Abra Lopati

Vince Hellbound's page

259 posts. Alias of SOLDIER-1st.


Full Name

Vincent *********

Race

Human

Classes/Levels

Fighter 8/Ranger 12

Gender

Male

Size

Medium

Age

30

Alignment

Lawful Neutral

Deity

Green Faith, Moloch

Languages

Taldan, Elven, Sylvan, Dwarven, Infernal

Occupation

Badass

Strength 20
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Vince Hellbound

Male Human Fighter (Druman Blackjacket, Two-Weapon Warrior) 8/Ranger (Nirmathi Irregular, Spirit Ranger) 12
LN Medium humanoid (Human)
Init +5 (+4 in forest); Senses Perception +30

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Defense
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AC 30, touch 22, flat-footed 25 (+7 armor, +5 deflection, +4 Dex, +3 profane, +1 shield)
HP 220 (20 HD; 20d10+20)
Fort +15, Ref +15, Will +10

Defensive Abilities

  • Well-Paid Loyalty (+2 bonus on Will saves against compulsion spells, spell-like abilities, and effects)
  • Defensive Flurry (when Vince makes a full attack with both weapons, he gains a +2 dodge bonus to AC against melee attacks until the beginning of his next turn)
  • Two-Weapon Defense (When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), Vince gains a +1 shield bonus to his AC. When he is fighting defensively or using the total defense action, this shield bonus increases to +2.)
  • Evasion (If Vince makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Vince is wearing light armor, medium armor, or no armor. If Vince is helpless he does not gain the benefit of evasion.)

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    Offense
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    Speed 30 ft.
    Melee

  • +1 Keen Wounding Falcata +27/+22/+17/+12/+7 (1d8+6/17-20x3+6 plus 1 bleed)
  • +1 Keen Wounding Kukri +27/+22/+17/+12/+7 (1d4+6/15-20x2+4 plus 1 bleed)
  • Two-Weapon Fighting +25/+20/+15/+10/+5 (1d8+6/17-20x3+6 plus 1 bleed), +25/+20/+15 (1d4+6/15-20x2+4 plus 1 bleed)

    Ranged

  • +2 Impervious Stalking Composite Longbow (+2) +27/+22/+17/+12/+7 (1d8+2/x3)

    Special Attacks

  • Focused Enemy: Humans (Vince gains a +6 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +6 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify humans.)
  • Twin Blades (Vince gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon.)
  • Two Weapon Rend (If Vince hits an opponent with both his primary hand and off-hand weapons, he deals an additional 1d10 points of damage plus 1-1/2 times his Strength modifier (+7). He can only deal this additional damage once each round.)
  • Quarry (Vince can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, Vince can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. Vince can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If Vince sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.)

    Spell-Like Abilities (CL 12th)
    1/day- Augury (or Divination if in Focused Terrain)

    Ranger Spells Prepared (CL 12th; concentration +14)
    3rd- Cure Moderate Wounds, Battle Trance, Call Lightning
    2nd— Cure Light Wounds, Cure Light Wounds, Barkskin, Eagle Eye
    1st— Alarm, Endure Elements, Resist Energy, Resist Energy
    3/day- any Ranger spell of a level Vince can cast

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    Statistics
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    Str 20, Dex 20, Con 12, Int 12, Wis 14, Cha 12
    Base Atk +20; CMB +25; CMD 40

    Feats Exotic Weapon Proficiency, Iron Will,Two-Weapon Fighting, Quick Draw, Double Slice, Weapon Focus: Falcata, Outflank, Improved Two-Weapon Fighting, Improved Iron Will, Weapon Focus: Kukri, Endurance, Damned (+2 WIS), Exorcist's Rebuttal, Two-Weapon Defense, Greater Two-Weapon Fighting, Back to Back, Two Weapon Rend, Improved Back to Back

    Skills +18 Bluff (15 ranks) (+6 vs humans), +18 Diplomacy (15 ranks), +19 Intimidate (15 ranks), +7 Knowledge (Geography) (3 ranks) (+4 in forest), +7 Knowledge (Nature) (3 ranks), +4 Knowledge (Planes) (3 ranks), +4 Knowledge (Religion) (3 ranks), +4 Linguistics (3 ranks), +30 Perception (+6 vs humans, +10 in forest) (20 ranks), +20 Profession (Soldier) (10 ranks), +26 Sense Motive (+6 vs humans) (20 ranks), +25 Stealth (15 ranks) (+4 in forest), +25 Survival (+6 vs humans, +10 in forest, +6 to track) (15 ranks)

    Languages Taldan, Elven, Sylvan, Dwarven, Infernal

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    Special Abilities
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  • Track (Vince gets a +6 to Survival skill checks made to follow or identify tracks)

  • Forest Ghost (Vince gets a +6 on all Perception and Survival skill checks he makes while located in forest terrain)

  • Blackjacket Tactics (Two or more Druman Blackjackets can spend 1 minute discussing strategy, then choose a single teamwork feat possessed by at least one of them. For a number of hours equal to the class level of the highest-level Blackjacket, the participants each gain the benefits of the selected feat even if they do not meet the feat’s prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can’t benefit from this ability, and no creature can benefit from this ability more than once at any given time.)

  • Amateurs! (When using the Blackjacket tactics ability, a Druman Blackjacket can include one or more creatures without levels in this archetype, but doing so reduces the duration of the effect to a number of minutes equal to the class level of the highest-level Blackjacket instead of a number of hours per level. If only Blackjackets are included in the effect, all Druman Blackjackets affected gain a +1 morale bonus on skill checks and saving throws for the duration of the effect.)

  • Focused Terrain (Forest) Vince gains a +4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

  • Spirit Bond (Instead of forming a bond with his hunting companions or an animal companion, Vince formed a bond with the spirits of nature themselves. Each day, as long as he is within his focused terrain, Vince can cast augury as a spell-like ability with a caster level equal to his ranger level. In addition, three times per day, he can call upon these spirits to cast any one ranger spell that he is capable of casting, without having to prepare the spell.)

  • Nirmathi Spells (Vince increases his number of spells per day by +1 for every spell level. This means Vince gets at least 1 spell per day as soon as he gains access to a level of spells. Vince also learned to draw upon druidic magic, perhaps from association with the druids of Crystalhurst or a natural connection to the magic of the Fangwood. Each day when Vince prepares spells, he may choose one druid spell and prepare it as if it were on the ranger spell list as a ranger spell of its druid spell level.)

  • Woodland Stride (Vince may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.)

  • Swift Tracker (Vince can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.)

  • Wisdom of the Spirits (Vince can use his augury spell-like ability even when he is not in his focused terrain. If he is within his focused terrain, Vince can cast divination instead. Like augury, the caster level of the divination is equal to Vince’s level.)

    Racial Traits Silver Tongued (Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.)

    Drawbacks Paranoid

    Traits Bloodthirsty, Killer, Suspicious

    Gear Blackjacket, Ring of Tactical Precision, Ring of Protection, Gloves of Dueling, Lenses of Detection, Boots of the Enduring March, Guerilla Bandana, Minotaur Belt, Sanguine Talisman, +1 Keen Wounding Kukri, +1 Keen Wounding Falcata, +2 Impervious Stalking Composite Longbow (+2)