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User:Askewnotion/PCs/Agron

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Marshal 1 (ECL 1)
Race:Human
Alignment: LN | Size: M
Patron Deity:
Abilities Assumes 32 point buy
Str 15 +2 | Dex 13 +1 | Con 14 +2 | Int 13 +1 | Wis 8 -1 | Cha 15 +2

Defense

AC: 11 / Touch: 11, Flatfooted: 10
(+1 Dex)

HP: 10 / HD: 1d8+2

Initiative: +1 / Speed: 30'

Fort: 4 / Reflex: 1 / Will: 1


Attacks

  • Unarmed +2 / 1d3+2 / 20x2 / b
  • Touch +2 / Ranged Touch +1

Space/Reach: 5 ft./5 ft. Base Attack: +0

Feats

  • Human: Comabt Expertise (PHB, p92)
    When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
  • M1: Skill Focus: Diplomacy (PHB, p100)
    You get a +3 bonus on all checks involving diplomacy.
  • 1st: Improved Trip (PHB, p96)
    You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Skills

Languages: Common

Special Abilities

Marshal

  • Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal’s aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal’s language to gain the bonus.

A marshal’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

All bonuses granted by a marshal’s auras are circumstance bonuses that do not stack with each other.

  • Minor Auras: A minor aura lets allies add the marshal’s Charisma bonus (+2) to certain rolls.
  • Motivate Strength: Bonus on Strength checks and Strength-based skill checks.