Character Combat Info
HP 34/34, AC 21/14/20
Fort +7, Ref +3, Will +6
INIT +1, Melee +8, Ranged +5
Dark brown slicked back hair sits above equally dark and bushy eyebrows. A trimmed beard covers a strong jaw comes up to equally strong cheekbones. His brown eyes are just as expressive at showing kindness as it an intense determination to defend his beliefs. Generally a jovial sort, he is still prone to not automatically trusting what he sees and knows he can be very defensive and tries to be conscious of it, often taking a min to reflect on what people are saying. Once you do earn his trust, you can guarantee that there is very little he will not do for you. As a kid, he thought he was an average size until his first deployment to Panama where he and his 5 squad members literally waded through a sea of 4' tall locals on a packed city street. Since then he's been a little bit more conscious of what it means to be 6'. As he put on some pounds over the years through poor choices of eating, he never lost that muscle he'd earned in the military and even when he reached 320 pounds, he was quickly able to shed back down to 250 when he made a conscious effort.
It's not easy to explain the life and times of Jonathan. It's not fair to say he's not from a broken home, but it was definitely battered and bruised. Many of the things he promised he would never do was because he didn't to make the same mistakes of his father. He provided a roof and food, but was never home. The 2nd of his father's children, his sister was there, but not there. Her life took a turn when she couldn't take living under those conditions and was hospitalized. His first step-sister and step-mother left early and hasn't seen them in over two decades. It wasn't until he was an older teen that his father got remarried that he was around again. A new pair of siblings were born, but he didn't keep in touch after he left for the college and then military. He wasn't the ideal soldier, but definitely picked up a skill set that allowed him to succeed in the national guard when he returned. Without room for him in his parents house, he reconnected with his sister who helped him get settled and introduced him to many of her friends. As he started his own series of cooking jobs, he learned to be more sociable as he was finally in a pace that wasn't neglectful or rigidly structured and he started romances both at work and with his new gaming friends. This went on for a while until he was between jobs suddenly and his sister insisted he take an opportunity at one of the transportation companies that she used to work for. Her force of personally got him into a position that he would actually regret taking over the years. While there, he definitely made good money and perfected a set of skills that he should have learned in school or college years ago. Booking, tracking, spreadsheets, typing 80 words a min and even finally being coached in how to write, but in the end of the day, it was not a job he loved no matter how good he was at it and eventually, it really became a chore just to keep up. His attention wavered as he put more effort into gaming and socializing, even when he should have been working. 16 years after starting the job, when a hostile management element took charge of him at work, he didn't fight their efforts to criticize his lack of commitment to the job and was relieved when he was fired. The money he'd invested over the years allowed him to commit to a lesser paying new job in cooking without the stress of having to deal with 600 emails a day and be sturdy enough to still marry his now wife. While he loves his wife her reluctance to have children is a big issue in the marriage and has already put a rift between them that has them acting more like companions than partners.
Character Magick / Spells / Powers
Combat Maneuver Style: White Raven
Maneuvers (Known 6 / Readied 5 / Granted 3) - Spend 5 minutes praying to ready your Maneuvers. Once combat starts roll random to pick 2 (3 with Feat) maneuvers to be readied for use at the start of the encounter and withholds the rest. Each round, 1 additional maneuver is added to the readied list randomly. If at any point during the encounter there are no readied maneuvers a new set of maneuvers are rolled to be readied as per the start the encounter. Any time the player spends 5 minutes praying he can change the readied maneuvers from his any of his maneuvers known.
1 - BLC / Battle Leader's Charge (WR - 1 Full Round Action, Charge Attack does not provoke any AoO by people you pass on the way to your target. If the attack is successful it does +10 Damage.)
2 - CS / Crusader Strike (DS - 1 Standard Action, Must be used when you or an ally are threatened by a someone at least 1 step away from you in alignment. Upon a successful strike, you or an ally within 10 feet are healed for 1d6 plus initiator level [max +5])
3 - TS / Tactical Strike (WR - 1 Standard Action, +2D6 and Adjacent allies move 5'.)
4 - LtA / Leading the Attack (WR - 1 Standard Action, If this attack hits, all of your allies gain a +4 Morale bonus to his this target until the start of his next turn.)
5 - SB / Stone Bones (SD - 1 Standard Action, If this attack hits, gain DR / 5 Adamantine for 1 round.)
6 - VS / Vanguard Strike (DS - 1 Standard Action, If this attack hits, all of your allies gain a +4 bonus to his this target until the start of his next turn.)
Stance (2) - No pre-requisites are needed to use a stance other than declaring it's in affect. Only 1 Stance can be in affect at a time.
Iron Guard's Glare (DS, while not a White Raven Stance, this embodies his core belief about fighting. Snarl, Growl, whatever gets your enemies attention, but this stance stops them in their tracks and they get a -4 penalty strike any of your allies, no range indicated seems to indicate this is line of sight. Enemies are aware of the consequences of ignoring your challenge.)
Leading the Charge (WR - Allies deal +1 damage / initiator level on charge attacks)
Steely Resolve: (EX) - Delay up to 10 points of damage
Furious Counterstrike (EX) - Focus the pain of your injuries into extra damage. Gain a bonus to attack and damage rolls equal to your delayed damage pool / 5 (Rounded Down, Min: +1), Max +6.
Indomitable Soul - Add CHA Bonus to Will Save.
Zealous Surge - 1/day reroll a save before finding out if it fails or succeeds, must use 2nd result.
Level 4 Crusader - XP 3560 / 10000 until next level. (XP drops back down to 0 after each level up)* The content here is exposed unless you get a Guardian to protect it.
Boost = A bonus that affects all of your actions for that duration.
Counter = A defensive action used on a foe's turn.
Strike = A standard or full-round action that triggers additional affects on a successful hit in addition to the attacks normal results. Additional affects are not multiplied on critical hits.
Stance = A fighting method that remains in affect from round to round or until you get out of it. It is a swift action to initiate or switch stances.
Looks like the next feats I take should be Combat Expertise, Improved Critical, Ride-by attack, spirited charge and improved disarm, but that can change :P Still have Bot9S to consider and the white raven feats.
Deity / Allegiance / Cult
"All Bless the Brilliant Scales of Bahamut!"
- bedroll *
- crowbar *
- oil flasks x3 *
- flint and steel *
- rations x10 *
- torches x10 *
- composition book
- mechanical pencil x 2
Waterskins x1 *
The following is with the horse.
- Bit & Bridle *
- Riding Saddle *
- - Rope (50' Hemp) *
- - Pitons x 10 *
Cold weather gear: Coat, sweater sweatpants, gloves, thick gray and red socks, water proofed all weather boots. (pockets: keys w/ dog tags & car remote, flashlight w/ telescoping head and magnetic base, cold & flu tables 8, multi-tool, 20 napkins)
Work gear: black hat, white dress shirt, black slacks (GS7 Phone, Wallet, change) worn leather belt, tie, lanyard w/ ID, panic button, 2 x aprons (1 long, 1 short, name tag, promo button, Pockets: 5 x pencils, 2 x mechanical pencils. 3 x markers (red, blue, black), pad of paper, 2 x thermometers. 4 x pair plastic gloves, 5 cough drops, breakfast bar)
Heavy Duty Gaming Bag; (Carried) Work Binder (5 subject notebook: cooking & recipes, 3 composition books, insurance procures), 20 rainbow markers, 5 mixed pens, 5 mechanical pencils. Books: Changeling the Lost, Pathfinder Core Book & APG, 2 spiral notebook (various amounts of pages used) Deck of MtG "Elves & Enchantments," 30 envelopes, 12 sandwich bags, 2 x Folder w/ gaming sheets. Pencil Bag "Chibi Firefly" (w/ 3 colored marks: Green, Yellow, Orange), 1 heavy duty water color pad. 1 pack of multi-color index cards, 6 x screw in hooks (I don't know why), phone charger (USB & Plug in), 2 oz freeze dried pumpkin spice coffee, Shaving kit (1 razor w/ battery operated clippers, shaving cream, 1 bottle cologne, 2 x body spray, 1 stick deodorant, 1 pomade, 1 brush, 3 condoms, 10 contact) 1/2 roll of toilet paper, 1 shoe shine kit w/ waterproof wax (Boots), 3 x jump drive, small tape rolls, stapler w/ box of staples, misc receipts.)
Game Master Notes*
Nice one Fatebringer, your character is starting to take form, thank you for joining my game. * The Game Master's notes to you are exposed, get a Guardian to protect it.
Last nag (warning): --
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Level 4 Crusader Changes - Ability Score Increase: CHA+1 to 16) BAB Increased to +4, I'm taking the average for HP this time instead of rolling, Assigned 5 Skill Ranks, Changed out Douse the Flames for Tactical Strike, Steely Resolve increased from 5 to 10 (10 Deferred Damage is now +2 to Furious Counterstrike)
STR: 15 (+2) / 19 (+4)
DEX: 13 (+1)
CON: 14 (+2)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 16 (+3)
Notable Equipment Carried
Blessed Longsword [+9 to Hit, 1d8+5, crit 19-20/x2 4 lb, one-handed, slashing]
Longspear [+8 to Hit, 1d8+4, crit x3, 9 lb., two-handed, piercing, 5 hardness, 10 hp]
Dagger [+8 to Hit, 1d4+4 Dmg, crit 19-20/x2, 1 lb., range inc. 10 ft., piercing, 10 hardness, 2 hp]
Composite Longbow (STR +4) [+5 to hit, 1d8+4 Dmg, crit /x3, range inc. 110 ft., 3 lb, piercing, 5 hardness, 5 hp]
Arrows [18, 2 lbs, 5 hardness]
Breastplate [+5 armor; max dex +3; check penalty -4; arcane fail 25%; 30 lb., 10 harness, 25 hp]
Heavy Wooden Shield [1d4 bludgeoning, +2 armor; check penalty -2; arcane fail 15%; 10 lb. 5 hardness, 15 hp]
Anklet of Translocation (Pg. 553)
Belt of Strength +4
Cloak of resistance +1
Ring of Protection +3
Talisman of the Disc (Pg. 559)
Bright Flashlight w/ telescoping head and magnetic base.
Drawing Pad w/ mechanical pencils & colored markers in Chibi Firefly Pencil case.
Half-Apron w/ 3 pockets.
Plastic Gloves (4 pair)
Sandwich Bags (12)
Extra Granted Maneuver (Ready an additional maneuver at the start of an encounter.)
Mounted Combat (Use Ride Check to negate hit against your mount, DC = Opponents Attack)
Quick Draw (Drawing is a Free instead of a Move Action, Thrown Weapons use normal rate of attack.)
Skills (35: 4+Int / Level, Max Ranks 7 / 3.5)
Appraise (Int) 1 = +1
Balance (Dex*) -1, = +1 +1 Rank (-3 in armor)
Bluff (Cha) 4 = +3 +1 (2 Ranks, Cross-Class)
Climb (Str*) 1 = +4 (-3 in armor)
Concentration (Con) 2 = +2
Craft: (Int) 1 = +1
Diplomacy (Cha) 8 = +3 +5 Ranks
Disguise (Cha) 2 = +3
Escape Artist (Dex*) -2 = +1 (-3 in armor)
Forgery (Int) 1 = +1
Gather Information (Cha) 4 = +3 +1 (2 Ranks, Cross-Class)
Handle Animal (Cha) 4 = +3 +2 (4 Ranks, Cross-Class)
Perform: Sing (Cha) 3 = +3
Ride (Dex) 8 = +1 +7 Ranks
Search (Int) 2 = +1 +1 (2 Ranks, Cross-Class)
Sense Motive (Wis) 2 = +1 +1 Rank
Spot (Wis) 2 = +1 +1 (2 Ranks, Cross-Class)
Survival (Wis) 1 = +1
Swim (Str**) -2 = +4 (-6 in armor)
Use Magic Device (Cha) 5 = +3 +2 Rank
Use Rope (Dex) 1 = +1
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.