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| 1 | [b][u]Derpington[/u][/b] | |
| 2 | Male Half-Halfling/Goblin Barbarian 1// Crusader 1 | |
| 3 | NG Small Humanoid(Halfling, Goblin) | |
| 4 | [b]Init[/b] +6; [b]Senses[/b] Perception +0(audio)/-2(others) | |
| 5 | [b]Aura[/b] - ; [b]Languages[/b] Common, Halfling | |
| 6 | _____________________________________________________________ | |
| 7 | ||
| 8 | [b]AC[/b] 19, touch 15, flat-footed 15 (+1(size)+4(armor)+4(dex)) | |
| 9 | [b]AC(rage)[/b] 17, touch 13, flat-footed 13 (+1(size)+4(armor)+4(dex)-2(rage)) | |
| 10 | [b]HP[/b] 13/13 ; Steely Resolve - Delay first 5 points of damage each round. | |
| 11 | [b]HP(rage)[/b] 15/15 ; Steely Resolve - Delay first 5 points of damage each round. | |
| 12 | [b]Immune[/b] - | |
| 13 | [b]Resist[/b] +2 vs fear; [b]SR[/b] - | |
| 14 | [b]Saves[/b] Fort +3, Ref +4, Will -2 | |
| 15 | [b]Saves(rage)[/b] Fort +5, Ref +4, Will +0 | |
| 16 | _____________________________________________________________ | |
| 17 | ||
| 18 | [b]Speed[/b] 20 ft. (4 squares) | |
| 19 | [b]Speed on Pony[/b] 50 ft. (10 squares) | |
| 20 | [b]Melee[/b] +5 Guisarme 1d6+4 /x3 (10ft reach, trip) S | |
| 21 | [b]Melee[/b] +5 Dagger 1d3+3 19-20/x2 (light) P or S | |
| 22 | [b]Melee[/b] +5 Spiked Gauntlet 1d3+3 /x2 (light) P | |
| 23 | [b]Ranged[/b] +6 Chakram 1d6+4 /x2 (30 ft increment) S | |
| 24 | [b]Ranged[/b] +6 Dagger 1d3+3 19-20/x2 (10 ft increment) P or S | |
| 25 | ||
| 26 | [b]Melee(raging)[/b] +7 Guisarme 1d6+7 /x3 (10ft reach, trip) S | |
| 27 | [b]Melee(raging)[/b] +7 Dagger 1d3+5 19-20/x2 (light) P or S | |
| 28 | [b]Melee(raging)[/b] +7 Spiked Gauntlet 1d3+5 /x2 (light) P | |
| 29 | [b]Ranged(raging)[/b] +6 Chakram 1d6+7 /x2 (30 ft increment) S | |
| 30 | [b]Ranged(raging)[/b] +6 Dagger 1d3+5 19-20/x2 (10 ft increment) P or S | |
| 31 | ||
| 32 | [b]Space[/b] 5ft (1 square) | |
| 33 | [b]Base Atk[/b] +1 ; | |
| 34 | [b]CMB[/b] +3, [b]CMD[/b] 17; | |
| 35 | [b]CMB(rage)[/b] +5, [b]CMD[/b] 17 | |
| 36 | [b][u]Atk Options[/u][/b] | |
| 37 | [b]Furious Counterstrike[/b] - +1 to hit and damage per 5 delayed damage(round down, min +1). Your turn only. | |
| 38 | [b]Power Attack[/b] - -1 to hit, +2 to damage(+3 on 2 handed) in melee | |
| 39 | ||
| 40 | [b][u]Special Actions[/u][/b] | |
| 41 | [b]Adaptable Luck[/b] - 3/day, +2 to ability check, attack roll, saving throw, or skill check before roll or +1 after rolling. | |
| 42 | [b]Rage[/b] - 5 round/day, Str +4, Con +4, Will save +2, AC -2 | |
| 43 | _____________________________________________________________ | |
| 44 | [b]Crusader Stances Known[/b] | |
| 45 | Devoted Spirit - Marital Spirit* | |
| 46 | *= Active Stance | |
| 47 | ||
| 48 | [b]Crusader Maneuvers Known[/b] | |
| 49 | Devoted Spirit - Crusader's Strike, Vanguard Strike | |
| 50 | Stone Dragon - Charging Minotaur, Stone Bones | |
| 51 | White Raven - Leading the Attack | |
| 52 | ||
| 53 | [b]Crusader Maneuvers Readied[/b](2 granted each round) | |
| 54 | 1-Crusader's Strike | |
| 55 | 2-Vanguard Strike | |
| 56 | 3-Charging Minotaur | |
| 57 | 4-Stone Bones | |
| 58 | 5-Leading the Attack | |
| 59 | *Roll 1d5 to determine granted Maneuvers. Reroll if already granted. | |
| 60 | _____________________________________________________________ | |
| 61 | ||
| 62 | [b]Abilities[/b] STR: 16 DEX: 18 CON: 13 INT: 7 WIS: 7 CHA: 15 | |
| 63 | [b]Abilities(rage)[/b] STR: 20 DEX: 18 CON: 17 INT: 7 WIS: 7 CHA: 15 | |
| 64 | ||
| 65 | [b]SQ[/b] Adaptive Luck, Fast Rider, Fearless, Furious Counterstrike, Halfling Outrider, Rage, Steely Resolve(5), | |
| 66 | [b]Feats[/b] Power Attack | |
| 67 | [b]Traits[/b] | |
| 68 | Big Ears - +2 Perception on hearing; Can hear sounds dogs can. | |
| 69 | Reactionary - +2 Initiative; | |
| 70 | [b]Skills[/b] | |
| 71 | Acrobatics 1+3(class)+4(dex)-3(armor) = +5 | |
| 72 | Athletics 1+3(class)+3(str)-3(armor) = +4 | |
| 73 | Athletics(rage) 1+3(class)+5(str)-3(armor) = +6 | |
| 74 | Handle Animal 1+3(class)+2(cha)+2(racial)= +8 | |
| 75 | Perception 0-2(wis)+2(trait) = +0 | |
| 76 | Ride 1+3(class)+4(dex)+6(racial)-3(armor)+2(saddle)= +13 | |
| 77 | ||
| 78 | [b]Possessions[/b] | |
| 79 | Guisarme 1d6 /x3, 2H, Trip, Reach, slashing | |
| 80 | Dagger 1d3 19-20/x2, light, throwing(10ft), piercing or slashing | |
| 81 | Chakrams 1d6 /x3, throwing(30ft), slashing. 30 units | |
| 82 | Spiked gauntlet 1d3 /x2, light, piercing, | |
| 83 | Hide armor AC +4, Max Dex +4, ACP -3 | |
| 84 | Warpony | |
| 85 | -War saddle | |
| 86 | -Hide barding | |
| 87 | Backpack | |
| 88 | -random survival junk(go nuts here: http://www.d20pfsrd.com/equipment---final/goods-and-services) | |
| 89 | _____________________________________________________________ | |
| 90 | ||
| 91 | [b]Organization[/b] | |
| 92 | [b]Environment[/b] | |
| 93 | [b]Advancement[/b] | |
| 94 | _____________________________________________________________ | |
| 95 | ||
| 96 | [b]Weapons and Armor Proficiencies:[/b] | |
| 97 | Proficient with all simple and martial weapons, light armor, medium armor, heavy armor and all shields. Also proficient with all Halfling weapons and armor. | |
| 98 | ||
| 99 | [b]Adaptable Luck[/b] | |
| 100 | Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck. | |
| 101 | ||
| 102 | [b]Fast Rider (Ex)[/b] | |
| 103 | The speed of any mount the barbarian rides is increased by 10 feet. | |
| 104 | ||
| 105 | [b]Rage (Ex)[/b] | |
| 106 | A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. | |
| 107 | ||
| 108 | While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. | |
| 109 | ||
| 110 | A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. | |
| 111 | ||
| 112 | [b]Steely Resolve (Ex):[/b] | |
| 113 | Your supreme dedication and intense focus allow you to temporarily set aside the pain and hinder-ing effects of injuries. When an opponent strikes you, the injury does not immediately affect you. | |
| 114 | You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. | |
| 115 | Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). | |
| 116 | Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite | |
| 117 | damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you. | |
| 118 | At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level. | |
| 119 | ||
| 120 | [b]Furious Counterstrike (Ex):[/b] | |
| 121 | You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. | |
| 122 | During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maxi-mum bonus on attack rolls and damage rolls of +6 from furious counterstrike. | |
| 123 | ||
| 124 | -------------------------------------------------------------------------------------- | |
| 125 | [b][u]Derpington's War Pony[/u][/b] | |
| 126 | N Medium animal | |
| 127 | [b]Init[/b] +3; [b]Senses[/b] low-light vision, scent; Perception +7 | |
| 128 | ||
| 129 | [b]DEFENSE[/b] | |
| 130 | [b]AC[/b] 19, touch 13, flat-footed 16 (+3 Dex, +2 Natural Armor, +4 armor) | |
| 131 | [b]hp[/b] 17 (2d8+8) | |
| 132 | [b]Saves[/b] Fort +7, Ref +6, Will +2 | |
| 133 | ||
| 134 | [b]OFFENSE[/b] | |
| 135 | [b]Speed[/b] 40 ft. | |
| 136 | [b]Speed(w/ Derpington)[/b] 50 ft. | |
| 137 | [b]Melee[/b] 2 hooves +4/+4 (1d3+3) | |
| 138 | ||
| 139 | [b]STATISTICS[/b] | |
| 140 | [b]Abilities[/b]Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8 | |
| 141 | [b]Base Atk[/b] +1; [b]CMB[/b] +4; [b]CMD[/b] 17 (21 vs. trip) | |
| 142 | [b]Feats[/b] Endurance, Run[sup]B[/sup] | |
| 143 | [b]Skills[/b] Perception +7 | |
| 144 | --------------------------------------------------------------------------- | |
| 145 | On a charge or move+attack | |
| 146 | Derpington attacks with one melee weapon(guisarme) or uses a Strike | |
| 147 | Derpington's warpony attacks with one hoof. | |
| 148 | ||
| 149 | On a full attack(or if adjacent to an enemy and not moving) | |
| 150 | Derpington attacks with one melee weapon(guisarme) or uses a Strike | |
| 151 | Derpington's warpony attacks with hooves twice | |
| 152 | ||
| 153 | ||
| 154 | so to sum it up, Halfling Mounted Barbarian/Crusader with Adaptable Luck+Outrider alternate racials, Power Attack feat, wielding a Guisarme(and a golf bag of random weapons), wearing Hide armor, riding a warpony, with the maneuvers of Crusader's Strike, Leading the Attack, Stone Bones, Vanguard Strike, charging minotaur. stance of martial spirit | |
| 155 | acrobatics, athletics, animal handling, ride |