Post by ranzunar on Jul 28, 2008 2:44:04 GMT -5
Dolorito Montojo aka Pain
Male Gestalt Gladiator/Bard 3
Neutral Evil Humanoid (human)
HP: 23 (3d8+3)
AC 19 (+1 chain shirt, darkwood large shield, dex) 22 if within friendly crowd or 3 allies)
FF 17, Touch 12 (15)
Str 14, Dex 14, Con 12, Int 14, Wis 10, Cha 16
BAB +3 Grapple +5
Speed 30 ft
Feats: Leading the Attack (strike), Leading the Charge (stance), Song of the White Raven, Combat Expertise, Weapon Focus, Song of the Heart
Class Features:
Bardic Knowledge +5
Bardic Music: (3 times per day)
Inspire Courage, Counter song, Fascinate, Inspire Competence
Confident Defense: A gladiator can add his charisma modifier to AC as a dodge bonus while wearing light or no armor, to a maximum amount equal to his class levels. In order to gain this benefit, the gladiator must be fighting within 60 feet of three or more conscious allies whom he has line of effect to. He can also gain this benefit when fighting in front of a crowd or audience if the audience has a status of “Friendly” or better with him (see Diplomacy skill). Improving this status is a use of Perform (Weapon Drill) as normal, in addition to any other conditional effects the DM allows.
Battle Leader's Charge (strike) through 3rd level gladiator
Maneuver Recovery: "The Marshal exerts his influence in battle to refresh his mind of spent maneuvers. A Marshal can recover maneuvers on any round he makes an Intimidate or Diplomacy check for any reason by also expending a swift action. A Marshal cannot use any maneuver on his turn that round if he does so, and the Diplomacy or Intimidate check has to be made during his turn, not out of turn via a reaction ability."
Communicate Weakness: As a standard action, make a Diplomacy check against one foe within your line of sight, with a the DC of the check equal to that foe's AC. If you succeed, all allies within 60 ft gain a +2 bonus on attack rolls against this foe until the start of your next turn.
Melee
longsword +6 (1d8+2)
Armor spikes +5 (1d6 +2)
Club +5 (1d6 +2)
Whip +5 (1d3+2 nonlethal damage)
Ranged
Mstw Sling +5 (1d4+2)
Skills
Perform (Oratory) +9: 6 ranks
Diplomacy +15: 6 ranks 6 synergy
Intimidate +11: 6 ranks 2 synergy
Tumble +7: 6 ranks 1 armor check penalty
Knowledge Arcana +7: 5 ranks
Knowledge Local +7: 5 ranks
Knoledge Nobility and Royalty: +7 5 ranks
Bluff +8: 5 ranks
Sense Motive +5: 5 ranks
Spellcraft +9: 5 ranks
Speak Language: Gnome
Languages:
Common, Elven, Dwarven, and Gnome
Maneuvers:
(1) Leading the Attack WR strike
(2) Battle Leader's Charge WR strike (R)
Stances:
(1) Leading the Charge WR
Spells Known:
0: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
Six times per day
1: Inspirational Boost, Grease, Ventriloquism
Four times per day
Gear:
+1 chain shirt, Darkwood Heavy shield, mstw longsword, 2 clubs,
whip, mstw sling, 40 sling bullets, armor spikes, 2 daggers, 1 silver dagger, 1 cold iron dagger, disguise kit, 3 torches,1 acid flask, 1 flask of alchemist's fire, 1 flask of holy water, 1 smokestick, 1 tanglefoot bag, 1 thunderstone, 80gp in standard equipment. 15 gp extra, and rest given towards getting a wand of lesser vigor.
Male Gestalt Gladiator/Bard 3
Neutral Evil Humanoid (human)
HP: 23 (3d8+3)
AC 19 (+1 chain shirt, darkwood large shield, dex) 22 if within friendly crowd or 3 allies)
FF 17, Touch 12 (15)
Str 14, Dex 14, Con 12, Int 14, Wis 10, Cha 16
BAB +3 Grapple +5
Speed 30 ft
Feats: Leading the Attack (strike), Leading the Charge (stance), Song of the White Raven, Combat Expertise, Weapon Focus, Song of the Heart
Class Features:
Bardic Knowledge +5
Bardic Music: (3 times per day)
Inspire Courage, Counter song, Fascinate, Inspire Competence
Confident Defense: A gladiator can add his charisma modifier to AC as a dodge bonus while wearing light or no armor, to a maximum amount equal to his class levels. In order to gain this benefit, the gladiator must be fighting within 60 feet of three or more conscious allies whom he has line of effect to. He can also gain this benefit when fighting in front of a crowd or audience if the audience has a status of “Friendly” or better with him (see Diplomacy skill). Improving this status is a use of Perform (Weapon Drill) as normal, in addition to any other conditional effects the DM allows.
Battle Leader's Charge (strike) through 3rd level gladiator
Maneuver Recovery: "The Marshal exerts his influence in battle to refresh his mind of spent maneuvers. A Marshal can recover maneuvers on any round he makes an Intimidate or Diplomacy check for any reason by also expending a swift action. A Marshal cannot use any maneuver on his turn that round if he does so, and the Diplomacy or Intimidate check has to be made during his turn, not out of turn via a reaction ability."
Communicate Weakness: As a standard action, make a Diplomacy check against one foe within your line of sight, with a the DC of the check equal to that foe's AC. If you succeed, all allies within 60 ft gain a +2 bonus on attack rolls against this foe until the start of your next turn.
Melee
longsword +6 (1d8+2)
Armor spikes +5 (1d6 +2)
Club +5 (1d6 +2)
Whip +5 (1d3+2 nonlethal damage)
Ranged
Mstw Sling +5 (1d4+2)
Skills
Perform (Oratory) +9: 6 ranks
Diplomacy +15: 6 ranks 6 synergy
Intimidate +11: 6 ranks 2 synergy
Tumble +7: 6 ranks 1 armor check penalty
Knowledge Arcana +7: 5 ranks
Knowledge Local +7: 5 ranks
Knoledge Nobility and Royalty: +7 5 ranks
Bluff +8: 5 ranks
Sense Motive +5: 5 ranks
Spellcraft +9: 5 ranks
Speak Language: Gnome
Languages:
Common, Elven, Dwarven, and Gnome
Maneuvers:
(1) Leading the Attack WR strike
(2) Battle Leader's Charge WR strike (R)
Stances:
(1) Leading the Charge WR
Spells Known:
0: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
Six times per day
1: Inspirational Boost, Grease, Ventriloquism
Four times per day
Gear:
+1 chain shirt, Darkwood Heavy shield, mstw longsword, 2 clubs,
whip, mstw sling, 40 sling bullets, armor spikes, 2 daggers, 1 silver dagger, 1 cold iron dagger, disguise kit, 3 torches,1 acid flask, 1 flask of alchemist's fire, 1 flask of holy water, 1 smokestick, 1 tanglefoot bag, 1 thunderstone, 80gp in standard equipment. 15 gp extra, and rest given towards getting a wand of lesser vigor.