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Tarov Boulderfist Paizo info

Jan 7th, 2019
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  1. TAROV "STALWART" BOULDERFIST
  2. Male [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html]Dwarf[/url]
  3. [url=http://www.d20pfsrd.com/path-of-war/classes/warder]Warder[/url] ([url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Zweihander Sentinel[/url]) 7
  4. [url=http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/cavalier.html]Cavalier[/url] ([url=http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing---cavalier-archetypes/inspiring-commander]Inspiring Commander[/url]) 7
  5. Gestalt 7
  6. [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Champion[/url]/[url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Guardian[/url] Tier 2
  7. NG Medium Humanoid (Dwarf)
  8. [b]Init[/b] +6; [b]Senses[/b] Darkvision, Perception +11
  9. [b]Mythic Power[/b] 7
  10.  
  11. --------------------
  12. DEFENSE
  13. --------------------
  14.  
  15. [b]AC[/b] 23, touch 12, flat-footed 23. . (+9 armor, +2 shield, +2 deflection)
  16. [b]HP[/b] 142 (7d12+35+23)
  17. [b]Fort[/b] +11, [b]Ref[/b] +7, [b]Will[/b] +7; +5 on all saves vs. spells and spell-like abilities, +3 vs. poison, +2 vs. spells and effects of evil creatures
  18. [b]Defensive Abilities[/b] defensive training, zweihander training, hard to kill
  19.  
  20. --------------------
  21. OFFENSE
  22. --------------------
  23.  
  24. [b]Speed[/b] 20 ft. (Heavy Armor)
  25. [b]Melee[/b] +1 Benevolent Cold Iron Longspear +13/+8 (1d8+8/20/x2) [b]OR[/b] +11/+6 (1d8+14/20/x2)
  26. . . +1 Benevolent Cold Iron Longspear (Vital Strike) +13 (2d8+8/20/x2) [b]OR[/b] +11 (2d8+14/20/x2)
  27. . . Ranseur of the Gargoyle +13/+8 (2d4+8/20/x3) [b]OR[/b] +11/+6 (2d4+14/20/x3)
  28. . . Ranseur of the Gargoyle (Vital Strike) +13 (4d4+8/20/x3) [b]OR[/b] +11 (4d4+14/20/x3)
  29. . . Armament Weapon (+1 Benevolent Cold Iron Longspear/Ranseur of the Gargoyle) +13/+8 (1d6+6/20/x2) [b]OR[/b] +11/+6 (1d6+10/20/x2)
  30. . . Dagger +12/+7 (1d4+5/19-20/x2) [b]OR[/b] +10/+5 (1d4+9/19-20/x2)
  31. . . Gauntlet +12/+7 (1d3+5/20/x2) [b]OR[/b] +10/+5 (1d3+9/20/x2)
  32. [b]Ranged[/b] Sling +7 (1d4+5/20/x2)
  33. . . Dagger +7/+2 (1d4+5/20/x2)
  34. [b]Special Abilities[/b] challenge (Ex, 3/day), inspiring commands (Ex, 20 rounds/day), inspire courage +2 (Ex), inspire competence +2 (Ex), rapid tactician (Ex, 2/day), armiger's mark (Ex, 7/day), put your heart into it (Ex, 7/day), extended defense (Ex, 1/day), inspiring voice (Ex), clad in steel (Ex), defensive reach (Ex), adaptive tactics (Ex), hard to kill (Ex), mythic power (Su), surge +1d6 (Su), sudden attack (Ex), sudden block (Ex), draw fire (Ex), amazing initiative (Ex), titan's bane (Ex)
  35. [b]Warder Maneuvers and Stances Known[/b] (IL 7th, 5 readied)
  36. . . [maneuvers] crushing blow, encouraging roar, enduring crane strike [1], scything strike, blessed pinion, raging hunter pounce [1], sanguine barrier [1], silver knight's blade [1], silver crane's leap [1]
  37. . . [stances] eyes of the crane, silver crane waltz, stance of the silver crane [1]
  38.  
  39. --------------------
  40. STATISTICS
  41. --------------------
  42.  
  43. [b]Str[/b] 20, [b]Dex[/b] 10, [b]Con[/b] 20, [b]Int[/b] 18, [b]Wis[/b] 12, [b]Cha[/b] 10
  44. [b]Base Atk[/b] +7; [b]CMB[/b] +11; [b]CMD[/b] 24 (+28 vs. bullrush/trip when standing on ground)
  45. [b]Feats[/b] [url=http://www.d20pfsrd.com/feats/general-feats/fey-foundling]Fey Foundling[/url], [url=http://paizo.com/pathfinderRPG/prd/feats.html#combat-reflexes]Combat Reflexes (5 AoOs/round)[/url] (Class), [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#lookout]Lookout[/url] (Class), [url=http://paizo.com/pathfinderRPG/prd/feats.html#power-attack]Power Attack (-2/+4)[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#bodyguard]Bodyguard[/url] (Class), [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#in-harm%27s-way]In Harm's Way[/url], [url=http://paizo.com/pathfinderRPG/prd/feats.html#vital-strike]Vital Strike[/url] (Gray Garrison), [url=]Steel Soul[/url], [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html#dual-path-mythic]Dual Path [Mythic][/url]
  46. [b]Traits[/b] [url=http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Exposed%20to%20Awfulness]Exposed to Awfulness (Can reroll a save against an ability used by a demon that would have killed/incapacitated you, 1/day)[/url], [url=http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional-trait]Glory of Old (+1 on all saves vs. poison, spells and spell-like abilities)[/url]
  47. [b]Skills[/b] Acrobatics 7 ranks (+7), Appraise 0 ranks (+4), Climb 1 rank (+4), Craft (armor) 7 ranks (+14), Diplomacy 7 ranks (+11), Fly 0 ranks (-4), Intimidate 0 rank (+0), Knowledge (history) 7 ranks (+14; +16 when concerning Dwarves and their enemies), Knowledge (nobility) 1 rank (+8), Linguistics 3 ranks (+7), Perception 7 ranks (+11), Perform (Oratory) 7 ranks (+9), Ride 0 ranks (-4), Sense Motive 7 ranks (+11), Stealth 0 ranks (-4) , Survival 7 ranks (+11), Swim 1 rank (+4)
  48. [b]Languages[/b] Common, Dwarven, Abyssal, Celestial, Giant, Goblin, Infernal, Orcish
  49. [b]Combat Gear[/b] scale of sacred weaponry, flask of acid (2), flask of alchemist's fire (5), flask of holy water (4); [b]Other Gear[/b] 0pp 1371gp 8sp 0cp, masterwork full plate, +1 benevolent cold iron longspear, ranseur of the gargoyle, dwarven dorn-dergar, battleaxe, dagger (6), sling, sling bullets (20), muleback cords (+1), adventurer's outfit, satchel, belt pouch, bedroll, candle (10), cheap holy text, crowbar, flint and steel, grappling hook, iron pot, mess kit, hemp rope (50 ft.), soap, torch (10), 5 days trail rations, waterskin, wooden holy symbol of Torag, masterwork armorsmithing hammer [i](Light encumbrance)[/i]
  50.  
  51. --------------------
  52.  
  53. [spoiler=Special Abilities][b]Favored Class: Warder/Cavalier[/b] (HP)
  54.  
  55. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Slow and Steady[/b][/url]: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  56.  
  57. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Darkvision[/b][/url]: Dwarves can see in the dark up to 60 feet.
  58.  
  59. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Defensive Training[/b][/url]:Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  60.  
  61. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Hatred[/b][/url]: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  62.  
  63. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Hardy[/b][/url]: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  64.  
  65. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Lorekeeper[/b][/url]: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
  66.  
  67. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Rock Stepper[/b][/url]: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
  68.  
  69. [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html][b]Stability[/b][/url]: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  70.  
  71. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Defensive Focus (Ex)[/url][/b] (+10 ft): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
  72.  
  73. When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
  74.  
  75. At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
  76.  
  77. By taking a full round action to plan her next move (activating this defensive focus class feature), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.
  78.  
  79. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Aegis +2 (Ex)[/url][/b]: At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
  80.  
  81. At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..
  82.  
  83. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Zweihander Training[/url][/b]: At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.
  84.  
  85. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Armament Shield (Ex)[/url][/b]: When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).
  86.  
  87. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Armiger's Mark (Ex)[/url][/b] (7/day): At 2nd level, a warder is trained in how best to control his enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action he may mark them as his foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not his turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + his Intelligence modifier at a time, and he may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).
  88.  
  89. At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.
  90.  
  91. At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent).
  92.  
  93. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Tactical Acumen (Ex)[/url][/b]: At 4th level, the combat training that the warder has received hones her reflexes. Through her knowledge of tactics, training manuals, and lessons in the histories of war, her wits aid her when her agility may be impaired by her heavy armor. The warder may add her Intelligence modifier to her Reflex saves and to her initiative in place of her Dexterity modifier (using the higher of the two bonuses).
  94.  
  95. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Extended Defense (Ex)[/url][/b] (1/day): Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another's turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day.
  96.  
  97. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Clad in Steel (Ex)[/url][/b]: Having improved her skill with her armor, the warder is a more capable combatant in it when protecting her allies or cause. The warder may subtract her aegis bonus from her total armor check penalty and increase the maximum Dexterity bonus on her armor by 1 at 6th level, and by 2 at 12th level.
  98.  
  99. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Defensive Reach (Ex)[/url][/b]: At 6th level, the warder has supreme control over his environment and the use of his weapon to defend himself and his allies. When wielding a non-reach two-handed weapon, the warder increases his reach by five feet for use with attacks of opportunity and counters. When wielding a two-handed reach weapon the warder threatens adjacent enemies and may attack them as though he was not wielding a reach weapon.
  100.  
  101. This ability replaces the improved aegis class feature.
  102.  
  103. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Adaptive Tactics (Ex)[/url][/b]: A warrior can attempt to plan for everything, but no plan stands against the heat of battle if there is no room for adaptation. At 7th level, the warder can expend one use of his armiger's mark ability as a full-round action to expend up to his Intelligence modifier in readied maneuvers, then instantly ready an equal amount of maneuvers. The warder may not replace expended maneuvers using this ability; any maneuver he is re-preparing with this ability must be unexpended to be exchanged. He may choose from any of his known maneuvers.
  104.  
  105. [b][url=http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/cavalier.html#challenge]Challenge (Ex)[/url][/b] (3/day): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
  106.  
  107. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
  108.  
  109. Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
  110.  
  111. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
  112.  
  113. [b][url=http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/cavalier.html#order-of-the-dragon]Order of the Dragon[/url][/b]: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
  114.  
  115. An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
  116.  
  117. . . [url=http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/cavalier.html#aid-allies]Aid Allies +3 (Ex)[/url]: At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
  118.  
  119. [b][url=http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing---cavalier-archetypes/inspiring-commander]Inspiring Commands (Ex)[/url][/b] (18 rounds/day): An inspiring commander gains the ability to inspire her comrades. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes) except that the performances are extraordinary abilities, not supernatural or spell-like. Further, all effects based on Charisma are instead based on Intelligence. The inspiring commander may inspire courage at 1st level, inspire competence at 3rd level, inspire greatness at 9th level, and inspire heroics at 15th level.
  120.  
  121. An inspiring commander may start inspiring commands as a standard action. At 7th level, an inspiring commander can start inspiring commands as a move action instead of a standard action. At 13th level, he can start inspiring commands as a swift action.
  122.  
  123. In addition, an inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of his allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally.
  124.  
  125. . . [url=http://paizo.com/pathfinderRPG/prd/classes/bard.html#inspire-courage]Inspire Courage +2 (Ex)[/url]: A 1st-level inspiring commander can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the inspiring commander's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six cavalier levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The inspiring commander must choose which component to use when starting her performance.
  126.  
  127. . . [url=http://paizo.com/pathfinderRPG/prd/classes/bard.html#inspire-competence]Inspire Competence +3 (Ex)[/url]: An inspiring commander of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the inspiring commander. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the inspiring commander's performance. This bonus increases by +1 for every four levels the inspiring commander has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A inspiring commander can't inspire competence in himself. Inspire competence relies on audible components.
  128.  
  129. [b][url=http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing---cavalier-archetypes/inspiring-commander]Rapid Tactician (Ex)[/url][/b] (2/day): At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 3 levels thereafter. Furthermore, the inspiring commander adds his Intelligence modifier to initiative, in addition to her Dexterity modifier.
  130.  
  131. [b][url=http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing---cavalier-archetypes/inspiring-commander]Put Your Heart Into It (Ex)[/url][/b]: At 4th level, as a free action when the inspiring commander uses her rapid tactician ability with a teamwork feat or uses aid another, she can grant affected allies 1d6 temporary hit points per four inspiring commander levels she possesses. These temporary hit points last for 10 minutes or until depleted. An ally can only gain these temporary hit points once per minute. If an ally receives temporary hit points from this ability while still having temporary hit points from a previous use of this ability, the temporary hit points do not stack and they take whichever value is the highest. This ability can be used a number of times per day equal to 3+ the inspiring commander’s Intelligence modifier.
  132.  
  133. This ability replaces expert trainer.
  134.  
  135. [b][url=http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing---cavalier-archetypes/inspiring-commander]Inspiring Voice (Ex)[/url][/b]: At 5th level, an inspiring commander can use aid another to assist an ally within 30 feet. When using aid another on a non-adjacent ally, you make a DC 10 Perform (oratory) check instead of the normal roll.
  136.  
  137. This ability replaces banner and greater banner.
  138.  
  139. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Amazing Initiative (Ex)[/url][/b]: At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
  140.  
  141. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Draw Fire (Su)[/url][/b]: As an immediate action, when an ally within 30 feet is targeted with a ranged weapon attack, you can have that attack target you instead. If you would normally be out of range for that attack, the attack is able to hit you as if you were at maximum range. You can use this ability without using an immediate action by expending one use of mythic power.
  142.  
  143. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Hard to Kill (Ex)[/url][/b]: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
  144.  
  145. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Mythic Power (Su)[/url][/b] (5/day): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
  146.  
  147. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Sudden Attack (Ex)[/url][/b]: As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
  148.  
  149. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Sudden Block (Su)[/url][/b]: As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
  150.  
  151. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Surge +1d6 (Su)[/url][/b]: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
  152.  
  153. [b][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Titan's Bane (Ex)[/url][/b]: You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.[/spoiler]
  154.  
  155. [spoiler=Scale of Sacred Weaponry]Three times per day as a standard action, this scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.[/spoiler]
  156.  
  157. [spoiler=Ranseur of the Gargoyle]Ranseur of the Gargoyle
  158. SLOT none
  159. CL 5th
  160. PRICE 4,310 GP
  161. WEIGHT 12 lbs.
  162. AURA faint transmutation
  163.  
  164. A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause their skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.
  165.  
  166. CONSTRUCTION REQUIREMENTS
  167. COST 2,310 GP
  168. Craft Magic Arms and Armor, barkskin[/spoiler]
  169.  
  170. [spoiler=Gray Garrison]+5 HP, permanent +2 bonus to Perform (Oratory), Vital Strike as a bonus feat.[/spoiler]
  171.  
  172. --------------------
  173.  
  174. [b][url=http://www.d20pfsrd.com/path-of-war]The Art of the Blade - Path of War[/url][/b]
  175.  
  176. [spoiler=Stances][b][bigger]===1st Level===[/bigger][/b]
  177.  
  178. [b]EYES OF THE CRANE[/b]
  179. Discipline: Silver Crane (Stance) [good]
  180. Level: 1
  181. Initiation Action: 1 swift action
  182. Range: Personal
  183. Target: You
  184. Duration: Stance
  185. Using the perception of the disciple's heavenly training to assist him, the Silver Crane practitioner may see many things which would remain hidden from the eyes of the impure. While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level.
  186.  
  187. [b]SILVER CRANE WALTZ[/b]
  188. Discipline: Silver Crane (Stance) [Good]
  189. Level: 1
  190. Initiation Action: 1 swift action
  191. Range: Personal
  192. Target: You
  193. Duration: Stance
  194. The divine vantage point of the celestial realms infuses the mind of the disciple, granting him momentary flickers of foresight. A faint, ghostly image of wings is visible around the disciple but vanishes when he is looked upon directly. The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level.
  195.  
  196. [b][bigger]===3rd Level===[/bigger][/b]
  197.  
  198. [b]STANCE OF THE SILVER CRANE[/b]
  199. Discipline: Silver Crane (Stance) [good]
  200. Level: 3
  201. Prerequisite(s): One Silver Crane Maneuver
  202. Initiation Action: 1 swift action
  203. Range: Personal
  204. Target: You
  205. Duration: Stance
  206. The martial disciple with knowledge of this stance learns to channel the potency of their celestial patrons to combat evil with great efficiency. In the midst of battle ghostly images of wings or blazing wrathful halos can often be seen near Silver Crane disciples. While in this stance, any weapon that the martial disciple wields is treated as if it had the holy special weapon property. Additionally, the character is considered under the influence of a protection from evil spell with a caster level equal to his initiator level.[/spoiler]
  207.  
  208. [spoiler=Maneuvers][b][bigger]===1st Level===[/bigger][/b]
  209.  
  210. [b]CRUSHING BLOW[/b]
  211. Discipline: Primal Fury (Strike)
  212. Level: 1
  213. Initiation Action: 1 standard action
  214. Range: Melee attack
  215. Target: One creature
  216. Duration: Instant
  217. Saving Throw: Fortitude partial
  218. By bringing his weapon high and bringing it down with ferocious finality, the disciple’s forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).
  219.  
  220. [b]ENCOURAGING ROAR[/b]
  221. Discipline: Golden Lion (Boost)
  222. Level: 1
  223. Initiation Action: 1 swift action
  224. Range: 30-ft.
  225. Target: Allies
  226. Duration: One round
  227. The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.
  228.  
  229. [b]ENDURING CRANE STRIKE[/b]
  230. Discipline: Silver Crane (Strike) [Good]
  231. Level: 1
  232. Initiation Action: 1 standard action
  233. Range: Melee attack
  234. Target: Target creature(s)
  235. Duration: Instance
  236. Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.
  237.  
  238. [b]SCYTHING STRIKE[/b]
  239. Discipline: Scarlet Throne (Strike)
  240. Level: 1
  241. Initiation Action: 1 standard action
  242. Range: Melee attack
  243. Target: One creature
  244. Duration: Instant
  245. The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.
  246.  
  247. [b][bigger]===2nd Level===[/bigger][/b]
  248.  
  249. [b]BLESSED PINIONS[/b]
  250. Discipline: Silver Crane (Strike) [good]
  251. Level: 2
  252. Initiation Action: 1 standard action
  253. Range: Melee or ranged attack
  254. Target: One creature
  255. The pinion feathers of the Silver Crane's wings gain an ethereal glimmer as if they were blessed steel. Heavenly agents guide their disciple's attack so it may strike true as if it were blessed, even allowing it to strike the unseen. Make an attack against a foe that inflicts an additional 2d6 points of sacred damage and the attack is considered good aligned for the purposes of overcoming damage reduction. The disciple may also choose to strike incorporeal foes with this strike as if they were made manifest, including fiends who currently possess a creature. To strike a possessing fiend, the body they inhabit must be also struck, but all damage from the attack is inflicted upon the possessing fiend without harming the host.
  256.  
  257. [b]RAGING HUNTER POUNCE[/b]
  258. Discipline: Primal Fury (Strike)
  259. Level: 2
  260. Initiation Action: 1 full-round action
  261. Range: Melee attack
  262. Target: One creature
  263. Duration: Instant
  264. With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe's body with the remaining attacks.
  265.  
  266. [b]SANGUINE BARRIER[/b]
  267. Discipline: Scarlet Throne (Counter)
  268. Level: 2
  269. Initiation Action: 1 immediate action
  270. Range: Personal
  271. Target: You
  272. Duration: Instant
  273. The focus required in battle allows the disciple to anticipate incoming attacks. The disciple makes a Sense Motive check and add a +2 competence bonus to the roll, opposing a single melee or non-spell or spell-like ability ranged attack. If successful, the disciple negates the attack.
  274.  
  275. [b][bigger]===3rd Level===[/bigger][/b]
  276.  
  277. [b]SILVER KNIGHT'S BLADE[/b]
  278. Discipline: Silver Crane (Strike) [good]
  279. Level: 3
  280. Prerequisite(s): One Silver Crane Maneuver
  281. Initiation Action: 1 standard action
  282. Range: Melee attack
  283. Target: One creature
  284. Those graced with the blessings of the Silver Crane are both terrors to their foes and heroes to their fellows. This strike inflicts an additional 4d6 points of sacred damage and heals a like amount of damage to either the initiator or to a single ally within 30-ft of the martial disciple.
  285.  
  286. [b][bigger]===4th Level===[/bigger][/b]
  287.  
  288. [b]SILVER CRANE'S LEAP[/b]
  289. Discipline: Silver Crane (Boost) [good]
  290. Level: 4
  291. Prerequisite(s): One Silver Crane Maneuver
  292. Initiation Action: 1 swift action
  293. Range: Personal
  294. Target: You
  295. The flow of battle runs sharply through the Silver Crane disciple's mind, allowing him to see where his opponents will move before he makes his own. By watching these flows, he may step before their movements, allowing him greater mobility without a cost to defense. The disciple may make a free movement up to his normal movement speed without provoking attacks of opportunity.[/spoiler]
  296.  
  297. --------------------
  298.  
  299. [spoiler=Background]There once was a mighty dwarven mountainhome, hidden deep under a snow-capped mountain. It was a calm, industrious place, with the ring of blacksmith's hammers against steel, pickaxes against rock, and the bubbling of liquid metal, all partially drowned out by the hustle and bustle of a city. That mountainhome's name was Thanehelm, and today it is but a ruin. But there was a time when the halls of Thanehelm held life, love and joy, a true exultation of the dwarves who lived there.
  300.  
  301. Tarov Boulderfist was one such dwarf. A stalwart soldier-citizen, Tarov was a member of the Knights of Thanehelm, an off-shoot of the Empyreal Guardians. Boulderfist took his training very seriously, as he treated most things that he was focused on, and was considered one of the most adept disciples of the order. He found himself in the position of a squad leader quite often, the spearhead of the knights. With shouted words and his weapon, he would drive himself directly into any enemies (of which Thanehelm, at the time, had few) and stood his ground, protecting his comrades while inspiring them to new heights of martial prowess. Though not particularly charismatic, the dwarves who served with Tarov loved and respected him, for both his tactical expertise and unflagging loyalty and concern for his companions.
  302.  
  303. However, as such things go, the peace would not last. It started one day with a force of undead creatures attacking from the surface. Though unexpected and without apparent cause, the people of Thanehelm did not pay this intrusion much mind. But when the next day brought another attack, and the day after that, another, they began to worry. This became known as the Beginning of the End, in the histories of Thanehelm. Every sign pointed to the enemies being mighty sorcerers or some other kind of evil, but the Knights knew better: this was the work of demons, and particularly strong and malicious ones at that. News had came from Mendev of a number of powerful fiends that had escaped into the outside world, and both King Torith Brightforge and the Knights of Thanehelm knew it was at least one of these creatures that was sending waves of the undead and other abominations to raze the city.
  304.  
  305. Every day for the next six years, increasingly numerous and ferocious forces came to destroy Thanehelm. And every day, they were repulsed. But as the years dragged on, the war of attrition began to turn against the people of the mountainhome. A lost captain here, a ruined building there, a family on the outskirts of the city slain. All this led the morale of the people slipping. Eventually, the forces of Thanehelm could not repel the invaders any longer. This was the beginning of the Seige of Thanehelm. Surrounded, starving and in despair, the soldiers and knights of the city began to fall. It was not long before only a few remained, and if it was not for the intervention of great Torag, himself, everyone would have died in that desolate place.
  306.  
  307. Tarov, now without a home, and the rest of the Knights of Thanehelm (what few that had survived), were left to choose their fates. Some took to mercenary work, others left to find homes beneath other mountains. But Boulderfist could not abide what had happened to his home. He gathered what meager supplies he could, said farewell to his comrades, and headed to the Worldwound. He knew not if the ones that had planned the destruction of his home would be found there, but he would join the crusade against demons, regardless. A Knight of Thanehelm does not shirk his duty, even if his city lies in ruins. There is only justice to be dealt, now, and Tarov will be part of the spearhead that makes sure it is.[/spoiler]
  308.  
  309. --------------------
  310.  
  311. [spoiler=Exposed to Awfulness]When Tarov was but a wee lad, not more than nine years old, there was nothing special about the young dwarf boy. Like his peers, he spent his days reading, playing with friends, and pretending that he'd grow up to be a great smith, like his father and grandfather, before him. Still pulling at his mother's dress, he was every bit an average child.
  312.  
  313. But one day, a great commotion rose throughout Thanehelm. A small demon had somehow infiltrated the city, and the whole city guard had been called to catch and slay it. Unluckily for Tarov, he had been out playing in one of the many tunnels of the mountainhome, with his friends, and had not heard the warnings to get inside. So when the Nabasu landed not three feet from the playing dwarf children, they could do nothing but cower in fear.
  314.  
  315. Relishing in their terror, the fiend slowly approached them. While the other boys somehow found the will to turn and flee, Tarov did not. Whether it was determination to protect his friends, or sheer horror holding him in place, the young Boulderfist could do nothing but stand there, eyes squeezed tight.
  316.  
  317. It was not a pretty sight. Frustrated with the boy for not running and screaming, but also for cowering, it beat him within an inch of his life. And all the while, Tarov kept his eyes squeezed shut and tried to stifle his cries as best he could. Deep claw wounds marked the boy's whole body, the demon taking great pleasure in scrawling terrible bloody injuries onto the dwarf child. But his terror did not last long - his friends had not left him for dead, but had gone to call the guard. The last thing Tarov remembered before blacking out was a heavily armored dwarven man in steel gray armor. And on his chestplate, the emblem of a closed fist: the symbol of the Knights of Thanehelm.
  318.  
  319. When Tarov once again woke, it was three days later. Bandaged heavily and confined to his bed, he was happy to be alive. And in the weeks after the attack, Tarov found himself becoming stronger and tougher than he had ever been before. Though his skin was now covered in numerous small scars, he felt more healthy than he had ever been. Hearty and hale, he now began to dedicate his youth to become a knight. The thought of being able to save others, like that man had saved him, drove the young Boulderfist onto the path that would define the rest of his life.[/spoiler]
  320.  
  321. --------------------
  322.  
  323. [spoiler=Physical Description]Tarov is a tall, heavily-muscled dwarven man of great strength. He is broad and stout, even more so than most of his kin, but is surprisingly agile for his size. He has black hair and brown eyes. His beard is well-kept and split into three short braids, a silver binding on each. He prefers comfortable, heavy clothing in blues and greys.
  324.  
  325. [url=http://i.imgur.com/Hr8g0cz.jpg]Portrait of Tarov.[/url][/spoiler]
  326.  
  327. --------------------
  328.  
  329. [spoiler=Personality]Though Tarov comes across as gruff and unfriendly, he is actually just a dwarf who is dedicated to what he does. If he is told to do something, he will get it done, and heavens help any who try to stop or distract him. However, he can celebrate a job well done with the best of them, and he is quite jovial and friendly at such times. Regardless, Boulderfist is constantly concerned with the well-being of his companions, even when they might think otherwise.
  330.  
  331. Single-minded in every sense of the word when he is set on something, Tarov is not particularly charismatic. While he is a splendid strategist, his solutions to problems tend to be overly simplistic. [i]Keep it simple, stupid[/i] is a favorite phrase of this dwarven man.[/spoiler]
  332.  
  333. --------------------
  334.  
  335. [spoiler=Mythic Plans]01 - Hard to Kill, Mythic Power, Surge +1d6, Sudden Block, Sudden Attack, Draw Fire, Dual Path (Champion)
  336. 02 - Amazing Initiative, Titan's Bane, Strength Increase +2
  337. 03 - Recuperation, Earth Protection, Mythic Power Attack
  338. 04 - Surge +1d8, Cage Enemy, Intelligence Increase +2
  339. 05 - Mythic Saves, Titan's Rage, Mythic Combat Reflexes
  340. 06 - Force of Will, Fast Healing, Strength Increase +2
  341. 07 - Surge +1d10, Fast Healing, <Mythic Feat>
  342. 08 - Unstoppable, Immovable, Intelligence Increase +2
  343. 09 - Immortal, Fast Healing, <Mythic Feat>
  344. 10 - Legendary Hero, Surge +1d12, Armored Might, Strength Increase +2[/spoiler]
  345.  
  346. [spoiler=Attacks][dice=+1 Benevolent Cold Iron Longspear attack (Power Attack)]1d20+10[/dice]
  347. [dice=+1 Benevolent Cold Iron Longspear damage (Power Attack, Holy)]1d8+13+2d6[/dice]
  348. [dice=+1 Benevolent Cold Iron Longspear attack (Power Attack)]1d20+5[/dice]
  349. [dice=+1 Benevolent Cold Iron Longspear damage (Power Attack, Holy)]1d8+13+2d6[/dice]
  350.  
  351. [dice=+1 Benevolent Cold Iron Longspear attack (Power Attack, Vital Strike)]1d20+10[/dice]
  352. [dice=+1 Benevolent Cold Iron Longspear damage (Power Attack, Vital Strike, Holy)]2d8+13+2d6[/dice]
  353.  
  354. [dice=Ranseur of the Gargoyle attack (Power Attack)]1d20+10[/dice]
  355. [dice=Ranseur of the Gargoyle damage (Power Attack, Holy)]2d4+13+2d6[/dice]
  356. [dice=Ranseur of the Gargoyle attack (Power Attack)]1d20+5[/dice]
  357. [dice=Ranseur of the Gargoyle damage (Power Attack, Holy)]2d4+13+2d6[/dice]
  358.  
  359. [dice=Ranseur of the Gargoyle attack (Power Attack, Vital Strike)]1d20+8[/dice]
  360. [dice=Ranseur of the Gargoyle damage (Power Attack, Vital Strike, Holy)]4d4+13+2d6[/dice][/spoiler]
  361.  
  362. [spoiler=Current Status]| HP: 110/142 | AC: 23, T: 12, FF: 23 | CMD: 24 | F: +11 R: +7 W: +7 (+5 vs. spells and spell-like abilities, +3 vs. poison) | Init: +6 Per: +11 | C: 3/3, IC: 20/20, RT: 2/2, AM: 7/7, ED: 1/1 | MP: 7/7 | SoSW: 3/3, RotG: 5/5 | AoOs: 5/5 |
  363.  
  364. Effects: Stance of the Silver Crane
  365. Reach: 10 ft.
  366.  
  367. Manuevers and Stances:
  368. . . [maneuvers] enduring crane strike [1/1], blessed pinions, raging hunter pounce [1/1], sanguine barrier [1/1], silver knight's blade [1/1], silver crane's leap [1/1]
  369. . . [stances] eyes of the crane, silver crane waltz, stance of the silver crane [1][/spoiler]
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