Magnus Bloodmoon

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Magnus Bloodmoon

Mensaje por Dominus el Dom Ene 24, 2016 3:10 am

Name: Magnus Bloodmoon
Nick: The Skylord
Race: Human
Language: Common
Age: ¿?
Class: Fighter level 1, Paladin Lv3, Kensai Lv2, Aglarondan Griffonrider lv3
Aligment: Lawful Good
Size: Medium


Strength: 20/ +5
Dexterity: 10/ 0
Constitution: 16/ +3
Intelligence: 14/ +2
Wisdom: 10/ 0
Charisma: 20/ +5

Fort: 2/3/0/1/5/2/3/0=16
Will: 0/1/3/1/5/2/0/0=11
Ref: 0/1/0/3/5/2/0/3=14

HP: 90
Attack: 18 (Base 8 + Weapon 4 + Strength 5 + Weapon focus 1)
Full attack: 18/13
Grapple: 12
AC: 18 (Base 10 + Full plate 8 )
Initiative: -3
Movement: 20


Righteous fury (Semblant): Whenever Magnus gets angry, he can generate a divine burning aura that damages evil and chaotic foes alike, dealing damage equal to 1d6+2 (half charisma based damage) each turn. Since his power comes from a divine source, no damage reduction can stop the damage from occurring.
In this state, Magnus gains damage reduction 5/evil and a sacred bonus of +5 in intimidation against evil and chaotic enemies and +5 diplomacy against good aligment creatures and humanoids. Additionaly, when Righteous fury is active, Magnus receives 2 of damage (half of his charisma based damage) per turn that its stays activated, this damage cannot be mitigated in any way or form.

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Flyby Attack: While an Aglarondan griffonrider is on her bonded mount, both she and her griffon have access to the Flyby Attack feat.

Aerial Evasion (Ex): Beginning at 2nd level, when an Aglarondan griffonrider is airborne on her bonded mount, both she and her mount gain the benefit of evasion. If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage, the character and her mount may attempt a single saving throw at the better of their two Reflex saving throw bonuses. If successful, both the griffonrider and her mount take no damage. Aerial evasion cannot be used if the griffon is carrying a medium load.
At 8th level, the griffonrider and her mount gain superior aerial evasion. This works like aerial evasion, except they take only half damage on a failed saving throw.

Signature Weapon (Su): The kensai chooses one of his weapons (It must be one for which he has the Weapon Focus feat) to become a signature weapon. Most Kensai choose either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.

Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.

The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate (and pray, for those kensai who serve deities) for 24 hours. At the end of this meditation, the kensai sacrifices a number of experience points, essentially shifting some of his life force into his signature weapon. The signature weapon then becomes a magic weapon (if it wasn't already) and gains an enhancement bonus and/or special abilities. His current class level limits the amount of enhancements a kensai can place into his signature weapon. A kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level.

Losing a Signature Weapon: If a kensai's signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A kensai that knowingly abandons a signature weapon is treated as if he broke his oath of service. A kensai who abandons a signature weapon and atones for the deed can begin to create a new signature weapon.

If someone destroys a kensai's signature weapon, only the kensai can repair it. If enough is left of the weapon to salvage it (the shattered shards of a sword for example), the kensai can reforge the weapon as if he were using the Craft (weapon-smithing) skill to make a masterwork weapon. If he takes the reforged weapon and then meditates for 24 hours, he may pay the appropriate XP cost to restore his weapon to full strength.

Should nothing remain of the weapon, the kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in his oath - the destruction of a kensai's weapon in service of his oath is not shameful, and other kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.

Losing Natural Weapons: If a kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend anymore XP or time to reimbue his signature weapon with power. The link is direct enough that no extra effort is neccessary.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a 24 hour period, the check DC increases by 5.

Improved Mounted Combat (Ex): At 3rd,, and 7th level, an Aglarondan griffonrider increases by one the number of Ride checks she may attempt each round to negate a hit against her mount (two times per round at 3rd, three times per round at 5th, and four times per round at 7th). The hit is negated if the griffonrider's Ride check result is greater than the attack roll.


My Light (Valorous holy sure.striking adamantine spear): +4 (11012)
-Ignoress hardness up to 20
-2d6 against evil foes
-Triple the damage of spears during charges (x4 with Spirited charge)
-Overcomes damage reduction as if it were chaotic, evil, good or lawful aligned weapon
-Damage: 1d8+7+2d6 (against evil foes)
-Critical x3 on 20

Mithral full plate: 10500
-8 Bonus AC
-Maximun Dexterity: 3
-Armor check penalty: -3
-Arcane failure: 25%

Exotic military saddle: 240

Cloak of resistance: 4000
-+2 to all saves


Skills: 72
-Concentration: 10+3=13
-Handle animal: 5+5=10
-Diplomacy: 9+2+5=16
-Heal: 5
-Intimidate: 8+5=13
-Jump: 2+4-3=3
-Knowledge nobility and royalty: 5+3=8
-Listen: 3
-Sense motive: 10
-Spot: 5
-Ride: 10-3=7

-Human feat: Power attack
-Flaw feat: Weapon focus (Spear)
-Fighter bonus feat: Combat expertice
-Feat level 1: Mounted combat
-Feat level 3: Ride by attack
-Feat level 6: Spirited charge

Name: Ebano
Nick: Invincible
Race: Magical Beast
Language: Common
Age: ¿?
Class: 9HD
Aligment: Neutral
Size: Large


Strength: 20/ +5
Dexterity: 15/ +2
Constitution: 16/ +3
Intelligence: 5/ -3
Wisdom: 13/ +1
Charisma: 8/ -1

Fort: 6/3/0=9
Will: 3/1/2= 6
Ref: 10 (aereal evasion)

HP: 73
Attack: 14 Bite (Base 9 + Strength 5 + Weapon  focus 1 - Size 1)
Full attack: 14 Bite (2d6+5) + 11 two claws (1d4+2) + 11 two rakes (1d6+2)
Grapple: 17
AC: 26 (Base 10 + Dexterity 2 +Natural armor 10 + Breastplate 5 - Size 1)
Initiative: 0
Movement: 20; 70 fly


Pounce (Ex)
If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +8 melee, damage 1d6+2.


Breast plate: 800
-+5 Bonus AC
-Maximun dexterity: 3
-Armor check penalty: -4
-Arcane failure: 25%

-Jump: 10-4=6
-Spot: 10
-Listen: 6

-Iron will
-Weapon focus (bite)
-Powerful charge

"Aún si tengo que cruzar los valles de la muerte, no temeré porque te tengo a mi lado. Así que vamos, mis alas, la Tormenta nos espera ¡Enfrentemos la lluvia!  ".-Magnus hablándole a Ebano en su primer vuelo.


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Fecha de inscripción : 14/01/2016

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