Cain Abel Forth

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Cain Abel Forth

Mensaje por Dominus el Sáb Ene 16, 2016 6:29 pm

Name: Cain A. Forth
Nick: Dancing Death  
Race: Human
Language: Common
Age: ?
Class: Fighter lv5, Kensai Lv3
Aligment: Lawful Neutral
Size: Medium


Strength: 20/+5
Dexterity: 14/+2
Constitution: 16/+3
Intelligence: 12/+2
Wisdom: 12/+1
Charisma: 12/+1

Fort: 4/1/3/3=11
Will: 1/3/1/3=8
Ref: 1/1/2/3=7

HP: 89
Attack: 19 (Base 8 + Dust to Dust 5 + Weapon Focus 1 + Strength 5)
Full attack: 19/14
AC: 18 (Base 10 + Dex 2 + Bracers of Armor 1 + Chain mail 5); Touch 12; Flat footed 16
Initiative: -6
Movement: 10


True Edge (Su): Cain´s semblance.
Cain is unnaturaly deady with his weapons, and he gains an additional bonus to his crit chance based on his Dex.
Cain can stack critical chance skills, abilities, feats and buffs, but not more than 1 of the same name.
And finally, if he scores a critical, he can activate his vorpal ability automatically instead on a natural 20

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.

A weapon can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a signature weapon. Example:* A 6th-level kensai who has a masterwork longsword can imbue it with the power to be a +5 keen longsword at a cost of 1,440 XP, since the keen special ability is equivalent to a +1 bonus.
2The XP cost presented here assumes that the weapon being imbued does not already have an enhancement bonus. If it does, the cost to imbue it with additional power is reduced. For instance, if a kensai has a +1 longsword and wants to imbue it with the power to be a +3 longsword, he may do so by paying the difference in XP cost between creating a +1 weapon and a +3 weapon (360 minus 40, or
320 XP).
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 enhancement 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.
Use the table on the previous page to determine XP costs and class level limits.
If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The kensai pays the XP cost as soon as the ritual has been completed.
A kensai's signature weapon has a caster level equal to the character's class level + 10.

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 single 24-hour period, the check DC increases by 5.


Dust to Dust (Adamantine Scythe): +5 (11012)
-Damage: 2d4+7
-Critical chance: 16 damage x4/instant kill.

Dust to Dust (Adamantine Scimitar): +2 11012
-Damage: 1d8+4
-Critical chance: 16 damage x2

Chainmail (Mithral): 4150
-+5 AC
-Max Dex 5
-Armor penalty: 2
-Arcane failure: 20

Cloack of resistance: +3 (9000)
-+3 all saves

Bracers of Armor: +1 (2000)
-+1 AC

Old blunderbuss:  (5000)
-Medium range: Up to 100; Damage Medium range: 1d8+10
-Close range: Up to 20; Damage close damage 2d12+10+2

Noble outfit: 75

Scholar outfit: 5

Explorer outfit: 10


- Bluff: 8+1=8
-Concentration: 11+3=14
-Diplomacy: 5+1+2=8
-Handle Animal: 5+1=6
-Intimidate: 11+1+2=14
-Ride: 5+2=7
-Listen: 5+1=6
-Sense motive: 6+1=7
-Spot: 5+1=6
-Survival: 5+1=6

Human feat: Power attack
Feat level 1: Combat expertise
Flaw bonus feat: Combat reflexes
Fighter bonus feat: Improved trip
Fighter bonus feat: Weapon focus (Scythe)
Feat level 3: Knock-down
Fighter bonus feat: Improved two weapon fighting
Feat level 6: Improved Critical


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