Age: 15
Height: 6' 2" (188cm)
Weight: 262lb (119kg)
Faction: The Exchange

Male Half-Orc Fighter (Titan Fighter) 4 / Cavalier (Gendarme) 1 / Sentinel 2 / Living Monolith 1 of Gorum
Chaotic Neutral Medium Humanoid (half-orc)
Player Feuran


Init +1 (+1 dex)
Senses Perception -1, Darkvision 60'


AC 22, touch 12, flat-footed 21; (+10 armor, +1 dex, +1 deflection)
HP 79
Fort +12 (con +2, class +8, luck +1, resistance +1)
Ref +5 (dex +1, class +2, luck +1, resistance +1
Will +5 (wis -1, class +2, luck +1, iron will +2, resistance +1)
Special Defenses

  • +1 luck on all saves (Sacred Tattoo)
  • +1 bonus on saving throws against fear (Bravery)
  • +1 trait bonus on saving throws against transmutation spells and effects (Fleshwarp Exposure)
  • +2 racial bonus on saving throws against emotion and fear (Pariah)
  • +2 mind-affecting, death effect, negative levels. (Living Monolith)

Speed 30ft, with armor 20ft
Melee two-handed PA+VS Large Greatsword (silversheen +1 +symbolic1) +15 (6d6+18), 19-20/x2
Melee two-handed PA+VS+monolith Large Greatsword (silversheen +1 +symbolic1) +16 (8d6+23), 19-20/x2
Melee two-handed PA+VS MW Large Lucerne Hammer (cold iron) +13 (6d6+16), 20/x2
Melee one-handed PA+VS Cutlass +15 (2d6+11), 18-20/x2
Ranged VS Longbow +9 (2d8), x3
1/day Challenge
2/day Painful Blow
Lunge
Greatswords: apply vital strike to charge, and to first AOO you make each turn if you used vital strike on your turn


Str 24 (4th, 8th) Dex 12 Con 14 Int 12 Wis 8 Cha 7
Base Atk 7/2; CMB 14; CMD 26
Feats

  • Endurance (half-orc racial)
  • Iron Will (1st)
  • Weapon Focus (Greatsword) (fighter 2)
  • Deific Obedience (Gorum) (3th), +4 sacred to strength checks and strength skills
  • Vital Strike (fighter 4, retrained from Improved Initiative)
  • Power Attack (cavalier 1)
  • Furious Focus (5th)
  • Painful Blow (7th), see notes
  • Toughness (monolith 1)
  • Lunge (sentinel 2)
  • Divine Fighting Technique (Gorum’s Swordsmanship) (boon)

Skills ACP (-5)

SkillTotal bonusRanksMisc. mod.
Acrobatics1173
Bluff-40-2
Climb1513+4
Diplomacy-40-2
Arcana430
Engineering843
History843
Religion730
Linguistics623
Ride513
Sense Motive-30-2
Swim1513+4

Traits Accelerated Drinker, Adopted (Fleshwarp Exposure)
Languages Common, Orc, Gnoll (int), Ancient Osirioni (linguistics), Sphinx (linguistics)
RSQ
SQ

  • Giant Weapon Wielder, can wield Large 2h weapons with extra -2 penalty (total -3)
  • Incredible Heft, penalty with Large weapons reduced by 1
  • Fleshwarp Exposure, transmutations you accept affect at 1 CL higher for determining duration
  • Accelerated Drinker, drink potion as a move action if you start your turn with the potion in hand
  • Challenge 1/day, swift, +1 morale to att., and +1 dmg melee, -2 AC vs. others, cant challenge plants or animals, if target is aberration or undead roll first attack each round twice (Order of the Green)
  • Mount, horse, no ACP to ride, light armor prof., combat trained
  • Symbolic Weapon (Greatsword), +1 sacred to att. and dmg
  • Power of the Giants, 1/day enlarge self as spell-like ability (CL 1)
  • Ka Stone, 3/day swift enlarge self and gain +1 BAB (lasts 2 min)

On person:
In backpack: Kit, dungeoneering's, x4 Silk rope (50ft.), x10 Alchemist's Fire
Wealth:
Potions/Oils: x13 Enlarge Person (in wrist), x3 CLW, Invisibility (in wrist)
Scrolls:
Wands: Infernal Healing, Enlarge Person, CLW
Miscs:
Ioun Stones: Cracked Pale Green Prism (+1 competence att)
Encumbrance x lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)


Wondrous Items

  • Head
  • Headband
  • Face/Eyes
  • Neck
  • Shoulders Cloak of Resistance +1
  • Chest
  • Body
  • Armor Full plate +1
  • Belt Belt of Giant Strength +2
  • Wrist x2 Spring-loaded Wrist Sheat
  • Hand
  • Ring Ring of Protection +1
  • Ring
  • Feet

Notes Painful Blow (combat) You have learned how to land blows so painful it is difficult for struck spellcasters to concentrate. Prerequisites: Vital Strike, base attack bonus +6, Knowledge (arcana) 3 ranks.

Benefit: When you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), the creature you hit with the attack must treat the damage dealt as continuous damage until the beginning of your next turn. This forces the target to attempt a concentration check if it casts a spell (Pathfinder RPG Core Rulebook206). You can use this benefit twice per day, or three times per day if your base attack bonus is +12 or higher.


Background

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