Charakterbogen - Kinara Falrik
Kinara Falrik
Female human (Ulfen) warder (zweihander sentinel) 8 (Path of War 10)
LG Medium humanoid (human)
Init +7; Senses Perception +6
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Defense
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AC 24, touch 11, flat-footed 24 (+10 armor, +1 deflection, +1 natural, +2 shield)
hp 95 (8d12+34)
Sanity 41, threshhold 6, edge 20
Fort +9, Ref +9, Will +6 (+4 sacred bonus vs. compulsion effects)
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Offense
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Speed 40 ft.
Melee eideskal +13/+8 (2d6+5/19-20), armament shield bash +3 (1d3+1) or
. . dagger +11/+6 (1d4+3/19-20) or
. . armament shield bash +11/+6 (1d3+4)
Ranged composite longbow +8/+3 (1d8+1/×3)
Space 5 ft.; Reach 10 ft. (20 ft. with soul's blade - guisarm)
Special Attacks 1 angering smash, 1 ego-wounding strike, 1 iron shell, 1 snapping turtle stance, 1 unbroken stride, 1 vigilant keeper’s stance, 1 warden’s bearing, 2 reactive reversion, 2 warning roar, 3 binding fetters, 3 golden commander stance, 3 iron tortoise stance, 4 grim guard’s laughter
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Statistics
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Str 16, Dex 10, Con 16, Int 24, Wis 7, Cha 10
Base Atk +8; CMB +11; CMD 22 (20 vs. dirty trick)
ACP -7
Feats Antagonize[UM], Change Of Heart, Combat Expertise, Combat Reflexes, Combat Stamina, Golden Lion Style, Martial Training I, Martial Training Ii, Weapon Focus (greatsword)
Traits bruising intellect, clever wordplay, rich parents
Skills Acrobatics +4 (+8 to jump), Autohypnosis +2, Bluff +1, Climb +0, Craft (armor) +15, Craft (clothing) +13, Craft (jewelry) +13, Craft (leather) +13, Craft (painting) +13, Craft (weapons) +13, Craft (woodworking) +13, Diplomacy +19, Handle Animal +4, Intimidate +18, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +15, Knowledge (local) +8, Knowledge (martial) +18, Knowledge (nobility) +13, Knowledge (religion) +8, Linguistics +15, Perception +6, Perform (lute) +1, Perform (sing) +1, Profession (teacher) +4, Ride -2, Sense Motive +12, Spellcraft +8, Survival +3
Languages Deutsch, Deutsch (Entwicklung), Dwarvish, Elemental (earth), Elvish, Enochian, Garethi, Goblin, Hallit, Infernal (diabolic), Isdira, Osiriani, Shoanti, Skald, Thorwalsch, Trade Tongue, Tulamidya
SQ adaptive tactics, Aegis, affirmation: good, affirmation: lawful, armament shield, Armiger's Mark, clad in steel, combat expertise, combat reflexes, Defensive Focus, defensive reach, extended defense, insanity points (0; effective Wis 7/7), living steel, madness/sanity (0/15), naive, scarlet sentinel bonuses, tactical acumen, weapon focus, zweihander training
Combat Gear wand of cure light wounds, caltrops (2 Other Gear ewige tapferkeit, eideskal, composite longbow (+1 Str), dagger, soul's blade - earthbreaker[UE], soul's blade - greataxe, soul's blade - guisarm, soul's blade - scythe, soul's blade - tetsubo, - custom magic item -, amulet of natural armor +1, belt of giant strength +2, bracelet of charms, bracelet of charms, charm of health, cracked mulberry pentacle ioun stone, handy haversack, headband of vast intelligence +2, lesser glorious tabard, melekessa - avalan ii, power charm of perimeter, ring of protection +1, ring of the faithful dead, sleeves of many garments[UE], traveler's any-tool[UE], bedroll, bell, belt pouch, blanket[APG], buch: almanach des volksglaubens (worth 6 gp, 1 lb), buch: großer aventurischer atlas (ausgabe 1004 bf) (worth 100 gp, 2 lb), buch: von weg und steg (worth 15 gp, 1 lb), everburning torch, flint and steel, hemp rope (50 ft.), inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], pot, signal whistle, soap, waterskin, heavy horse (combat trained), 179 gp, 2 sp
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Tracked Resources
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1 Angering Smash (Readied, 1/Encounter) (Ex) - 0/1
1 Ego-Wounding Strike (Readied, 1/Encounter) (Su) - 0/1
1 Iron Shell (Readied, 1/Encounter) (Ex) - 0/1
1 Warden’s Bearing (Readied, 1/Encounter) (Su) - 0/1
2 Reactive Reversion (Readied, 1/Encounter) (Su) - 0/1
2 Warning Roar (Readied, 1/Encounter) (Ex) - 0/1
3 Binding Fetters (Readied, 1/Encounter) (Su) - 0/1
4 Grim Guard’s Laughter (Readied, 1/Encounter) (Su) - 0/1
Affirmation: Good - 0
Affirmation: Lawful - 0
Armiger's Mark -6 (7 rounds, 11/day) (Ex) - 0/11
Combat Reflexes (8 AoO/round) - 0/8
Dagger - 0/1
Extended Defense (2/day) (Ex) - 0/2
Insanity Points - 0/7
Lesser glorious tabard (1/day) - 0/1
Madness/Sanity - 0/15
Stamina Points - 0/11
Wand of cure light wounds - 0/50
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Special Abilities
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Equipment Slots In Use Armor, Ring, Belt, Body, Headband, Neck, Wrist,
1 Angering Smash (Readied, 1/Encounter) (Ex) Shield bash causes target to take -4 to hit anyone but you
1 Ego-Wounding Strike (Readied, 1/Encounter) (Su) Your attack may inflict a –2 penalty on attack rolls, skill checks, and ability checks.
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Snapping Turtle Stance (Ex) +1d6 damage with shield bashes, retain shield AC bonus when bashing
1 Unbroken Stride (Su) You can walk on liquids and unstable surfaces, and eventually walls and even the air.
1 Vigilant Keeper’s Stance (Su) Enemies treat squares you threaten as difficult terrain.
1 Warden’s Bearing (Readied, 1/Encounter) (Su) Gain a +2 bonus to a combat maneuver, and you are treated as one size category larger.
2 Reactive Reversion (Readied, 1/Encounter) (Su) You mark your location and can teleport back to it until the start of your next turn.
2 Warning Roar (Readied, 1/Encounter) (Ex) Counter: Make an opposing Diplomacy check to negate an enemy's attack on a nearby ally.
3 Binding Fetters (Readied, 1/Encounter) (Su) Struck creature must make a Will save or be teleported back to you at the end of their turn.
3 Golden Commander Stance (Ex) Stance: All allies within 30ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
3 Iron Tortoise Stance (Ex) Gain +5ft reach, one extra AoO/rnd, count as one size larger for CMD
4 Grim Guard’s Laughter (Readied, 1/Encounter) (Su) Your attack deals +4d6 damage and you can intimidate all opponents within 30 feet. If your target is cursed, they also may become frightened.
Adaptive Tactics (Ex) As a full-round action, spend 1 use of Armiger's Mark to replace 7 readied, unexpended maneuvers
Aegis +2 (10 feet) (Ex) +2 morale bonus to AC and Will saves for allies within 10 feet
Affirmation: Good You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your
Affirmation: Lawful You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.
Antagonize Use Diplomacy or Intimidate to goad creatures
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -6 (7 rounds, 11/day) (Ex) Marked enemies get -6 to hit creatures other than you and suffer +18% to ASF for 7 rounds
Bund der Freundschaft (Su)
Böser Blick (Su)
Change of Heart When melee atk reduces target to 0 hp or unconscious, forgo damage and attempt Diplomacy to influence attitude.
Clad in Steel (Ex) Armor gets -1 to ACP, +1 to Max Dex
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +15 to CMD vs. Acro to avoid AoO
Defensive Reach Gain reach with all 2-hand weapons, can attack and threaten adjacent squares with reach weapons
Extended Defense (2/day) (Ex) Choose a counter and use it as a free action until your next turn.
Golden Lion Style You are adept at taking advantage of your allies missed opportunities
Prerequisites: 1 or more Golden Lion stances, Diplomacy 3 ranks
Benefit: Whenever an ally who is flanking the same enemy as you misses an attack against that op
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Madness/Sanity (0/15) Horror games typically present extensive rules for becoming insane as a result of exposure to secrets too terrible to contemplate and that rend asunder the natural rationality of ordinary people. The Pathfinder Reference Document includes such
Martial Training I (Sleeping Goddess, Intelligence) You've learned the basics in a martial discipline.
Prerequisites: Base attack bonus +3 or Knowledge (martial) 3 ranks.
Benefit(s): Select a martial discipline. The associated skill for this discipline is now a class skill. Your in
Martial Training II You've continued to progress your martial studies.
Prerequisite: Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks.
Benefit: You may select two new maneuvers and one stance from your chosen discipline of up t
Naive -2 to AC vs. improvised weapons.
Scarlet Sentinel bonuses Scarlet Sentinels benefit from a +2 competence bonus to Will saves, as well as a +4 sacred bonus to saves against compulsion effects.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon
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Trait: Rich Parents = Kinaras Eltern waren nicht reich, sondern ihr wurde "Eideskal", ein meisterhaftes Großschwert, als Erbstück gegeben. Der restliche Geldbetrag wurde in Verbindung mit dem Rohstoffmaterial des lebenden Stahls verbucht. Diesen Stahl kann sie später dazu verwenden um Eideskal weiter zu verbessern, sollte sie genügend handwerkliches Geschick haben.