Drinking & Dragons

User:Wizardoest/PCs/Knight-Psychic Warrior Gestalt

From Drinking and Dragons
Knight.jpg

Knight/Psychic Warrior (modified gestalt) 8
LN Medium human
Init +3; Senses: Listen/Spot +13

Defenses

AC: 23; Touch: 14; Flat-footed: 17 (+3 dex; +5 breastplate [+1]; +3 animated hvy steel shield; +1 ring of prot; +1 amulet of natural)
Special +1 shld vs one opponent
Sleeping AC: 21; Touch: 14; Flat-footed: 15 (+3 dex; +3 studded leather; +3 animated hvy steel shield; +1 ring of prot; +1 amulet of natural)
HP: 99 (8d12[75]+24)
Fort: +6, Ref +6, Will +8

Attacks

Speed: 30'
Melee: Spiked Chain enchanted +15/10 (2d4+9 / 20×2)
Melee: Spiked Chain cold iron, mw +15/10 (2d4+4 / 20×2)
Melee: Spiked Chain silver, mw +15/10 (2d4+3 / 20×2)
Melee: Lance mw +8/3 (1d10 / 20×2)
Melee: Armor Spikes mw +12/7 (1d6+2 / 19×2)
Ranged: Comp Longbow mw +12/7 (1d8 / 20×3 / 110')
Ammo: Silver (10); Cold Iron (20);
Space: 5'; Reach: 5'; BAB: +8/3; Grapple: +0

Scrolls
Endure Elements (2)

Knight's Challenge 6 mod/day

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.
Fighting Challenge (Ex)
Swift; Single target (CR6+, Int5, has language); +2 morale Will/Attacks/Damage; 7 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 DC16; Forced to attack me in preference to other targets, AoEs must include me; 7 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 +2 bonus; Counts as a successful save against the spell

Passive abilities

Bulwark of Defense (Ex)
An opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain.
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.
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.

Powers

PP
27
3rd (cost 5)
Concealing Amorpha, Greater (8rnds; Total Concealment)
Empathic Feedback (80min; When struck in melee, opponent takes the dmg or 5, whichever is less. Bypasses DR)
2nd (cost 3)
Dissolving Weapon (+4d6acid to next weapon hit)
Hustle (Swift; Gain a move action)
Psionic Lion’s Charge (Swift; Full attack with a charge)
1st
Vigor (+5hp for each PP spent)
Catfall
Grip of Iron (Imm; 8rnds; +4 enhancement bonus on your grapple checks)

Statistics

Abilities Str 10 +0 | Dex 14 +2 (16 +3) | Con 14 +2 (16 +3) | Int 13 +0 (15 +1) | Wis 13 +1 | Cha 12 +1

Hu: EWP - Spiked Chain
1: Weapon Focus (Spiked Chain)
PW1: Combat Expertise (Int 13)
PW2: Improved Trip
K3: Mounted Combat
3: Weapon Finesse
PW5: Weapon Specialization
K5: Ride-By Attack
6: Knockdown
PW8: Melee Weapon Mastery +2 att/dmg
Animals (Cha) (11 ranks)
Handle Animal +13
Ride +11
Concentration (Con) (11 ranks)
Autohypnosis +14
Concentration +17
Notice (Wis) (11 ranks)
Listen +13
Spot +13