)
Rope, Silk, 100' - 20 GP - 10 lbs
Pouch, Belt - 1 GP - 1/2 lbs (Total 9.5 lbs)
Waterskin - 1 GP - 4 lbs
1 Potion CLW
Alchemist's Fire (3) - 3 lbs
Acid (2) - 20 GP - 2 lbs
Remaining Funds: 55 PP 32 GP 11 SP
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Movement:
Base Speed: 30 ft. (20 w/ armor)
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Character History :
I'm not proud of my parents. My mother was a 'bar girl' from somewhere else. I don't know or care where but she was a sturdy woman with a lack of morals. My sperm donor was an orc that must have killed someone to have the coin to buy my mother. My mother gave me life, a human name, and pretty much nothing else!
I was raised more by street thugs than anything else. I didn't turn to stealing like many of them, but I did learn to hit hard and fast with the weapons available. There usually weren't any refined weapons, like the light swords and such that the dandies might use. A piece of chain with a weight ion the end became my specialty. Add sharp edges or points and you have my favorite!
So I know my way around Wati, and I've mostly learned to avoid the temples. But then they called out for teams to explore in the Necropolis. Wow! They cluster their dead in a walled city and then wonder when things go down hill!?! But it allowed groups of thugs to become "respectable" tomb raiders! And it earned me gold to buy good equipment!
My team was called the City Cleaners. Funny, until they died. As the only survivor I dragged their bodies back and dumped them at the temple, minus their spoils. Gotta stay practical!
Class Skill: Reliable Strike (Ex): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
Feat: Extra Traits
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Combat string:
[dice=Attack]1d20 +4+4+1+1+2-2+2[/dice]
BAB,STR,Weapon Training,Weapon Focus,Navir,Power Attack, Furious Focus
[dice=Damage]2d4 +6+1+1+2+6+2[/dice]
Str,Trait,Weapon Training,Weapon Specialization,Power Attack,Navir Slashing damage due to Weapon Versatility