Post by Alfouginn on May 2, 2013 19:17:00 GMT -6
Character Name: Alfouginn
Alias: Black Aegis
Race: Human
Age: 24
Sex: M
Height: 6'6"
Weight: 300
Build: Stocky
Complexion: Tanned
Hair Color: N/A
Hair Style: Bald, Scarred
----------------
Class Information:
ECL: 6
Experience: 24450/35000
Classes: Fighter 6
Class Archetypes: Shielded Fighter
Faith: Athiest
Alignment: Chaotic Neutral
Defensive Scores and Skills:
Initiative: +5 (+4 Improved Initiative +1 Dex)
Perception:0
Sense Motives: 0
Languages: Common, Orc
HP: 87 (10 + 4Con +1 Favored Class +1 Toughness+2Improved Toughness) (5 +4Con +1FC + 1Toughness+2Improved Toughness) (5 +4Con +1 FC +1 Toughness+2Improved Toughness) (9 +4Con +1 FC +1 Toughness +2Improved Toughness) (9 +4CON +1FC +1 Toughness +2Improved Toughness)(5 + 4Con + 1FC + 1 Toughness + 2 Improved Toughness) (+3 Toughness)(+6 Improved Toughness)
89/100
AC: 21 (10 + 7AC + 3 Shield[+2 Heavy Steel Shield +1 Shield Focus] +1Dex)]
Touch AC: 11 (10 + 1Dex)
Flat Footed: 20 (10 + 7AC +3 Shield [+2 Heavy Steel Shield +1 Shield Focus])
Special Modifiers: +3 Dodge AC when using Combat Expertise
Fortitude: 9 (+5 Class +4 Con)
Reflex: 3 (+2 Class +1 Dex)
Will: 2 (+2Class +0 Wis)
Special Modifiers: +2 Will save vs Fear
Damage Reduction: 0
Spell Resistance: 0
Immunities: N/A
Vulnerabilities: N/A
----------------
Combat Statistics:
Base Attack Bonus [BAB]: +6/+1
Combat Maneuver Bonus: 8 (+6BAB +2 Str)
Combat Maneuver Defense: 19 [10 + 6BAB + 2Str + 1Dex]
Movement: 20' [30' - 10' ]
Movement Modifiers: n/a
Type of Attack: Battleaxe
Standard Attack: 1d20+8 [6BAB + 2STR]
Full Round Attack: 1d20+8 (+6BAB +2STR)/ 1d20+3 (+1BAB +2STR)
Damage:1d8+2 (+2 STR) / 1d8+2 (+2 STR)
Range: Melee 5'
Critical: 20/x3.
Special Modifiers: -2 Via Combat Expertise
Type of Attack: Spiked Shield
Standard Attack: 1d20+9 [6BAB + 2STR +1 SF]
Full Round Attack: 1d20+9 (+6BAB +2STR +1 SF) / 1d20 + 4 (+1 BAB +2 STR +1 SF)
Damage:1d6+3 (+2 STR +1 SF) / 1d6+3 (+2 STR +1 SF)
Range: Melee 5'
Critical: 20/x2.
Special Modifiers: -2 Via Combat Expertise
-----------
Ability Scores:
Strength [Str]: 14(+2)
Dexterity [Dex]: 13(+1)
Constitution [Con]: 19(+4)
Intelligence [Int]: 13 (+1)
Wisdom [Wis]: 11 [+0]
Charisma [Cha]: 11 [+0]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30'
Vision: Normal
Immunities: N/A
Resistances: N/A
Stat Benefits: +2Con
Skill Benefits: +1 Skill point per level
Other Benefits: Bonus Feat(Improved Initiative)
----------------
Class Qualities:
Weapon Proficiency: Simple, Martial
Armor Proficiency: Light, Medium, Heavy
Shield Proficiency: All, including Tower shields
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Active Defense: At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn. This ability replaces Armor Training 1, 2, 3, and 4.
Shield Fighter: At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
Class Features:
Bonus Feat(Saving Shield)
Bonus Feat(Improved Shield Bash)
Bonus Feat(Toughness)
Bonus Feat(Improved Toughness)
------------------------
Feats:
Improved Initiative: +4 Initiative Role
Saving Shield:Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Toughness: You gain +3 Hit Points upon taking this feat. For every additional level gained, you gain an additional +1 Hit Points.
Improved Toughness: You gain +6 Hit Points upon taking this feat. For every additional level gained, you gain an additional +2 Hit Points. You may take one half of your HD as Hit Points per level.
Missile Shield: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
------------------
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Swim: (6)[Rank] (3)[Trained] (+2)[Stat] (-6)[ACP] (5) [Total]
Climb: (6)[Rank] (3)[Trained] (2)[Stat] (-6)[ACP] (5) [Total]
Dungeoneering: (6)[Rank] (3)[Trained] (1)[Stat] (N/a)[ACP] (10)[Total]
Survival: (6)[Rank] (3)[Trained] (0)[Stat] (N/a)[ACP] (9)[Total]
Carrying Capacity and Movement Modifiers:
-----------------------------------
Current Load: 94 Lbs
Light Load: 0-58
Medium Load: 59-116
Heavy Load: 117-175
Lift Capacity: 175
Encumbered Lift: 350.
Drag Capacity: 875
Inventory:
Platinum Pieces: 1
Gold Pieces: 162
Silver Pieces: 45
Bronze Pieces: 21
Equipment
Banded Mail +7AC +1MDM -6ACP 10' Movement Reduction (45 Lbs)
Spiked, Heavy Steel Shield +2 Shield AC -2 ACP (20 Lbs)
Battle Axe 1d8 20/x3 (S) (6 Lbs)
Bedroll (5 Lbs)
Hammock (3 Lbs)
Sunrodx5 (3 Lbs)
Backpack (2 Lbs)
Shovel (8 Lbs)
Vial of Gelatinous Cube
+1 Fishbone Shortsword (1lb)
+1 Amulet of Natural Protection [Special: -2 Charisma to weilder]
Misc amulets
Vial of Deodorizing Agent
Bar of Soap
Alfouginn's Bio
--------------
One of the worst things that can be done to a child, is to be ostracized for the sins of your parents. Alfouginn was branded as a bastard from the day he was born. His mother never showed him any compassion beyond that of food and shelter, and his "father" could never look him in the eye. Around the age of 12 Alfouginn started to run with a gang in the Lower Ring of the city. To earn his place with them, he had to fight, and Alfouginn was no stranger to pain; for all that his "father" loved to beat him. He fought his way into this gang with tooth and nail, seeking acceptance somewhere. The fight was rigged from the start, though, and he would inevitably fail, when one of the members fell, another took his place. It was not a fight he was meant to win, it was a fight to test his resolve. They couldnt afford to have a weak member, and as such made him fight for as long as he could. After fighting all the member in his age group, roughly 6 or 7, he can never remember how many he fought that day, he collapsed, though no blow dropped him, it was the sheer exhaustion of the fight. When he awoke his bruises were covered in ice and his head wrapped with blue and black colored bandana, the one they gave him was striped, telling him that one day he would earn the right to customize it and make it his, but for now this is the one he would wear to show his affiliation until that day came. He never returned home, and his parents never looked for him, honestly glad that their burden was gone. The gang called themselves the Bluebirds, though most of the others in the Ring called them scum, and thieves. Alfouginn earned his way with them through his strength and stamina, quickly learning from his seniors the art of fighting with weapons and Alfouginn took to it with earnest. With it he saw a way to protect his new family, his friends, and himself. He was always one of the first called to the defense of his allies, and one of the last to leave, frequently covering their escapes if the fight ended against them, or if law enforcement showed to the scene and they had to run. Alfouginn was only caught once, and the one capture would stay with him forever. It was a simple job for three capable and adequately trained 16-year old men: just get into a house grab the goods they wanted and get out. The job didn't go well for him. The place they were infiltrating was store. The place was believed to be closed, after all not many places are open after dark, and most of them aren't reputable in the least. They snuck in the back entrance and started snagging goods, weapons, food, anything they though could be useful for their gang. But shortly before they were ready to go the other two members heard a dull thud as Alfouginn hit the ground. Neither of them could explain to him how it happened but the next thing they remember was the building being lit on fire, but there was nothing lit in the room they were in. One said it stemmed from Alfouginn, the other said the fire came from the shopkeeper. Regardless of how it happened Alfouginn regained conciousness when his hair lit on fire. One man was gone, and the other, Roach, was on the floor in a corner with the owner standing over him with a club. Alfouginn quickly tackled him to save his brother, atleast how he saw him, the owner smashed fell free from Alfouginn, who tumbled to the floor, and smashed his head against the bar near his register. Alfouginn quickly helped up Roach, still in shock from his near death experience, and ran to a safe house. By the time he made it out of the store the damage was done, he was a murderer; Roach, an accomplice, but halfway down the street he curled over in pain. Adrenaline had numbed the pain but the damage was done, he passed out with his scalp on fire. When he awoke the pain in his scalp was numbed, it still emanated heat, but there was no pain anymore. Shortly after he awoke the man who was tending to him came in and saw him awake. The nurse informed him of a summon to the leader of the gang, Lightning. Alfouginn reported to Lightning promptly, and looked at him in different eyes. Though Lightning was a skinny man, he had earned his place through sheer power, and cunning intelligence. He had made the Bluebirds what the were today and to be called to him immediately meant something was wrong. Alfouginn was bestowed a great honor, and dishonor, that day. Lightning told him he was allowed to customize his bandanna to suit his desire, though the corners must be sheer black. Alfouginn hung his head in shame but he understood his reasoning, he was a murder, and a danger to the gang if any law enforcement came after him. Alfouginn left two days later, never again seeing Roach, who had the same event happen to him while Alfouginn was unconcious. Alfouginn''s bandana now had a Black Shield surrounded by blue with black corners covering the top of his head, and struck out for his own, with the equipment he had earned whilst in the employ of the Bluebirds. He struck out as a mercenary, taking whatever job he could, after all money is money. 8 Years have passed in that time and he has earned himself the name of Black Aegis, both for the shield on his bandana, and the abandon he would exhibit in the defense of his employer, for the time. His head still emanates the disturbing heat from his incident but he pays it no mind, it does nothing. He had also gained a reputation for taking nigh any job that people came to him with, barring those that required a gentle hand of a thief, and there were seldom exceptions...
Alias: Black Aegis
Race: Human
Age: 24
Sex: M
Height: 6'6"
Weight: 300
Build: Stocky
Complexion: Tanned
Hair Color: N/A
Hair Style: Bald, Scarred
----------------
Class Information:
ECL: 6
Experience: 24450/35000
Classes: Fighter 6
Class Archetypes: Shielded Fighter
Faith: Athiest
Alignment: Chaotic Neutral
Defensive Scores and Skills:
Initiative: +5 (+4 Improved Initiative +1 Dex)
Perception:0
Sense Motives: 0
Languages: Common, Orc
HP: 87 (10 + 4Con +1 Favored Class +1 Toughness+2Improved Toughness) (5 +4Con +1FC + 1Toughness+2Improved Toughness) (5 +4Con +1 FC +1 Toughness+2Improved Toughness) (9 +4Con +1 FC +1 Toughness +2Improved Toughness) (9 +4CON +1FC +1 Toughness +2Improved Toughness)(5 + 4Con + 1FC + 1 Toughness + 2 Improved Toughness) (+3 Toughness)(+6 Improved Toughness)
89/100
AC: 21 (10 + 7AC + 3 Shield[+2 Heavy Steel Shield +1 Shield Focus] +1Dex)]
Touch AC: 11 (10 + 1Dex)
Flat Footed: 20 (10 + 7AC +3 Shield [+2 Heavy Steel Shield +1 Shield Focus])
Special Modifiers: +3 Dodge AC when using Combat Expertise
Fortitude: 9 (+5 Class +4 Con)
Reflex: 3 (+2 Class +1 Dex)
Will: 2 (+2Class +0 Wis)
Special Modifiers: +2 Will save vs Fear
Damage Reduction: 0
Spell Resistance: 0
Immunities: N/A
Vulnerabilities: N/A
----------------
Combat Statistics:
Base Attack Bonus [BAB]: +6/+1
Combat Maneuver Bonus: 8 (+6BAB +2 Str)
Combat Maneuver Defense: 19 [10 + 6BAB + 2Str + 1Dex]
Movement: 20' [30' - 10' ]
Movement Modifiers: n/a
Type of Attack: Battleaxe
Standard Attack: 1d20+8 [6BAB + 2STR]
Full Round Attack: 1d20+8 (+6BAB +2STR)/ 1d20+3 (+1BAB +2STR)
Damage:1d8+2 (+2 STR) / 1d8+2 (+2 STR)
Range: Melee 5'
Critical: 20/x3.
Special Modifiers: -2 Via Combat Expertise
Type of Attack: Spiked Shield
Standard Attack: 1d20+9 [6BAB + 2STR +1 SF]
Full Round Attack: 1d20+9 (+6BAB +2STR +1 SF) / 1d20 + 4 (+1 BAB +2 STR +1 SF)
Damage:1d6+3 (+2 STR +1 SF) / 1d6+3 (+2 STR +1 SF)
Range: Melee 5'
Critical: 20/x2.
Special Modifiers: -2 Via Combat Expertise
-----------
Ability Scores:
Strength [Str]: 14(+2)
Dexterity [Dex]: 13(+1)
Constitution [Con]: 19(+4)
Intelligence [Int]: 13 (+1)
Wisdom [Wis]: 11 [+0]
Charisma [Cha]: 11 [+0]
Racial Qualities:
Subtype: Human
Size: Medium
Speed: 30'
Vision: Normal
Immunities: N/A
Resistances: N/A
Stat Benefits: +2Con
Skill Benefits: +1 Skill point per level
Other Benefits: Bonus Feat(Improved Initiative)
----------------
Class Qualities:
Weapon Proficiency: Simple, Martial
Armor Proficiency: Light, Medium, Heavy
Shield Proficiency: All, including Tower shields
Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Active Defense: At 3rd level, a shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn. This ability replaces Armor Training 1, 2, 3, and 4.
Shield Fighter: At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full-attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
Class Features:
Bonus Feat(Saving Shield)
Bonus Feat(Improved Shield Bash)
Bonus Feat(Toughness)
Bonus Feat(Improved Toughness)
------------------------
Feats:
Improved Initiative: +4 Initiative Role
Saving Shield:Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Shield Focus: Increase the AC bonus granted by any shield you are using by 1.
Improved Shield Bash: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Toughness: You gain +3 Hit Points upon taking this feat. For every additional level gained, you gain an additional +1 Hit Points.
Improved Toughness: You gain +6 Hit Points upon taking this feat. For every additional level gained, you gain an additional +2 Hit Points. You may take one half of your HD as Hit Points per level.
Missile Shield: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
------------------
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Swim: (6)[Rank] (3)[Trained] (+2)[Stat] (-6)[ACP] (5) [Total]
Climb: (6)[Rank] (3)[Trained] (2)[Stat] (-6)[ACP] (5) [Total]
Dungeoneering: (6)[Rank] (3)[Trained] (1)[Stat] (N/a)[ACP] (10)[Total]
Survival: (6)[Rank] (3)[Trained] (0)[Stat] (N/a)[ACP] (9)[Total]
Carrying Capacity and Movement Modifiers:
-----------------------------------
Current Load: 94 Lbs
Light Load: 0-58
Medium Load: 59-116
Heavy Load: 117-175
Lift Capacity: 175
Encumbered Lift: 350.
Drag Capacity: 875
Inventory:
Platinum Pieces: 1
Gold Pieces: 162
Silver Pieces: 45
Bronze Pieces: 21
Equipment
Banded Mail +7AC +1MDM -6ACP 10' Movement Reduction (45 Lbs)
Spiked, Heavy Steel Shield +2 Shield AC -2 ACP (20 Lbs)
Battle Axe 1d8 20/x3 (S) (6 Lbs)
Bedroll (5 Lbs)
Hammock (3 Lbs)
Sunrodx5 (3 Lbs)
Backpack (2 Lbs)
Shovel (8 Lbs)
Vial of Gelatinous Cube
+1 Fishbone Shortsword (1lb)
+1 Amulet of Natural Protection [Special: -2 Charisma to weilder]
Misc amulets
Vial of Deodorizing Agent
Bar of Soap
Alfouginn's Bio
--------------
One of the worst things that can be done to a child, is to be ostracized for the sins of your parents. Alfouginn was branded as a bastard from the day he was born. His mother never showed him any compassion beyond that of food and shelter, and his "father" could never look him in the eye. Around the age of 12 Alfouginn started to run with a gang in the Lower Ring of the city. To earn his place with them, he had to fight, and Alfouginn was no stranger to pain; for all that his "father" loved to beat him. He fought his way into this gang with tooth and nail, seeking acceptance somewhere. The fight was rigged from the start, though, and he would inevitably fail, when one of the members fell, another took his place. It was not a fight he was meant to win, it was a fight to test his resolve. They couldnt afford to have a weak member, and as such made him fight for as long as he could. After fighting all the member in his age group, roughly 6 or 7, he can never remember how many he fought that day, he collapsed, though no blow dropped him, it was the sheer exhaustion of the fight. When he awoke his bruises were covered in ice and his head wrapped with blue and black colored bandana, the one they gave him was striped, telling him that one day he would earn the right to customize it and make it his, but for now this is the one he would wear to show his affiliation until that day came. He never returned home, and his parents never looked for him, honestly glad that their burden was gone. The gang called themselves the Bluebirds, though most of the others in the Ring called them scum, and thieves. Alfouginn earned his way with them through his strength and stamina, quickly learning from his seniors the art of fighting with weapons and Alfouginn took to it with earnest. With it he saw a way to protect his new family, his friends, and himself. He was always one of the first called to the defense of his allies, and one of the last to leave, frequently covering their escapes if the fight ended against them, or if law enforcement showed to the scene and they had to run. Alfouginn was only caught once, and the one capture would stay with him forever. It was a simple job for three capable and adequately trained 16-year old men: just get into a house grab the goods they wanted and get out. The job didn't go well for him. The place they were infiltrating was store. The place was believed to be closed, after all not many places are open after dark, and most of them aren't reputable in the least. They snuck in the back entrance and started snagging goods, weapons, food, anything they though could be useful for their gang. But shortly before they were ready to go the other two members heard a dull thud as Alfouginn hit the ground. Neither of them could explain to him how it happened but the next thing they remember was the building being lit on fire, but there was nothing lit in the room they were in. One said it stemmed from Alfouginn, the other said the fire came from the shopkeeper. Regardless of how it happened Alfouginn regained conciousness when his hair lit on fire. One man was gone, and the other, Roach, was on the floor in a corner with the owner standing over him with a club. Alfouginn quickly tackled him to save his brother, atleast how he saw him, the owner smashed fell free from Alfouginn, who tumbled to the floor, and smashed his head against the bar near his register. Alfouginn quickly helped up Roach, still in shock from his near death experience, and ran to a safe house. By the time he made it out of the store the damage was done, he was a murderer; Roach, an accomplice, but halfway down the street he curled over in pain. Adrenaline had numbed the pain but the damage was done, he passed out with his scalp on fire. When he awoke the pain in his scalp was numbed, it still emanated heat, but there was no pain anymore. Shortly after he awoke the man who was tending to him came in and saw him awake. The nurse informed him of a summon to the leader of the gang, Lightning. Alfouginn reported to Lightning promptly, and looked at him in different eyes. Though Lightning was a skinny man, he had earned his place through sheer power, and cunning intelligence. He had made the Bluebirds what the were today and to be called to him immediately meant something was wrong. Alfouginn was bestowed a great honor, and dishonor, that day. Lightning told him he was allowed to customize his bandanna to suit his desire, though the corners must be sheer black. Alfouginn hung his head in shame but he understood his reasoning, he was a murder, and a danger to the gang if any law enforcement came after him. Alfouginn left two days later, never again seeing Roach, who had the same event happen to him while Alfouginn was unconcious. Alfouginn''s bandana now had a Black Shield surrounded by blue with black corners covering the top of his head, and struck out for his own, with the equipment he had earned whilst in the employ of the Bluebirds. He struck out as a mercenary, taking whatever job he could, after all money is money. 8 Years have passed in that time and he has earned himself the name of Black Aegis, both for the shield on his bandana, and the abandon he would exhibit in the defense of his employer, for the time. His head still emanates the disturbing heat from his incident but he pays it no mind, it does nothing. He had also gained a reputation for taking nigh any job that people came to him with, barring those that required a gentle hand of a thief, and there were seldom exceptions...