Drinking & Dragons

User:Wizardoest/PCs/Knight-Fighter Gestalt

From Drinking and Dragons
< User:Wizardoest
Revision as of 08:04, 12 January 2010 by >Mqs


Any build
28 point buy
Primary class all, 2ndary abilities only
Race: Human
Knight/Fighter 8
Hu: EWP - Spiked Chain
1: Weapon Focus (Spiked Chain)
F1: Combat Expertise (Int 13)
F2: Improved Trip
K3: Mounted Combat
3: Knock-down
F4: Weapon Specialization
K5: One of Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance)
6: Wild Cohort - keep horse alive when Daryl attacks
F6: Combat Reflexes
F8: Improved Toughness
Abilities
S14+1stat D12 C13+1stat I13 W10 Ch14


Name (ECL0)

Knight/Fighter (modified gestalt) 8
LN Medium human
Init +0; Senses: Listen +0; Spot +0


AC: 10; Touch: 10; Flat-footed: 10
(+2 dex;) Special +1 shld vs one opponent
HP: 00 (8d12+24)
Fort: +2, Ref +2, Will +6


Speed: 30'
Melee: Touch +0
Ranged: Touch +0
Space: 5'; Reach: 5'; BAB: +8/3; Grapple: +0


Abilities Str 15 +2 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 10 +0 | Cha 14 +2

Feats
Hu: EWP - Spiked Chain
1: Weapon Focus (Spiked Chain)
F1: Combat Expertise (Int 13)
F2: Improved Trip
K3: Mounted Combat
3: Knock-down
F4: Weapon Specialization
K5: One of Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance)
6: Wild Cohort - keep horse alive when Daryl attacks
F6: Combat Reflexes
F8: Improved Toughness
  • Skills 44 to spend
Acrobatics (Dex) (0 ranks)
Balance
Tumble
Athletics (Str) (0 ranks)
Climb
Jump
Swim
Animals (Cha) (0 ranks)
Handle Animal
Ride
Concentration (Con) (0 ranks)
Autohypnosis
Concentration
Craft (Int)
Skill (0 ranks)
Deception (Cha) (0 ranks)
Bluff
Disguise
Influence (Cha)(0 ranks)
Diplomacy
Intimidate
Heal (Wis) (0 ranks)
Inspect (Int) (0 ranks)
Appraise
Search
Legerdemain (Dex) (0 ranks)
Escape Artist
Sleight of Hand
Linguistics (Int) (0 ranks)
Decipher Script
Forgery
Mechanics (Dex) (0 ranks)
Disable Device
Open Locks
Notice (Wis) (0 ranks)
Listen
Spot
Perform (Cha) (0 ranks)
Profession (Wis) (0 ranks)
Streetwise (Wis) (0 ranks)
Gather Information
Sense Motive
Spellcraft (Int) (0 ranks)
Psicraft
Spellcraft
Stealth (Dex) (0 ranks)
Hide
Move Silently
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Declare knowledge area) (0 ranks)
Initiative (n/a) (0 ranks)
Speak Language
Int: list int bonus languages
List languages purchased
Truespeak (Int) (0 ranks)

Items Gear


Knight's Challenge 4+chr mod/day

Fighting Challenge (Ex)
Swift; Single target (CR6+, Int5, has language); +2 morale Will/Attacks/Damage; 5 + Chr mod rounds; Only one at a time
If reduced to zero hp by target, lose one Knight's Challenge
Test of Mettle (Ex)
Swift; All enemies w/i 100' & CR6+; Will DC14+chr mod; Forced to attack me in preference to other targets, AoEs must include me; 5 + Chr mod rounds;
If anyone other than me attacks the target, effect is broken
If reduced to zero hp by target, gain one add'l Knight's Challenge
Call to Battle (Ex)
Swift; Grant ally another save against a fear effect with +chr mod bonus; Counts as a successful save against the spell

Bulwark of Defense (Ex)
An opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain.
Armor Master (medium / heavy)
You are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor.
Vigilant Defender (Ex)
If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.
Shield Ally (Ex)
As an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.