Post by Richard Loh on Apr 5, 2013 2:13:48 GMT 8
Silver Crusader Richard Dragonsbane
Male human (chelaxian) barbarian (urban barbarian) 1/fighter (weapon master) 8 (Pathfinder RPG Advanced Player's Guide 109; Pathfinder RPG Ultimate Combat 31)
NG Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 29, touch 12, flat-footed 27 (+11 armor, +6 shield, +1 Dex, +1 dodge)
AC without shield 23, touch 12, flat-footed 21
hp 94 (1d12+8d10+35)
Fort +13 (+1 trait bonus vs. drugs or poisons), Ref +5, Will +4 (+1 trait bonus vs. mind-affecting effects); +4 vs. effects that cause you to lose your grip on weapons, +2 trait bonus against mind-affecting effects, +2 bonus vs. effects targetting a Bastard sword held by you
Resist negative energy 10, positive energy 10
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Offense
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Speed 20 ft.
Melee +2 bastard sword +22/+17 (1d10+15/17-20) or
cold iron dagger +14/+9 (1d4+7/19-20) or
silver morningstar +14/+9 (1d8+7) or
Two-handed +2 bastard sword +24/+19 (1d10+18/17-20)
Ranged composite longbow +8/+3 (1d8+5/×3)
Special Attacks rage (7 rounds/day), reliable strike, weapon training
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Statistics
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Str 25, Dex 13, Con 16, Int 13, Wis 10, Cha 7
Base Atk +9; CMB +14; CMD 28 (34 vs. disarm, 34 vs. sunder)
Feats Combat Expertise, Disruptive, Dodge, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Power Attack, Shield Focus, Step Up, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits deathtouched, defender of the society, secret revolutionary (cheliax)
Skills Acrobatics -7, Climb +0, Craft (jewelry) +15, Diplomacy +10, Intimidate +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +6, Knowledge (nobility) +5, Perception +8, Survival +5, Swim -2
Languages Common, Infernal
SQ controlled rage, crowd control, weapon guard
Combat Gear potion of remove blindness/deafness, potion of remove fear, potion of lesser restoration, potion of spider climb, potion of water breathing, wand of cure light wounds, shining wayfinder, acid (3), alchemist's fire (3), antiplague, antitoxin, bladeguard, mellowroot, smelling salts, soothe syrup, vermin repellent; Other Gear +1 deathless full plate, +1 tower shield, +2 bastard sword, arrows (20), cold iron dagger, composite longbow, silver morningstar, belt of physical might +2 (Str, Con), blood reservoir of physical prowess, cloak of resistance +2, gloves of dueling, cracked dusty rose prism ioun stone, swarmbane clasp, masterwork artisan's tools, backpack, bedroll, belt pouch, climber's kit, cold weather outfit, flint and steel, grappling hook, mess kit, hemp rope (50 ft.), smoked goggles, torch (8), trail rations (5), waterskin, whetstone, 1,286 pp, 4 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Blood reservoir of physical prowess (4 charges) Use 1 to physical ability dam or use all for 2x charges bonus to ability score for 1 rd.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage. +9 to damage if two-handed.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reliable Strike: Bastard sword (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Secret Revolutionary (Cheliax) +1 to Will saves vs. mind-affecting effects, and on Fort saves vs. drugs and poisons.
Shield Focus +1 Shield AC
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swarmbane clasp Weapon/natural att deal full dam to swarms, and immune to the distraction ability of swarms.
Weapon Guard +2: Bastard sword (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +4: Bastard sword (Ex) +4 to hit and damage with your chosen weapon.
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A young man with a dream of slaying dragons, and saving damsels, Richard was literally thrown into the midst of it when his family was accused by cultists of Asmodeus of heresy against the True Words of Asmodeus in the city of Dekarium. His family home was razed and young Richard, a mere boy of 15 ran for his very life. He hid in the shadows, and lived off the land as he can. Surviving from day to day eventually drove Richard slightly mad, before he finally escaped by stowing onboard a moored Chelish naval vessel, the Blood Fang.
Before the Blood Fang was gifted to the Inquisitor of Cheliax, Anferno for his services to the nation, the Blood Fang was a ship normally assigned to typical patrol duties with light armaments. Not expecting anyone to tackle a Chelish ship, which happens to be one of the strongest navies in the region, the security on the Blood Fang was relaxed and thus, young Richard stole his way to The City at the Centre of the World, Absalom, where Trimida, the aasimar Paladin of Sarenrae who is also a Pathfinder took him into her fold when she sees him living off scraps in the Puddles district.
For two years, Richard fumed with rage and trained hard in mastering his weapon, promising himself that he will return to Dekarium one day and slay the very cultists responsible for his exile, and to avenge his slain parents.
While in his travels for the Pathfinder Society, in the quest for entry into the Ruby Phoenix Tournament, he met Vex, a carefree girl full of life, intellect and laughter and he was smitten. After a wild chase through the streets of Absalom for the gems which leads to the next stage and having too many drinks, he ended up sleeping with Vex in a Tiny Hut and thus Richard Dragonsbane starts putting aside his plans for vengeance and more for protection, to care and to love Vex always.
As the now Seeker Vex is in Galt, Richard is striving to work hard, to save his gold to buy Vex a wedding ring and to surprise her and hopefully, to call her his own. Eventually, he gave up on the idea of saving for a ring and instead starts crafting a pink diamond ring.
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Achievements
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Most weapon damage dealt: 69
Number of crits confirmed: 11
Number of times hit by a crit: 1
Highest AC hit: 41
Highest AC achieved: 37
Most gold possessed at one time: 19,163
Most gold gained at one time: 6,756
Furthest distance fallen: 20'
Greatest number of foes in one fight: 7
Unique monsters slain: 1
Dungeons cleared: 2
Deepest dungeon level explored: 2
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Creature Types slain
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Aberration: 2
Animal: 6
Construct: 1
Dragon:
Fey: 1
Humanoid: 21
Magical beast: 1
Monstrous humanoid:
Ooze: 1
Outsider: 5
Plant:
Undead: 13