Jhofre Vascari

Warlord John Morgrave Sorbin's page

62 posts. Alias of BloodWolven.


Race

Vital:
HP: 236_ FastHeal:9_AC: 23 _T: 18_FF: 16_ Perception +9_Init: +11_Fort: +14_Ref: +11_Will: +17_CMB: +17_CMD: 34_Speed: 40

Classes/Levels

Skills:
Acro+25_Ap+5_Bluf+22_Climb+14_Dip+28_Dis+17|EscA+17_HA +13_Heal+7_Intimidate+22_K+6_K(Arc|His)+11_K(martial)+13_Ling+6_Ride+11_SM+ 15|SoH+12|Spellc+12|Ste+13|Sur+6_Swim+12_UMD+16

Strength 26
Dexterity 24
Constitution 26
Intelligence 21
Wisdom 15
Charisma 28

About Warlord John Morgrave Sorbin

Level: Specialized Warlord 6th/Mage Hunter 4th

Warlord stances and maneuvers:

Disciplines: Golden Lion, Primal Fry, Scarlet Throne

1st level maneuvers:(5)
Scything Strike
Strike
Make a melee attack on two adjacent enemies as a single attack.
(readied)
Crushing Blow
Strike
A powerful overhand blow that inflicts an additional +1d6 points of damage, enemy is left flat-footed until their next turn.

Panthera on the Hunt
Strike
The martial disciple gains a +2 bonus to hit and damage on a charge attack, and ignores attacks of opportunity

Encouraging Roar
Boost
For one round, all allies gain a +2 morale bonus to all attacks and damage.

Hunting Party
Strike
Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.


Stance of Aggression
Stance
While in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks.

Running Hunter’s Stance
Stance
While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.

2nd level maneuvers (2)
Garnet Lance
Strike
Melee attack inflicts an additional 2d6 points of damage and ignores damage reduction.
(readied)
Rising Zenith Strike
Strike
Make a Sense Motive check, strike does double damage.
(readied)

3rd (2)
Disparity Blow
Strike
Make a melee attack against a target, if successful inflicts an additional 2d6 damage and make a trip attempt without provoking attacks of opportunity.
(readied)
Scarlet Eye’s Perception
Boost
Next melee attack is resolved as a touch attack.
(readied)


Primal Warrior Stance
Stance
The martial disciple and the equipment he is using is considered one size category larger.

4th (2)
Weeping Scarlet Razor
Strike
Arterial strike that inflicts an additional 4d6 points of damage and grants the bleeding condition on the target.

(readied)
Furious Primal Wrath
Strike
A vicious strike that suffers a -4 penalty to attack rolls but adds an additional 20 points of damage or an additional 35 points of damage if the weapon is wielded two- handed.
(readied)


Golden Lion Charger
Stance
When charging, gain an additional +2 bonus to attack and never provoke attacks of opportunity for charging.

Spells (Mage Hunter)

Level
0th
1st
2nd
3rd
4th
5th
6th
Known
4
3
2
1

Per Day

4+3
2+2
1+2
0+2
0+2
0+1

0th
Arcane Mark

Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation

Performs minor tricks.
Detect Magic

Detects spells and magic items within 60 ft.
Ghost Sound

Figment sounds.

1st

True Strike

+20 on your next attack roll.
known
Burning Hands

1d4/level fire damage (max 5d4).
known
Color Spray

Knocks unconscious, blinds, and/or stuns weak creatures.
known
Shield

scroll/wand to get
Mount

Mage Armor

Vanish

Description:

Preternaturally strong and healthy man nearly glows. His nearly white skin looks to not seen the sun for years. Though the skin does seem to radiate a glow to it especially in the dark. He stands just over 6 feet tall and weighs easily 300 pounds. He is rather thick for a human but has a lot of muscle too. His dark black straight hair nearly absorbs the sun's light.

"Upon his belt is a rustic looking dagger of a hunter, a few pouches and bags, and a few slots for potions. Upon his back is his greatsword, quiver of arrows, and composite longbow. His fresh looking green cargo pants look clean and sharp. As does his fancy set of black leather gloves. "

Male Sublime human Warlord 6/Mage Hunter 4

LN Medium humanoid (human)
Init +11;

Senses
Perception +15
Darkvision 60 feet

_______
HP: 236_ FastHeal:9_AC: 23 _T: 18_FF: 16_ Perception +9_Init: +11_Fort: +14_Ref: +11_Will: +17_CMB: +17_CMD: 34_Speed: 40

DEFENSE

AC 23, touch 18, flat-footed 16 ( +7 Dex, +4/+1 Nat armor, +1 Ring of Prot., )
hp 236 (31+20)+(80+10+90+5) (6d10+4d8) (Constitution, Toughness, Charisma, Favored Class)
Fast Healing +9

Fort +14, Class +5+1, Con +8
Ref +11, Class +2+2, Dex +7
Will +17, Class +2+1, Cha +9, Force of Personality Iniation level +5

Immune magic aging, disease, positive energy damage;
Resist: Negative Energy 10, Cold 10, Electricity 10.

CMD 34

_______
OFFENSE - Base Atk +9/+4; CMB +17
Speed 40 ft.

Additional modifiers: Stance +1d6???

,
Chilling Frost, we meet again. This was my katana from my early years. A good backup. Was there a nodachi, or smaller katanna with it. They are a pair that when both are held I gain some bonuses for my class. But I am glad just to have Chilling Frost back." He unsheathes the blade holding the sheath in his other hand and nods as the blade slowly is covered in ice.

[dice=Chilling Frost +1 keen Katana, PA]1d20+20-2[/dice]
[dice=damage]1d10+1+13+6+1d6[/dice] 15-20 possible critical.

[Primal Fury stance, PA] 3d6+1+13+6+1d6[/dice]

Wakizashi
35 gp
1d4
1d6
18–20/×2

2 lbs.
P or S
deadly

Katana
50 gp
1d6
1d8
18–20/×2

6 lbs.
S
deadly

[dice=sling]1d20+9[/dice] [dice=damage]1d4+9[/dice] 5
[dice=Javelin] 1d20 + 6 [/dice]
[dice=damage] 1d6 + 10 + 1d6 [/dice] d6 fire

Channel Positive Energy: 12/day, 1d6 healing, Will DC 25
? used today.

STATISTICS:
- final, starting, sublime, other

Str 28, 20, +2, 4th level up +1, Wish +3, belt +2
Dex 24, 20, +2, Wish +2
Con 26, 16, +8, belt +2
Int 21, 14, +4, Long Life +3
Wis 15, 12, +0, Long Life +3
Cha 28, 17, +8, Long Life +3

Feats:

Warlord Bonus 1st: Vital Strike
Human: Steadfast Personality
Sublime: Toughness

1st: Improved Initiative
3rd: Weapon Focus: Heavy Blades
3rd Warlord/teamwork bonus feat: Escape Route (standard action)
5th:Step Up
6th: Broken Wing Gambit
7th: daisho-expertise-combat
9th: Wounded Paw Gambit
Bonus 5th level learned feat: Craft Wondrous items

options:
Coordinating Distraction/Escape Route(-->Swing About)/Outflank/Pack attack/Stealth Synergy/Stick Together/Swap Places/Tandam Trip/

Skills:
Acro+25_Ap+5_Bluf+22_Climb+14_Dip+28_Dis+17|EscA+17_HA +13_Heal+7_Intimidate+22_K+6_K(Arc|His)+11_K(martial)+13_Ling+6_Ride+11_SM+ 15|SoH+12|Spellc+12|Ste+13|Sur+6_Swim+12_UMD+16

Skills:
Class+Int+Human+Background+Class Bonus: 40+50+10+20+6

Acrobatics +25, (ranks 10, Dex +7, CS +3, Ring +5) (-0 ACP) W
Appraise +5, (ranks 0, Int +5)
Bluff +22, (ranks 10, Cha +9, CS +3) MH
Climb +14, (ranks 3, Str +8, CS +3) (-0 ACP) W
Craft (Alchemy) +14, (ranks 4, Int +5, MW tools +2, CS +3) W
Diplomacy +28, (ranks 10, Cha +9, CS +3, +6 racial) W
Disguise +17, (ranks 5, Cha +9, CS +3)MH
Escape Artist +17, (ranks 7, Dex +7, CS +3) MH
Handle Animal +13, (ranks 1, Cha +9, CS +3) W
Heal +7, (ranks 2, Wis +2, CS +3) MH
Intimidate +22, (ranks 10, Cha +9, CS +3) W
K Arcana +11, (ranks 3, Int +5, CS +3) MH
K Engineering +9, (ranks 1, Int +5, CS +3) W
K Geography +6, (ranks 1, Int +5,)
K (history) +11, (ranks 3, Int +5, CS +3) W
K (Local) +6, (ranks 1, Int +5)
K (martial) +13, (ranks 5, Int +5, CS +3) W
K (nature) +6, (ranks 1, Int +5)
K (nobility) +6, (ranks 1, Int +5)
K Reigion +6, (ranks 1, Int +5)
Linguistics +6, (ranks 1, Int +5)
Perception +15, (ranks 10, Wis +2, CS +3) W
Perform (Dance) +10, (ranks 1, Cha +9)
Perform (Sing) +10, (ranks 1, Cha +9)
Profession Soldier +19, (ranks 7, Cha +9, CS +3) W
Ride +11, (ranks 1, Dex +7, CS +3) (-0 ACP) W
Sense Motive +15, (ranks 10, Wis +2, CS +3) W
Sleight of Hand +12, (ranks 2, Dex +7, CS +3) W
Spellcraft +12, (ranks 5, Int +5, CS +3) MH
Stealth +13, (ranks 3, Dex +7, CS +3) (-0 ACP) MH
Survival +6, (ranks 1, Wis +2, CS +3) W
Swim +12, (ranks 1, Str +8, CS +3) (-0 ACP) W
Use Magic Device +16, (ranks 4, Cha +9, CS +3) MH

Languages Common, Celestial, Draconic, Elven, Giant, Dwarven, Infernal

Traits:
Favored;; gain both the hp and skill point as you gain in your favored class

Gear:

kimono, undergarments, and leather gear.

the ring of protection
ring of jumping.
Scabbard of honing,
Bracers of verdant vine,
amulet of natural armor,
and the rod of ice
Belt of the Bear: Con +2, Str +2

He had secured a belt,
a +1 chackram,
a +1 returning throwing dagger, and
a pendant to his new body.
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pendant-of-the-bloo d-scarab/

Inventory Metal Chest: Grimoire Serpentis Ferra,
(This is the chest that resides in his only inventory spot. )

32 copper
1 silver
5 gold
255 gp of gems worth
9 platinum

Special Abilities:

Tactical Presence (Ex)
At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord initiation modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Warleader
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter.
Force of Personality (Ex)
At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save.
Tactical Flanker (Ex)
At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents.
Battle Prowess (Ex)
The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. Choose a discipline, and when the warlord is in a martial stance from this chosen discipline, the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a competence bonus to attack and damage rolls, CMB rolls, and to his CMD. He may select another discipline at 12th level, and third discipline at 19th level.
Dual Boost (Ex)
Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part of the same swift action. He may use this an additional time per day at 12th level, and three times per day at 18th level.

Sublime:
Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
---
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
---
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage healed is equal to 1d6.

Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier.

He is able to make a surge of positive energy 3 + his Charisma modifier per day. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
---
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
---
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

---
Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Skills: +4 racial bonus to Diplomacy.

He is helpful towards Soren.

He is friendly towards Galahad.

New Items to get:

Headband of alluring charisma +2
pair of teleportation boots,
Deliquescent Gloves

Shirt of Immolation (1/2 ingredients) only 1d6+5 fire damage to those who grapple him, up to 10 rounds per day.
[dice=Adaptive Recurve Longbow +2]1d20+11[/dice]
[dice=damage]1d8+11[/dice]

https://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/b lade-of-the-sword-saint/
https://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/b lade-of-the-rising-sun/

[dice=(+1 str) Composite bow]1d20+9[/dice]
[dice=damage]1d8+1[/dice]
[dice=+1 greatsword, PA]1d20+16[/dice]
[dice=damage]2d6+17[/dice]

[dice=unarmed strike]1d20+15[/dice]
[dice=damage]1d6+9[/dice]

[dice=Short Spear, PA]1d20+15[/dice]
[dice=damage]1d6+9[/dice]


*************************************************************************** *******

Extra Loot that I don’t know who is holding onto it!
List of loot please tell us what you are holding onto, otherwise John will.
table of ressurrection
Warforge body
Weapons:
Frost +1
Thundering +1
Silver amulet with saffires (unidentified)
Righteous fist amulet
Scabbard of honing,
Bracers of verdant vine,
amulet of natural armor,
and the rod of ice