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Astor, Terra of the Lion's Pride LG
Character Name Alignment
Onion Knight 12
Character Level
Hume M
Race Size
M ??
Gender Age
6'2" ??
Height Weight
?? ??
Hair Eyes
Aelanai
Player
Terrelionne Vertiste
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
22 +6 N/A +6
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
28 +9 N/A +9
Int
Intelligence
15 +2 N/A +2
Wis
Wisdom
24 +7 N/A +7
Cha
Charisma
17 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
252
DR8/--
0
Initiative
Dex
Modifier
+10
+4
+6
BAB
+12/7/2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
34
+11
+6
+4
Size
Natural
Deflection
Misc
+0
+0
+2
+1
Touch
17
Flat Footed
30
Flat Footed + Touch
13
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +20 +8 CON +9 +3 +0 +0
Reflex +12 +4 DEX +4 +3 +1 +0
Will +18 +8 WIS +7 +3 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+18 +12 +6 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
32 10 +12 +6 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
Y
Y
Y
Y
Y
N
N
N
N
N
DC
17
18
19
20
21
--
--
--
--
Spell List

Astor has access to the entire Black Mage and White Mage Spell List up to 4th level
Maximum MP: 45

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +4 (DEX)  +4 +0 +0
Bluff +3 (CHA)  +3 +0 +0
Climb +6 (STR)  +6 +0 +0
Diplomacy +18 (CHA)  +3 +12 +3
Disguise +3 (CHA)  +3 +0 +0
Escape Artist +4 (DEX)  +4 +0 +0
Fly +4 (DEX)  +4 +0 +0
Heal +7 (WIS)  +7 +0 +0
Intimidate +18 (CHA)  +3 +12 +3
Knowledge: Arcana +17 (INT)  +2 +12 +3
Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
Knowledge: Local +2 (INT)  +2 +0 +0
Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Planes +2 (INT)  +2 +0 +0
Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +22 (WIS)  +7 +12 +3
Ride +4 (DEX)  +4 +0 +0
Sense Motive +22 (WIS)  +7 +12 +3
Spellcraft* +17 (INT)  +2 +12 +3
Stealth +4 (DEX)  +4 +0 +0
Survival +7 (WIS)  +7 +0 +0
Swim +6 (STR)  +6 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
Knowledge: Engineering +2 (INT)  +2 +0 +0
Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +2 (INT)  +2 +0 +0
Knowledge: Nobility +2 (INT)  +2 +0 +0
Profession: Soldier +22 (WIS)  +7 +12 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Improved Initiative
Antagonize
Stand Still
Shield Focus
Shield Focus, Greater
Power Attack
Dodge
Combat Reflexes
Combat Expertise

Special Abilities

Attacks
Normal: To Hit+24/+19/+14 To Damage +17
Power Attack: To Hit+20/+15/+10 To Damage +25

Arcane Insight
The onion knight is considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch (excluding firearms). In addition, he learns any two spells, up to one level below the current level he can cast, from any spell list except blue mage and summoner. Each time this talent is taken, the onion knight gains two new spells. Prerequisite: An onion knight must be at least 4th level to select this talent.

Plagiarize
Once per day, when a spell is cast within 60 feet, if the onion knight can see it being cast, he may attempt to identify and remember the spell, adding it to his list of known spells, except for 7th-9th level spells, regardless if he can cast the spell currently. To learn the spell, the onion knight must make a Spellcraft check (DC 15 + double the spell’s level). He can remember a number of spells equal to his Wisdom modifier using this ability. Prerequisite: An onion knight must have arcane insight talent to select this talent.

(These were selected so that mechanically the character could cast spells)

Core Training
The onion knight can increase one of his ability scores by 2 points. Each time this talent is taken, he picks a different ability score.
Taken Twice

One for the Team
As an immediate action, the knight can choose to take one-half or all of the damage dealt to an adjacent ally by a single attack. Similarly, as an immediate action, an adjacent ally can choose to take one-half or all of the damage dealt to the knight by a single attack (even if they don't have this talent).

Onion Magus
An onion knight with this talent can cast a spell from any ally’s spell list within 60 feet, as though the spell was on his spell list. This ability can be used a number of times per day equal to his Wisdom modifier.

Onion Combat (Ex):
An onion knight with this talent gains a +1 bonus to attack rolls and damage rolls for every four knight levels after 2nd. This bonus only applies to the weapon he has selected for the weapon bond talent. The onion knight can only take this talent once.

Onion's Might
An onion knight with this talent adds his Wisdom modifier to all damage rolls with weapons he is proficient with. In addition, spells the onion knight casts have his DC increased by 1 for every four knight levels after 12th.

Traits

Reactionary
Deft Dodger

WEAPONS
Name AB Critical Type Range Ammo Dmg
Sabre, Sawtooth +2 +24 19-20 x2 slashing -- -- 1d8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Mithral Full Plate +2+11Heavy--------
Heavy Shield, Steel +2+6
Class Features

Limit Breaks
At 1st level, the onion knight receives the Limit Breaks (Dual Spell Barrage and Onion Flurry)

Dual Spell Barrage (Su): This Limit Break allows the onion knight to cast two spells, that he could cast at his level, in the same turn, drawn from his spell list for a duration of 1 round + 1 additional round per four knight levels. MP is still expended for both spells. This limit break requires a swift action.

Onion Flurry (Su): This Limit Break allows the onion knight to make a flurry of attacks. For a duration of 1 round + 1 additional round per four knight levels after 1st, the onion knight may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with anything that grants additional attacks (such as haste). While this Limit Break is active, all weapon damage from the onion knight ignores damage reduction. This limit break requires a swift action.

Spells
An onion knight gains the ability to cast spells at 1st level. He begins play with two level 1 spells of his choice, from any spell list, except the blue mage and summoner spell list. As the onion knight is not a natural mage, he cannot find or purchase scrolls with spells to add to his repertoire. He may only learn spells from Arcane Insight or from the Plagiarize ability.

To learn or cast a spell, the onion knight must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against an onion knight’s spell is 10 + the spell level + his Wisdom modifier. In addition, an onion knight gains additional MP for having a high attribute (Wisdom).

Self Taught (Sabre, Sawtoothed)
At 1st level, the onion knight gains proficiency with any one weapon, even if he does not meet the prerequisites.

Armored Onion
At 4th level, normally, armor heavier than light armor interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. An onion knight’s limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 9th level, an onion knight learns to use medium armor and heavy shields with no chance of spell failure. At 15th level, an onion knight learns to use heavy armor with no chance of spell failure.

Lucky
Starting at 5th level, an onion knight can reroll any of his dice rolls and take the higher of both rolls. This ability can be used once per day plus an additional time per day for every four knight levels after 5th.

Jack of All Trades
At 11th level, all skills are considered class skills to the onion knight, but trained skills must still be trained to use.

Defensive Stance
Starting at 1st level, a knight can enter a defensive stance, a position of readiness and trance-like determination. A knight can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from spells like dwarf’s endurance, do not increase the total number of rounds that the knight can maintain a defensive stance per day. The knight can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a defensive stance, the knight gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he gains a +2 dodge bonus to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the defensive stance ends, and are not replenished if the knight enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a knight cannot move more than half of his movement speed or his stance ends.

A knight can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters but can be cured as normal. A knight can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a knight falls unconscious, his defensive stance immediately ends. Defensive stance does not stack with rage. If mounted or otherwise not on his feet, this stance ends automatically.

Threat Control
At 1st level, the knight gains the Antagonize feat as a bonus feat. Additionally, for every 5 the knight beats the DC, he antagonizes the target for 1 additional round. The antagonize condition does not end after 1 attack, only ends when the duration ends.

Stand Firm
At 2nd level, a knight gains a +1 bonus to his combat maneuver defense against bull rush, overrun, and trip. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Defensive Training
Starting at 2nd level, a knight counts his total knight level as his fighter level for the purpose of qualifying for any armor or shield-related feats. If he has levels in fighter, these levels stack.

Shield Block
Starting at 3rd level, the knight excels in using his armor and shield to frustrate his enemy’s attacks. As a free action, he can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 9th level, and +3 at 15th level.

Armor Training
Starting at 3rd level, a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a knight can also move at his normal speed while wearing medium armor. At 7th level, a knight can move at his normal speed while wearing heavy armor.

Active Defense
At 4th level, a knight 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 4th. 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.

Armored Defense
At 5th level, a knight gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 10th level and every five knight levels thereafter, this damage reduction increases by 1 (light), 2 (medium), 3 (heavy). This damage reduction stacks with that provided by adamantine armor, other knight class abilities, and the Armor Specialization feat, but not with other forms of damage reduction.

Fortress of Defense
At 6th level, the knight’s strict vigilance and active defensive maneuvers force his opponents to move with care. Any space he threatens is treated by hostile creatures as though it were difficult terrain for enemies. If a creature would not be affected by difficult terrain due to its movement type, the effects still apply. In addition, whenever the knight hits an opponent with an attack of opportunity, that opponent becomes flat-footed until the end of his next turn.

Shield Ally
At 7th level, as an immediate action, once per round, the knight can intercept an attack on an adjacent ally, effectively moving the target out of the way, trading places with him or her and forcing the enemy to make the Attack roll on the knight’s armor class instead. This movement does not provoke an attack of opportunity for either the knight or the target nor does it remove the knight from being in Defensive Stance. He can only intercept physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects. This action may only be taken before the result of the attack roll is determined.

Shield Buffet
At 8th level, as a move action, a knight may make a combat maneuver check to use his shield to impede an adjacent enemy. If successful, the target suffers a –2 penalty on its attack rolls against the knight and a –2 penalty to AC on attacks made by the knight until the beginning of his next turn. At 13th level, a knight may use this ability as a swift action.

Stalwart
At 10th level, a knight can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless knight does not gain the benefit of the stalwart ability.

Stem the Tide
At 12th level, the knight receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a knight with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the knight had made a successful combat maneuver check.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Ayydam.

System

Pathfinder 1e

Statblock Type

Character Sheet

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