Post by ranzunar on Sept 13, 2008 23:29:52 GMT -5
Dolorito Montojo aka Pain
Male Human
Neutral Evil Gladiator 10// Bard 4/ Warchanter 6
XP: 48,576/ Next Level 54,000
HP: 92 (9d8+27)
AC 25 (+6 armor, +3 shield, +3 dex, +2 deflection, +1 natural) 30 with confident defense
FF 22, Touch 15 (20 with confident defense)
Fortitude +11, Reflex +12, Will+9
Str 16, Dex 16, Con 16, Int 14, Wis 12, Cha 20
BAB +10; Grapple +13; Initiative +3
Speed 30 ft
Melee
Harmonizing crystal echo blade +17/+12 (1d8+8, S, 17-20/x2)
Armor spikes +13 (1d6 +3, P, x2)
Club +13 (1d6 +3, B, 10ft throwing range, x2)
Whip-dagger +15 (1d6 +3, S, 15 ft reach, trip, +2 disarm, 19-20/x2))
Mstw Sling +14 (1d4+2, B, 50ft range increment)
Truncheon +13 (1d8 +3, Nonlethal Bludgeoning, x2)
Feats: Leading the Attack (strike), Leading the Charge (stance), Song of the White Raven, Combat Expertise, Weapon Focus, Song of the Heart, Intimidating Strike, Evasion, Requiem, White Raven Tactics, Combat Panache, Weapon Specialization, Melee Weapon Mastery Slashing, Imp. Critical longsword
Skills
Perform (Oratory) +18: 13 ranks
Diplomacy +24: 13 ranks 6 synergy
Intimidate +20: 13 ranks 2 synergy
Tumble +15: 13 ranks 1 armor check penalty
Knowledge Arcana +7: 5 ranks
Knowledge Local +7: 5 ranks
Knoledge Nobility and Royalty: +7: 5 ranks
Knowledge History: +7: 5 ranks
Bluff +18: 13 ranks
jump + 8: 4 ranks +2 synergy -1 armor check penalty
Sense Motive +6: 5 ranks
Spot +3: 2 ranks
Listen +3: 2 ranks
Gather info +9: 2 ranks + synergy
Spellcraft +11: 7 ranks + synergy
Balance +9:5 ranks + synergy and 1 armor check penalty
skill trick: never outnumbered
skill trick: nimble charge
Skill trick: twisted charge
Speak Language: Gnome
Languages:
Common, Elven, Dwarven, and Gnome
Maneuvers:
(1) Leading the Attack WR strike
(2) Battle Leader's Charge WR strike (R)
(3) White Raven Tactics (R)
(4) White Raven Strike
Stances:
(1) Leading the Charge WR
Spells Known:
0: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
Five times per day
1: Inspirational Boost, Grease, Ventriloquism
Five times per day
2: Invisibility and Suggestion
Once a day
Gear:
+1 light fortification mithril breastplate, +1 Darkwood Heavy shield, +1 Harmonizing crystal echo blade, Cloak of Charisma +2, gloves of dex +2, bracers of str +2, amulet of con +4, headband of wis +2 and nat armor +1, Ring of Protection +2, earring of the wolf, wand of lesser vigor 50 charges, 2 clubs, whipdagger, mstw sling, 40 sling bullets, armor spikes, Heward's Handy Haversack, 2 daggers, +1 adamantium longsword, 1 silver dagger, 1 cold iron dagger, spell component pouch, disguise kit, 3 torches,1 acid flask, 1 flask of alchemist's fire, 1 flask of holy water, 1 smokestick, 1 mstw silver longsword, 1 mstw cold iron longsword,1 thunderstone, 80gp in standard equipment. 1,340.3gp, Boots of the Battle Charger (2/day charge as a standard), vest of resistance +2, everful mug, qual's feather token fan.
Class Features:
Bardic Knowledge +9
Bardic and Warchanter Music: (8 times per day)
Inspire Courage, Counter song, Fascinate, Inspire Competence, Inspire Toughness, Inspire Recklessness, Combine Music
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: You exert your influence in battle to refresh your mind of spent maneuvers. You can recover maneuvers on any round you make an Intimidate or Diplomacy check for any reason by also expending a swift action. You cannot use any maneuver on your turn that round if you do so, and the Diplomacy or Intimidate check has to be made during your 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.
Male Human
Neutral Evil Gladiator 10// Bard 4/ Warchanter 6
XP: 48,576/ Next Level 54,000
HP: 92 (9d8+27)
AC 25 (+6 armor, +3 shield, +3 dex, +2 deflection, +1 natural) 30 with confident defense
FF 22, Touch 15 (20 with confident defense)
Fortitude +11, Reflex +12, Will+9
Str 16, Dex 16, Con 16, Int 14, Wis 12, Cha 20
BAB +10; Grapple +13; Initiative +3
Speed 30 ft
Melee
Harmonizing crystal echo blade +17/+12 (1d8+8, S, 17-20/x2)
Armor spikes +13 (1d6 +3, P, x2)
Club +13 (1d6 +3, B, 10ft throwing range, x2)
Whip-dagger +15 (1d6 +3, S, 15 ft reach, trip, +2 disarm, 19-20/x2))
Mstw Sling +14 (1d4+2, B, 50ft range increment)
Truncheon +13 (1d8 +3, Nonlethal Bludgeoning, x2)
Feats: Leading the Attack (strike), Leading the Charge (stance), Song of the White Raven, Combat Expertise, Weapon Focus, Song of the Heart, Intimidating Strike, Evasion, Requiem, White Raven Tactics, Combat Panache, Weapon Specialization, Melee Weapon Mastery Slashing, Imp. Critical longsword
Skills
Perform (Oratory) +18: 13 ranks
Diplomacy +24: 13 ranks 6 synergy
Intimidate +20: 13 ranks 2 synergy
Tumble +15: 13 ranks 1 armor check penalty
Knowledge Arcana +7: 5 ranks
Knowledge Local +7: 5 ranks
Knoledge Nobility and Royalty: +7: 5 ranks
Knowledge History: +7: 5 ranks
Bluff +18: 13 ranks
jump + 8: 4 ranks +2 synergy -1 armor check penalty
Sense Motive +6: 5 ranks
Spot +3: 2 ranks
Listen +3: 2 ranks
Gather info +9: 2 ranks + synergy
Spellcraft +11: 7 ranks + synergy
Balance +9:5 ranks + synergy and 1 armor check penalty
skill trick: never outnumbered
skill trick: nimble charge
Skill trick: twisted charge
Speak Language: Gnome
Languages:
Common, Elven, Dwarven, and Gnome
Maneuvers:
(1) Leading the Attack WR strike
(2) Battle Leader's Charge WR strike (R)
(3) White Raven Tactics (R)
(4) White Raven Strike
Stances:
(1) Leading the Charge WR
Spells Known:
0: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic
Five times per day
1: Inspirational Boost, Grease, Ventriloquism
Five times per day
2: Invisibility and Suggestion
Once a day
Gear:
+1 light fortification mithril breastplate, +1 Darkwood Heavy shield, +1 Harmonizing crystal echo blade, Cloak of Charisma +2, gloves of dex +2, bracers of str +2, amulet of con +4, headband of wis +2 and nat armor +1, Ring of Protection +2, earring of the wolf, wand of lesser vigor 50 charges, 2 clubs, whipdagger, mstw sling, 40 sling bullets, armor spikes, Heward's Handy Haversack, 2 daggers, +1 adamantium longsword, 1 silver dagger, 1 cold iron dagger, spell component pouch, disguise kit, 3 torches,1 acid flask, 1 flask of alchemist's fire, 1 flask of holy water, 1 smokestick, 1 mstw silver longsword, 1 mstw cold iron longsword,1 thunderstone, 80gp in standard equipment. 1,340.3gp, Boots of the Battle Charger (2/day charge as a standard), vest of resistance +2, everful mug, qual's feather token fan.
Class Features:
Bardic Knowledge +9
Bardic and Warchanter Music: (8 times per day)
Inspire Courage, Counter song, Fascinate, Inspire Competence, Inspire Toughness, Inspire Recklessness, Combine Music
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: You exert your influence in battle to refresh your mind of spent maneuvers. You can recover maneuvers on any round you make an Intimidate or Diplomacy check for any reason by also expending a swift action. You cannot use any maneuver on your turn that round if you do so, and the Diplomacy or Intimidate check has to be made during your 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.