Rogeif Yharloc

Warrior of the White Wolf's page

256 posts. Alias of Loup Blanc.


Full Name

Unknown

Race

Aasimar

Classes/Levels

Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Gender

Male

Size

Medium (6'3", 190 lb.)

Age

???

Special Abilities

Guardian's Challenge, Sentinel's Reserve

Alignment

Lawful Good

Languages

Celestial, Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 15
Charisma 14

About Warrior of the White Wolf

The White Wolf
Male aasimar (lawbringer) sentinel 1
LG Medium outsider (native)
Initiative +1; Senses Perception +6
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DEFENSE
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Armor Class 17, touch 11, flat-footed 16 (+1 Dex, +5 armor, +1 shield)

Hit Points 16/16 (1d12+3+1)
Nonlethal Damage 0
Condition Normal

Fortitude +5, Reflex +1, Will +4
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OFFENSE
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Speed 20 feet (in armor)

Melee greatsword +4 (2d6+4/19-20)
Melee heavy pick +4 (1d6+3/x4)
Melee warhammer +4 (1d8+3/x3)

Ranged sling +2 (1d4+3/50 ft.)

Special Attacks Guardian's Challenge, Power Attack
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STATISTICS
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Strength 16, Dexterity 12, Constitution 16, Intelligence 10, Wisdom 15, Charisma 14

Base Attack Bonus +1
Combat Maneuver Bonus +4
Combat Maneuver Defense 15

Feats Power Attack

Traits Driven by Guilt

Trained Skills
Diplomacy +6 (1 rank+3 class+2 Cha)
Intimidate +8 (1 rank+3 class+2 Cha+2 racial)
Lore (mercenaries) +4 (1 rank+3 class) (Background)
Perception +6 (1 rank+3 class+2 Wis)
Profession (soldier) +6 (1 rank+3 class+2 Wis) (Background)
Sense Motive +8 (1 rank+3 class+2 Wis+2 racial)

Languages Celestial, Common

Equipment:
Weapons
Greatsword
Heavy pick
Sling
--Bullets, 10
Warhammer

Armor and Clothing
Buckler
Scale mail

Other Gear

Money 49 gp, 9 sp

Martial Tradition:
Doppelsoldner
Most well-known for their overwhelmingly powerful combat style, using heavy weapons to crush their foes, doppelsoldners often serve as shock troops among mercenaries. They often engage in feats of daring fearlessness, trained to bring large weapons to bear in techniques that retain defense while offering incredible strength.
Equipment: Armor Training, Knightly Training
Base Sphere: Shield
Additional Talent: Bashing Shield

Advancement:
Level 1: Combat Training, Defender's Soul, Guardian Challenge, Martial Tradition, Sentinel's Reserve, Wise Reflexes; Power Attack

Class and Racial Features:
Aasimar Racial
Deathless Spirit: Resist 5 vs. negative energy; do not lose hit points with negative levels; +2 racial bonus on saving throws vs. death effects, energy drain, negative energy, and necromancy spells/SLAs
Halo: Cast light as SLA at will (centered on head); +2 circumstance bonus on Intimidate vs. evil creatures and saving throws against being blinded or dazzled while active
Skilled: +2 racial to Intimidate and Sense Motive
Spell-Like Ability: Cast continual flame as SLA once per day, CL=level

Sentinel Class Features
Combat Training: Expert practitioner, Wisdom modifier
Defender's Soul: Guardian sphere with challenge package as bonus talent
Guardian's Challenge: +1 bonus to attack and damage rolls versus Guardian sphere challenge target
Martial Tradition: Training in Doppelsoldner tradition, gain bonus talents
Sentinel's Reserve: 2 reserve points, spend as swift action to gain 3 temporary hit points for 1 minute; refresh with 8-hour rest once per day
Wise Reflexes: Use Wisdom modifier up to class level in place of Dexterity for Reflex saves and initiative checks

Spheres and Talents:
Guardian Sphere: You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum HP automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is immediately incurred.
--Challenge: You may expend martial focus as a move action to issue a challenge to a creature you can see. A creature must perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends.

Shield Sphere
--Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2, +1 per 4 points of base attack bonus you possess. This decision must be made before the roll is made. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may apply one (deflect) talent per round with no cost; each (deflect) talent after the first requires spending an additional attack of opportunity. You may expend your martial focus to apply a (deflect) talent in place of spending an attack of opportunity.
--Bashing Shield: You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated feat: Improved Shield Bash.
--Shielded Focus: While wielding a buckler, shield, or tower shield, you regain your martial focus whenever you choose to fight defensively when making an attack action. Additionally, whenever an attack misses a creature benefitting from your active defense, you may regain your martial focus as an immediate action.

Sphere-free Talents
--Armor Training: You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.
--Knightly Training: You gain proficiency with the bastard sword, greatsword, halberd, heavy flail, heavy mace, heavy shield, heavy pick, light mace, light pick, light shield, lance, longsword, morningstar, and warhammers. In addition, you gain a +1 competence bonus to attack and CMB rolls made as part of a charge with these weapons. At +10 base attack bonus, this bonus increases to +2.