Fighter

William Grove's page

616 posts. Alias of trawets71.


Full Name

William Grove

Race

Human

Classes/Levels

Fighter 11| AC 26 T 16 FF 21 | HP 96/114| F +10 R +9 W +5; +3 vs Fear | Init +5 | Perc +16

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Iomadae

Languages

Aklo, Azlanti, Common, Draconic, Giant, Goblin, Orc, Sylvan

Strength 14
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About William Grove

Character Sheet:

Size Medium
Init +5; Perception +14

DEFENSE

AC 28/26, touch 16, flat-footed 19 (+10 armor, +1 deflection, +5 dex, +2 shield)
hp 114 (11d10+33+11)
Fort +10, Ref +9, Will +5; +3 vs. Fear, Acid Resistance 10

OFFENSE
Speed 30 ft.
Ranged: +2 Adaptive Goblinoid Bane Composite Longbow +20 (1d8+6+3/x3) range 110’
Melee: Mwk. Longsword +14 (1d8+2+3/19-20)
Melee: Dagger +13 (1d4+2+3/19-20/x2)

Statistics

Str 14, Dex 20, Con 14, Int 16, Wis 12, Cha 10
Languages: Aklo, Azlanti, Common, Draconic, Giant, Goblin, Minatan, Orc, Sylvan
Base Atk +11/+6/+1; CMB +13; CMD 29

Skills
Climb +7 (2), Craft: Bows +17 (11), Kn: Arcana +17 (11), Kn: Dungeoneering +17 (11), Kn: Nature +6 (3), Kn: Religion +13 (10), Linguistics +12 (6), Perception +16 (11), Ride +12 (4), Survival +10 (6), Spellcraft +19 (11), Swim +7 (2) Total: 80

Favored Class:Fighter +1 hp per level.

Stat Inc.
4th - Dex
8th - Dex

Fighter (Child of Acavna and Amaznen) Abilities:

Eldritch Lore: A child of Acavna and Amaznen gains 4 skill ranks + a number of skill ranks equal to her Intelligence modifier at each level, instead of the normal 2 skill ranks + her Intelligence modifier at each level. Furthermore, Knowledge (arcana, religion), Linguistics, and Spellcraft are all class skills for the child of Acavna and Amaznen. This alters the fighter’s skills and replaces the bonus fighter combat feat gained at 1st level.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

A child of Acavna and Amaznen is not proficient with two-handed martial weapons or tower shields. This alters the fighter’s weapon and armor proficiency.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Lore of Acavna and Amaznen (Ex): At 2nd level, a child of Acavna and Amaznen is further initiated into the arcane secrets passed down from Azlant. This gives her minor spellcasting abilities and access to lore collected to give her an edge against the enemies of humanity.

The child of Acavna and Amaznen gains a spellbook containing 4 0-level wizard spells of her choice. She can prepare and cast these spells as a wizard, using her fighter level as her caster level. She can prepare a number of 0-level spells each day equal to 1 + 1 per 6 fighter levels.

She also gains a +2 bonus on Knowledge checks relating to Azlant and the Azlanti, and on Knowledge checks to identify and learn the powers and weaknesses of aboleths, demons, serpentfolk, and undead.

This ability replaces the bonus feat gained at 2nd level.

Eldritch Armor Training (Ex): At 3rd level, a child of Acavna and Amaznen gains eldritch armor training. This functions as armor training, except as a swift action she can also reduce the arcane spell failure chance due to armor she is wearing by 15% for any spells she casts this round. This reduction increases to 20% at 7th level, 25% at 11th level, and 30% at 15th level. In addition, if she has Arcane Armor Training or Arcane Armor Mastery, rather than having their normal effects, each of those feats increases the arcane spell failure reduction of her eldritch armor training by 10%. This ability modifies armor training.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Spells: Starting at 5th level, the spellcasting ability of a child of Acavna and Amaznen increases to allow her to cast a limited number of spells drawn from the bloodrager spell list (Pathfinder RPG Advanced Class Guide 22). She automatically adds to her spellbook a number of 1st-level bloodrager spells equal to 3 + her Intelligence modifier. Her caster level for these spells is equal to her fighter level, and the bloodrager class spell list is considered to be her class spell list for the purposes of meeting prerequisites and using magic items.

She uses the ranger’s spells per day, but uses her Intelligence score to determine her bonus spells and spell saving throw DCs, just as a wizard does. She does not gain any other wizard abilities, such as an arcane bond or school. Each time she attains a new fighter level, she gains one bloodrager spell of her choice to add to her spellbook. The free spells must be of spell levels she can cast. She otherwise follows the rules for a wizard regarding her spellbook and learning or preparing spells.

This replaces all weapon training and the bonus feats gained at 8th, 12th, 16th, and 20th level.

Feats and Traits:

FEATS
1-Point Blank Shot
1-Precise Shot
3-Rapid Shot
4-Weapon Focus: Longbow (Fighter bonus)
4-Magical Aptitude (Bonus)
5-Weapon Specialization: Longbow
6-Deadly Aim (Fighter bonus)
7-Many Shot
9-Arcane Strike
9-Toughness (Bonus)
10-Greater Weapon Focus: Longbow (Fighter Bonus)
11-Improved Precise Shot

HUMAN RACIAL TRAITS

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

TRAITS

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Unbreakable Survivor: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your
injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate
checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

Gear:

+1 Mithral Full Plate (25#), +1 Buckler, (5#), Mwk Longsword 315gp (4#), Dagger 2gp (1#),+2 Adaptive Goblinoid Bane Composite Longbow (3#), Efficient Quiver (2#), 120 Cold Iron Arrows (27#), 60 Alchemical Silver Arrows (9#), Handy Haversack (5#), Bedroll .1gp (5#), 10 Candles 1sp, 10 chalk 1sp, Fishhook 1sp, Grappling Hook 1gp (4#), Ink 8gp, Inkpen 1sp, Winter blanket 5sp (3#), flint and steel 1gp, a mess kit 2sp (1#), 10 Oil Flasks 1gp (10#), 10 Paper 4gp, Sewing Needle 5sp, 5 sack 5sp (2.5#), 50’ silk rope 10gp (5#), 10 days trail rations 5gp (10#), waterskin 1gp (4#)

+2 Adaptive Goblinoid Bane Composite Longbow
Cloak of Resistance +1 1000gp (1#)
Ring of Protection +1
Belt of Incredible Dexterity +2 (1#)
Headband of Vast Intelligence +2 (1#)
incandescent blue sphere ioun stone +2 Wisdom
Ring of Energy Resistance, Minor (acid)
Ioun Torch 75gp
2 Bandages of Rapid Recovery
Pearl of Power (2nd Level)

+1 Flame Arrows 2
+1 Arrows 2

Oil of Gravity Bow
Oil of Magic Weapon 50gp (1#)
4 Potions of Cure Light Wounds
2 Potions of Cure Moderate Wounds
2 Potions of Blur
3 Potions of Barkskin
1 Potion of Bull’s Strength

Scroll of Beast Shape I
Scroll of Darkness
Scroll of Elemental Body I
Scroll of False Life
Scroll of Gaseous Form
Scroll of Invisibility
Scroll of Ray of Enfeeblement

Wand of Burning Hands (22)
Wand of Fireball (5)
Wand of Hold Person (8)
Wand of Magic Missile (10)
Wand of Magic Missile Elm (12)
Wand of Prestidigitation (31)
Wand of Stinking Cloud (13)

5 Smoke Arrows
5 MW Alchemical Silver Arrows

12 Alchemists Fire
2 Holy Water 50gp (2#)
5 Sunrod 10gp (5#)
10 Tinderwig 10gp
2 Thunderstones

Total 111.5#

2,2012 gp 9 sp

66/133/200

Spellbook:

Cantrips
Detect Magic
Mage Hand
Prestidigitation
Read Magic

1st Level
Enlarge Person
Expeditious Retreat
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shield
True Strike

2nd Level
Bull’s Strength
Mirror Image
Resist Energy
See Invisibility

3rd Level
Fire Arrow
Haste

Backstory:

William grew up on a farm outside of Phaendar. In his early teens bandits raided his farm. He tried to defend his family and was struck down and left for dead. He came to the next morning and found that his entire family was killed. He was taken in by scholars of Aroden who practiced his martial and arcane teachings. He helps to defend the town in times of need from raids or wild animals.

Spells Prepared:

Cantrip
Detect Magic
Mage Hand

1st Level (3)
Expeditious Retreat
Magic Missile
Shield

2nd Level (2)
Bull’s Strength
Resist Energy

3rd Level (2)
Fire Arrow
Haste

Dice:

[dice=Mwk Longsword 1 AS]1d20+14[/dice] [dice=Damage]1d8+2+3[/dice]
[dice=Mwk Longsword 2 AS]1d20+9[/dice] [dice=Damage]1d8+2+3[/dice]
[dice=Mwk Longsword 3 AS]1d20+4[/dice] [dice=Damage]1d8+2+3[/dice]
[dice=Dagger 1 AS]1d20+13[/dice] [dice=Damage]1d4+2+3[/dice]
[dice=Dagger 2 AS]1d20+8[/dice] [dice=Damage]1d4+2+3[/dice]
[dice=Dagger 3 AS]1d20+3[/dice] [dice=Damage]1d4+2+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 1 MS AS]1d20+20[/dice] [dice=Damage 1]1d8+6+3[/dice] [dice=Damage 2]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 2 MS AS]1d20+15[/dice] [dice=Damage 1]1d8+6+3[/dice] [dice=Damage 2]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 3 MS AS]1d20+10[/dice] [dice=Damage 1]1d8+6+3[/dice] [dice=Damage 2]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 1 MS PBS AS]1d20+20+1[/dice] [dice=Damage 1]1d8+6+1+3[/dice] [dice=Damage 2]1d8+6+1+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 2 PBS AS]1d20+15+1[/dice] [dice=Damage 1]1d8+6+1+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow 3 PBS AS]1d20+10+1[/dice] [dice=Damage 1]1d8+6+1+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow MS RS AS 1]1d20+20-2[/dice] [dice=Damage 1]1d8+6+3[/dice] [dice=Damage 2]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow RS AS 2]1d20+20-2[/dice] [dice=Damage]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow RS AS 3]1d20+15-2[/dice] [dice=Damage]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow RS AS 4]1d20+10-2[/dice] [dice=Damage]1d8+6+3[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS AS 1]1d20+20-2+1[/dice] [dice=Damage 1]1d8+6+3+1[/dice] [dice=Damage 2]1d8+6+3+1[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS AS 2]1d20+20-2+1[/dice] [dice=Damage]1d8+6+3+1[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS AS 3]1d20+15-2+1[/dice] [dice=Damage]1d8+6+3+1[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS AS 4]1d20+10-2+1[/dice] [dice=Damage]1d8+6+3+1[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1]1d20+20-2+1-3[/dice] [dice=Damage 1]1d8+6+3+1+6[/dice] [dice=Damage 2]1d8+6+3+1+6[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2]1d20+20-2+1-3[/dice] [dice=Damage]1d8+6+3+1+6[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3]1d20+15-2+1-3[/dice] [dice=Damage]1d8+6+3+1+6[/dice]
[dice=+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 4]1d20+10-2+1-3[/dice] [dice=Damage]1d8+6+3+1+6[/dice]
[dice=Perception]1d20+16[/dice]
[dice=Climb]1d20+7[/dice]
[dice=Craft: Bows]1d20+16[/dice]
[dice=Kn: Arcane]1d20+17[/dice]
[dice=Kn: Dungeoneering]1d20+17[/dice]
[dice=Kn: Nature]1d20+6[/dice]
[dice=Kn: Religion]1d20+16[/dice]
[dice=Linguistics]1d20+12[/dice]
[dice=Ride]1d20+12[/dice]
[dice=Survival]1d20+10[/dice]
[dice=Spellcraft]1d20+19[/dice]
[dice=Swim]1d20+7[/dice]
[dice=Fort Save]1d20+10[/dice]
[dice=Reflex Save]1d20+9[/dice]
[dice=Will Save]1d20+5[/dice]

Bane
+2 +2+2d6