Roj Notes

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Fighter 3 // Crusader 3

Feats:

1st: Combat Reflexes


Mythic1: Mythic Combat Reflexes
Mythic Replacement for Mythic Power1: Deft Opportunist (+4 on all AoO)
Fig1: Dodge
Fig2: Combat Expertise
3rd: Karmic Strike

Fig4: Close Quarters Fighting


5th: Martial Stance: Thicket of Blades

Does not include Divine bonuses, traits, or starting equipment.

Str: 17 (+2 from Half Orc)


Dex: 14
Con: 14
Int: 14
Wis: 10
Cha: 8

FUll Plate (MW) - 1650 GP

Hit points: 16 (10 + 1 Con bonus + 5 CHampion's Path)

Attack bonus with MW Guisarme: +4 (+1 BAB, +3 Str), +9 with AoO. Damage: 2d4+4 (x3
crit)

Cloistered Cleric/Crusader

Traits

Fencer - +1 to hit on attack of opportunities with bladed weapons.

Lasting Ferociousness (Half-orc) Increase the number of rounds you can act as
disabled from your orc ferocity racial trait to 2 rounds.

Tusked Half-Orc, Orc Benefit(s) Huge, sharp tusks bulge from your mouth, and
you receive a bite attack (1d4 damage for Medium characters). If used as part of a
full attack action, the bite attack is made at your full base attack bonus –5.

Disadvantage

One Eye – You take an extra –1 penalty per range increment when using a
ranged weapon.

Maneuvers known:

Crusader's Strike: Attack heals me 1d6+1/lv


Vanguard Strike: Allies gain +4 to attack my target after an attack
Stone Bones: After attack, gain DR 5/Adamantine
Leading the Attack: Allies gain +4 to attack my target after an attack
Charging Minotaur: Full round action, bull rush as part of a charge. No AoO
generated. 2d6+Str damage plus BR. Don't have to follow.
Stance: Iron Guard's Glare. All foes threatened by me have a -4 to attack my
allies.

Uses Guisarme and bladed gauntlets.

Feat: Deft Opportunist (+4 on all AoO), Strength Devotion (from dumping Strength
Domain)

Mythic Feats (took one instead of an ability): Combat Reflexes, Combat Reflexes
(mythic).

Skills: (8 maxed): Diplomacy, Knowledge (Religion, The Planes, Nature, Local,


Arcana, Dungeoneering), Speak Language

Languages spoken: Common, Orc, 4 other appropriate ones

Spells Prepared: (2+1) Domain - Remove Fear, Command, Lesser Vigor

Mythic Bonuses:

Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to
attempt a Constitution check. If you have an ability that allows you to act while
below 0 hit points, you still lose hit points for taking actions, as specified by
that ability. Bleed damage still causes you to lose hit points when below 0 hit
points. In addition, you don’t die until your total number of negative hit points
is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds
and cheat fate. This power is used by a number of different abilities. Each day,
you can expend an amount of mythic power equal to 3 plus double your mythic tier
(5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of
mythic power. If an ability allows you to regain uses of your mythic power, you can
never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can
expend one use of mythic power to increase any d20 roll you just made by rolling
1d6 and adding it to the result. Using this ability is an immediate action taken
after the result of the original roll is revealed. This can change the outcome of
the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier,
1d10 at 7th tier, and 1d12 at 10th tier.

CHampion:

Fleet Charge (Ex)

As a swift action, you can expend one use of mythic power to move up to your speed.
At any point during this movement, you can make a single melee or ranged attack at
your highest attack bonus, adding your tier to the attack roll. This is in addition
to any other attacks you make this round. Damage from this attack bypasses all
damage reduction.

(feat replaces normal 1st ability)

New Roj:

Str: 22 (+4 from Water Orc, +1 from 4th level)


Dex: 14
Con: 16 (+2 from Water Orc)
Int: 8
Wis: 8
Cha: 9

Barb 1/Fighter 1/Warblade 2/Barb +1/Ftr +1

1st: Combat Reflexes


Flaw: Improved Bull Rush
Fig1: Power Attack
3rd: Mage Slayer?
5th: Leap Attack
Barb2: Improved Trip
Ftr2: Shock Trooper

Barb 2/Warblade 2/Crusader 1/Ftr 2/Cloistered Cleric 1/Crusader +1 (get Thicket of


Blades) / Ruby Knight Vindicator 10? Battle Trickster 3?

1st: Power Attack


Flaw: Improved Bull Rush (Exhausting Rage flaw)
Barb2: Improved Trip
3rd: Extra Rage
5th: Leap Attack
Ftr1: Shock Trooper
Ftr2: Dungeoncrasher
7th: Combat Reflexes
9th: ?

Warblade maneuvers known:

Emerald Razor
Sudden Leap
Wolf Fang Strike (not readied - prereq for Sudden leap)
Charging Minotaur

Warblade Stances:

Stance of Clarity

Equipment:

MW Guisarme (309 gp)

+1 Chain Shirt with MW armor spikes (1250 gp + 350 gp = 600 gp total)

Gloves of Fortunate Striking (2k gp, 1 reroll on attack per day)


CHronocharm of the Grand Master: 1/day +5 dodge to AC vs a ranged attack, 500 gp

wand of Lesser Vigor: 750 gp

Potions of Enlarge Person x 5 and Cure Light wounds x1 in potion belt (306 GP)

241 GP left - spend it on general adventurer stuff.

Skills:

1st level: (28 skill points) - Jump, Listen, Intimidate, Climb, Survival, Swim
maxed, 2 points in Tumble (cross-class)

2nd level: (7 skill points) +1 to Jump, Listen, Survival, Intimidate, Climb, UMD
(cross class)

3rd level: (7 skill points) +1 to Jump, 3 points in Balance, 3 points in Tumble

4th level: (7 skill points) +1 to Jump, 2 points in Tumble, 2 points in Balance,


Twisted Charge skill trick

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