Knights of Legend |
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Rose Winchester
Level Twenty Two DhampirStrong Hero 2 Fast Hero 3 Charismatic Hero 1 Bodyguard 4 Shadow Slayer 8 Shadow Hunter 3 Hellreaver 1 |
strength 20 (+5) dexterity 26 (+8) constitution 20 (+5) intelligence 10 (+0) wisdom 14 (+2) charisma 18 (+4)
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Vital Statistics |
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fort save +18 ref save +21 will save +16 action points 220 246 initiative +16 hit points 270
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touch ac 37 flat-footed 37 (dodge) base attack bonus 19 melee +24 or +27 (stake) ranged +27 grapple +27
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SKILLS |
* denotes maximum rank at current level. (#) denotes rank. |
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Class Skills |
Cha Base (+4)
handle animal +4 disguise +11 (5) intimidate +20 (10) gather info +10 (6) diplomacy +6 bluff +14 (7) perform (all) +4
Dex Base (+8)
balance +10 (1) ride +9 escape artist +14 (5) hide +14 (2) drive +8 sleight of hand +10 move silently +14 (2) pilot +8 tumble +8
Str Base (+5)
climb +7 (1) swim +6 jump +7 (2)
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Int Base (+0)
know. (sw) +1 (1) know. (tactics) +1 (1) know. (pop culture) +1 (1) know. (arc.lore) +10 (10) know. (religion) +10 (10) repair +0 forgery +0 craft (struct.) +0 craft (vis arts) +0 craft (writing) +0 craft (mech.) +0 investigate +6 (6) search +0 research +0
Con Base (+5)
concentration +11 (6)
Wis Base (+2)
profession +2 sense motive +14 (12) listen +22 (3) spot +22 (6) survival +8 (6)
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Non Class Skills |
Int Base (+0)
navigate +0 computer use +0 |
Wis Base (+2)
treat injury +2 gamble +2
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Talents |
detect shadow [4 Rounds] A Shadow Slayer is uncannily aware of the denizens of Shadow and the true nature of reality. Once per day per the Slayer’s level in this advanced class, the Shadow Slayer can sense the presence of a denizen of Shadow. In most campaigns any creatures other than humans, animals, and vermin are considered denizens of Shadow. Using this talent is an attack action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level in this advanced class.
shadow immunity [4hp] At 2nd level, a Shadow Slayer gains damage reduction against the natural weapons of the denizens of Shadow (claws, bite, and so on). Shadow immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to one-half of the Slayer’s level in this advanced class, rounded down.
slayer weapon [+4] At 4th level, a Shadow Slayer gains the ability to empower any melee weapon he wields. An empowered weapon behaves like a magic weapon in the hands of the Shadow Slayer, providing an enhancement bonus equal to one-half of the Slayer’s level in this advanced class, rounded down. (At 4th level, the enhancement bonus is +2.) This bonus allows the weapon to deal extra damage and to hurt creatures with damage reduction.
Any melee weapon can be empowered by the Shadow Slayer, including the Shadow Slayer’s unarmed strikes. It takes a full-round action to empower a weapon. An empowered weapon only acts as an empowered weapon in the hands of the Shadow Slayer who empowered it. The enhancement bonus lasts for a number of rounds equal to the Shadow Slayer’s level in this advanced class.
shadow enemy (undead + outsider) [+4] At 5th and 7th level, a Shadow Slayer selects a type of Shadow creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Shadow Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type.
At each level after 5th, the Shadow Slayer may add +1 to the value of the bonus against each of his favored enemy types.
uncanny dodge one The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
fast healing [4hp] Starting at 8th level, a Shadow Slayer gains the ability of fast healing. Every round, the Shadow Slayer recovers a number of hit points equal to one-half his level in this advanced class. So, as an 8th-level Shadow Slayer, he recovers 4 hit points every round.
aware The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise.
skill emphasis The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. [Listen]
holy fury [5] When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects.
In addition, you gain a number of holy fury points equal to your Hellreaver level plus your Charisma modifier. You spend these points to activate many of your Hellreaver class abilities. You can use holy fury once per encounter. It lasts until the end of the encounter.
| combat sense [+1] This ability allows a Bodyguard to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action.
harm's way Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally. The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.
sudden burst [4] Once per day, a Bodyguard of 4th level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action.
melee smash Receives a +1 bonus on melee damage.
improved melee smash Receives an additional +1 bonus on melee damage (+2 total).
advanced melee smash Receives an additional +1 bonus on melee damage (+3 total).
evasion If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
charm (males) The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of their chosen gender. The bonus is equal to the character’s Charismatic level.
target bonus [+1] The Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another.
The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level.
swift track At 2nd level, the Shadow Hunter may move at normal speed while using Track without taking the –5 penalty.
furious strike [L1] As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.
At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.
At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.
At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.
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Feats |
14/20 Purchased Feats. 4/4 Birthday Feats. |
street fighter Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.
weapon focus +1 bonus on all attack rolls he or she makes using the selected weapon. [Stake]
weapon finesse With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. [stake]
weapon specialization You gain a +2 bonus on all damage rolls you make using the selected weapon. [Stake]
greater weapon focus +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus. [Stake]
weapon mastery Choose one type of weapon you have Weapon Focus and Weapon Specialization in. Increase the damage of the weapon by one die type. [Stake]
elite weapon mastery Choose one type of weapon you have Weapon Focus, Weapon Specialization, and Weapon Mastery in. Increase the critical damage multiplier of the weapon by 1 (from X2 to X3, etc.) [Stake]
improved critical When using the selected weapon, your threat range is doubled. [Stake]
personal firearms prof. The character can fire any personal firearm without penalty.
archaic weapons prof. he character takes no penalty on attack rolls when using any kind of archaic weapon.
combat martial arts With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
defensive mar. arts. The character gains a +1 dodge bonus to Defense against melee attacks.
unbalance opponent During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.) The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action.
superior initiative You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative
iron will You have a stronger will than normal. You get a +2 bonus on all Will saving throws.
improved grapple You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple).
| dedicated plus Gain two talents from Dedicated hero talent trees. (Skill Emphasis + Aware.)
strong plus Gain two talents from Strong hero talent trees. (Improved melee smash & Advanced melee smash.)
self improvement Gains +1 to one ability score. [INT][CHA]
path of the tiger You gain a +1 bonus to your base attack bonus.
bullheaded Receives +1 on Will saves. +2 on Intimidate skill checks.
signature skill [Investigate] You gain access to new knowledge and abilities.
quick draw The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.
track You can find tracks or follow them for one mile using a Survival check. You must make another Survival check every time the tracks become difficult to follow. Track DCs.
heroic surge (5) The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level, but never more than once per round.
power attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
persuasive You get a +2 bonus on all Bluff checks and Intimidate checks.
brawl You gain a +2 proficiency bonus when using unarmed strikes. In addition, you can make an unarmed attack as a minor action.
improved brawl When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
supernatural strike When you roll a threat against a creature normally unaffected by critical hits (such as a construct, ooze, or undead), you may check for a critical hit and deal the increased damage if the threat is confirmed. Creatures unaffected by massive damage are still unaffected by massive damage resulting from a critical hit. This is a supernatural ability. | |
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Race |
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dhampir alertness You get a +4 bonus on all Listen checks and Spot checks. [Race]
dhampir reflexes You get a +4 bonus on all Reflex saving throws. [Race]
dhampir initiative You get a +4 bonus on initiative checks. [Race]
dhampir defense The character gains +3 to armor class.
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Inventory |
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Silver Stake Melee Weapon (Counts as Unarmed) +1 to atk/dmg Does 1d6 penetration Crit 19-20 x2. Holy + Impervious |
Excalibur Pistol (Range Weapon) Does 2d6 +1 enhancement bonus to attack rolls and to damage. |
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Attack Statistics |
Four Attacks with BAB 18
Silver Stake +35 ATK +2d6 + 11 DMG Crit 17-20 x3. 2d6 DMG if Evil. |
Silver Stake [Undead/Outsider] +35 ATK +2d6 + 15 DMG Crit 17-20 x3. +2d6 DMG if Evil Aligned. |
Excalibur +28 ATK 2d6 +1 DMG Crit 19-20 x2. |
Unarmed +32 ATK 1d8 + 10 DMG Crit 20 x2. |
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Combat Stake |
Four Attacks with BAB 18 Bonus 1d4 Dmg Every Round. +2d6 per attack if Evil
Silver Stake 1 +35 ATK 2d6 + 11 Crit 17-20 x3. |
Silver Stake 2 +30 ATK 2d6 + 11 Crit 17-20 x3. |
Silver Stake 3 +25 ATK 2d6 + 11 Crit 17-20 x3. |
Silver Stake 4 +20 ATK 2d6 + 11 Crit 17-20 x3. |
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Combat Undead + Outsider |
Four Attacks with BAB 19 Bonus 1d4 Dmg Every Round. +2d6 per attack if Evil
Silver Stake 1 +35 ATK 2d6 + 15 DMG Crit 17-20 x3. |
Silver Stake 2 +30 ATK 2d6 + 15 DMG Crit 17-20 x3. |
Silver Stake 3 +25 ATK 2d6 + 15 DMG Crit 17-20 x3. |
Silver Stake 4 +20 ATK 2d6 + 15 DMG Crit 17-20 x3. |
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