Armor Class: 28 (10 base + 12 armor + 2 shield + 4 dex)
The Dragonarmor has a +8 armor bonus and a +4 magic bonus. The dragonshield has a normal +2 armor bonus)
Damage Reduction: 30 vs. dragon magic and attacks
Dodge (Feat)
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with
each other, unlike most other types of bonuses.
Mobility (Feat)
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened
area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also,
dodge bonuses (such as this one and a dwarf.s racial bonus to dodge giants) stack with each other, unlike most types of bonuses.
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Saving Throws:
Fortitude +14, Reflex +22, Willpower +16
Specials: +2 vs. enchantment, +10 vs. dragon magic
Iron Will (Feat)
Benefit: You get a +2 bonus to all Will saving throws. This modifier has alredy been added into Artaylium's Saving Throws
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Initiative: +4 (Dexterity), +4 Imp. Init. = +8
Improved Initiative
Benefit: You gain +4 to Initiative rolls.
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Base Attacks: +20/+20/+10/+5
Melee Attacks: +24/+24/+14/+9
Missile Attacks: +24/+24/+14/+9
Quick Draw (Feat)
Benefit: You can draw a weapon as a free action instead of as a move-equivalent action.
Expertise (Feat)
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as .5 on your attack and add
the same number (up to +5) 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. The bonus to your Armor Class is a dodge bonus.
Power Attack (Feat)
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and
add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next action.
Cleave (Feat)
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), you get
an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this
extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can
use this ability once per round.
Weapon: Wyrmslayer (+5 bastard sword)
Attacks: +30/+30/+20/+15
Damage: 1d10 +11
(+4 strength, + 5 magic, +2 specialization)
Critical Hit: 19-20 (x2)
Medium Slashing weapon
Exotic Weapon: Bastard Sword (Feat)
Artaylium can use a Bastard Sword, which requires a Exotic Weapon Feat to use normally.
Focus: Bastard Sword (Feat)
Benefit: You add +1 to all attack rolls you make using the selected weapon. This has already been added to Artylium's stats above.
Specialization: Bastard Sword (Feat)
On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization.
Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take
Weapon Specialization. This damage bonus has been added to the stats for Wyrmslayer (above).
Weapon: “Claw” Attacks
Attacks: +19/+19/+8/+4, secondary attack at +19
Damage: 3d4+4 per attack
Critical: 19-20 (x2)
Medium Slashing weapon
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Other Special Abilities/Feats:
Leadership (Feat)
Artaylium is the sort of person who inspires others to follow him, and he has spent time recruiting other to follow under his leadership.
Improved Disarm (Feat)
Benefit: You do not suffer an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to
disarm you.
Sunder (Feat)
Benefit: When you strike at an opponent.s weapon, you do not provoke an attack of opportunity (see Strike a Weapon, page 136).
Ambidexterity (Feat)
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Endurance (Feat)
Benefit: Whenever you make a check for performing a physical action that extends over a period of time (running, swimming, holding
your breath, and so on), you get a +4 bonus to the check.
Improved Trip (Feat)
Benefit: 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. For example, at 11th level, Tordek gets three attacks at base attack bonuses of +11, +6, and +1. In the current
round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he
immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1.
Elven and Dragonmaster Abilities
Immune to magic sleep
Low-light vision
Proficient with swords and bows
+10d4 damage on attacks vs. dragons
Immune to Dragon fear
Dragon Magic Affinity
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Gear: Explorer's outfit (when adventuring), various gear (chosen before each adventure depending on the circumstances)
Magic Items:
Wyrmslayer
The Dragonshield
The Great Dragonarmor
The Dragonring
Flagon of Dragons
Rod of Lordly Might
Ring of Truth Unveiling
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