Saturday, February 14, 2015

Elsbeth Yarlsdottir (Human Female Fighter: Unbreakable)

My first attempt, Elsbeth. Feedback and suggestions are welcome.

Elsbeth Yarlsdottir

My Sovereign Crown Character, Roasa del Noire, is slowly creeping up to seeker levels. One scenario left before she hits her GM credit sheets and jumps to 13.2. I enjoyed playing a SC/Taldor character. Didn't want another healer type though and the idea of a Ulfen of some sort came to mind. Then came the idea of a fighter of unbelievable resilience.
Elsbeth is the daughter of an Ulfen Guardsman and his Kellid wife. She grew up in Taldor, in the shadow of her Yarl father; her mother is long dead and her only companion was her twin brother (younger by 10 minutes), she was the one that stood up to any and all coming challenges that came their way.

Character by Levels:
1st level:  Tough with 22 HP and the ability to keep moving after being put into negatives.

Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 1 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human) Init +1; Senses low-light vision; Perception +1


Defense

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 22 (1d10+12) Fort +5, Ref +1, Will +1 (+2 trait bonus vs. charm and compulsion)

Offense

Speed 30 ft. (20 ft. in armor) Melee battleaxe +4 (1d8+3/×3) Ranged javelin +2 (1d6+3)

Statistics

Str 16, Dex 12, Con 16, Int 13, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 15 Feats Diehard, Endurance, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -6 (-10 to jump), Linguistics +2, Perception +1, Profession (soldier) +4, Survival +4 Languages Azlanti, Common, Draconic, Hallit, Skald SQ heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp

Special Abilities

Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


4th level: Power attack adds a bit of 'umph' to her attacks, Combat Expertise adds defense when she needs it. Fast learner gives her both skill and HP with every level. Unflinching adds to her will saves vs Mind-affecting spells.

 Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 4 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +4

Defense

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 54 (4d10+26) Fort +7, Ref +2, Will +2 (+2 trait bonus vs. charm and compulsion, +1 vs. mind-affecting effects) Defensive Abilities unflinching +1

Offense

Speed 30 ft. (20 ft. in armor) Melee battleaxe +7 (1d8+3/×3) Ranged javelin +5 (1d6+3)

Statistics

Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +4; CMB +7; CMD 18 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Power Attack, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -2 (-6 to jump), Intimidate +5, Linguistics +4, Perception +4, Profession (soldier) +4, Survival +7, Swim +1; Racial Modifiers +2 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 1, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp

Special Abilities

Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects



7th level:  Heroic Recovery kicks in to help with adverse fortitude effects.  To the Last lets her run full actions in -HP. Stalwart lets her change AC bonus from Expertise to DR X/-.

 Elsbeth Yarlsdottir
Female human (kellid) fighter (unbreakable) 7 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +7

Defense

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield) hp 87 (7d10+41) Fort +8, Ref +3, Will +5 (+2 trait bonus vs. charm and compulsion, +2 vs. mind-affecting effects) Defensive Abilities unflinching +2

Offense

Speed 30 ft. (20 ft. in armor) Melee battleaxe +10/+5 (1d8+3/×3) Ranged javelin +8 (1d6+3)

Statistics

Str 16, Dex 12, Con 17, Int 13, Wis 10, Cha 10 Base Atk +7; CMB +10; CMD 21 Feats Combat Expertise, Diehard, Endurance, Fast LearnerARG, Heroic RecoveryAPG, Iron Will, Power Attack, StalwartUC, To The Last, Toughness, Tribal Scars Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +4, Perception +7, Profession (soldier) +5, Survival +11, Swim +2; Racial Modifiers +3 Survival Languages Azlanti, Common, Draconic, Hallit, Kelish, Skald, Tien SQ armor training 2, heart of the wilderness Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp

Special Abilities

Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Recovery (1/day) Can attempt an extra Fort save against a harmful condition or affliction. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +2 (Ex) Gain +2 bonus to Will saves vs. mind-affecting effects


12th level: Vital Strike/Deadly Finish makes for heavy hitting blows that put the target down, hard and heavy. (Example: 2d8+11 from Vital Strike/Deadly Finish means a DC of 15+ Damage Dealt or die). Heroic Defiance lets her push aside a single disabling condition for a round. Improved Stalwart ups DR to DR 8/-.  Without any magic items, her negative con is -24 before dying. A simple +4 bonus belt to Con makes that an impressive -28, which given +4 to Con would put her at like 178 HP means a LOT of damage would be required.

 Elsbeth Yarlsdottir #4
Female human (kellid) fighter (unbreakable) 12 (Pathfinder RPG Ultimate Combat 49)
CG Medium humanoid (human)
Init +1; Senses low-light vision; Perception +12

Defense

AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +3 shield) hp 154 (12d10+78) Fort +12, Ref +5, Will +7 (+2 trait bonus vs. charm and compulsion, +3 vs. mind-affecting effects) Defensive Abilities unflinching +3

Offense

Speed 30 ft. (20 ft. in armor) Melee battleaxe +15/+10/+5 (1d8+3/×3) Ranged javelin +13 (1d6+3)

Statistics

Str 17, Dex 12, Con 18, Int 13, Wis 10, Cha 10 Base Atk +12; CMB +15; CMD 26 Feats Combat Expertise, Deadly FinishUC, Diehard, Endurance, Fast LearnerARG, Heroic DefianceAPG, Heroic RecoveryAPG, Improved Iron Will, Improved StalwartUC, Iron Will, Power Attack, Shield Focus, StalwartUC, To The Last, Toughness, Tribal Scars, Vital Strike Traits blood of dragons, child of two peoples Skills Acrobatics -1 (-5 to jump), Climb +2, Intimidate +9, Knowledge (arcana) +2, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Linguistics +13, Perception +12, Profession (soldier) +5, Ride +0, Sense Motive +2, Survival +14, Swim +2; Racial Modifiers +6 Survival Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Hallit, Infernal, Kelish, Osiriani, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon SQ armor training 2, heart of the wilderness, quick recovery Combat Gear potion of cure light wounds; Other Gear four-mirror, heavy steel shield, battleaxe, javelin (4), fighter's kit, 12 gp

Special Abilities

Child of Two Peoples +2 to Will saves vs. charm & compulsion effects Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack. Deadly Finish Foes you knock out must make a Fort save or die Diehard You are stable and can choose how to act when at negative Hp. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Heart of the Wilderness +6 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Heroic Defiance (1/day) Delay the onset of a harmful affliction or condition until the end of your next turn. Heroic Recovery (2/day) Can attempt an extra Fort save against a harmful condition or affliction. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Stalwart Double DR gained from Stalwart Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Power Attack -4/+8 You can subtract from your attack roll to add to your damage. Quick Recovery (Ex) At 11th level, an unbreakable needs only 15 minutes of rest or to be subject to a healing spell or effect to recover from the fatigued condition. This ability replaces armor training 3. Shield Focus +1 Shield AC Stalwart Forgo dodge AC bonus for equivalent DR To The Last You are not disabled when staggered. Full-round action deals 2 pts of damage to you. Unflinching +3 (Ex) Gain +3 bonus to Will saves vs. mind-affecting effects Vital Strike Standard action: x2 weapon damage dice.


Roles/Tactics: Her role, in combat, is fairly obvious, she stands between the enemy and the rest of her party. Hammering away with enthusiasm and sucking up damage. As she levels up she adds some potent abilities and feats to that ability to take a licking and keep on ticking. Right off the bat she starts with Endurance, Die Hard (courtesy of Unbreakable archetype), Tribal Scars (PotN) and Toughness. Endurance lets her run long and hard without wearing out; Diehard lets her keep going when she takes that felling blow (because even at 22 HP at 1st level, and somewhere around 190 @ 12th level, crits happen)
At higher levels,  her racial trait of 'Heart of the Wilderness' starts coming in, adding a bonus to her Con cap as she levels up (+6 to Con for determining neg Con for dying), add in Stalwart/Improved Stalwart to trade AC from Combat Expertise for DR/- (DR 8/- @ 12th) , To The Last to use those Die Hard abilities into full round actions (for the cost of 2 HP of damage). Heroic Recovery lets her toss conditions by allowing an additional fort saves (and she gets extra recoveries courtesy Unbreakable).  Heroic Defiance lets her ignore (for 1 round) conditions such as paralyzed, stunned or whatever. Iron Will/Improved Iron Will lets her do better than her normal fighter will saves and gives her a free reroll to try again, particularly with Unflinching lets her do even better against 'Fighter bane' spells that are mind-affecting. Blood of Dragons was added for a bit of flavor, hinting at her blood ties to a dragon (or linnorn) and to get a bit more 'exotic' legacy in her background.

Things of Note: Fast Learner helps her with HP/Skill Points, which lets her start out with skill points are her favored class choice then adds all those HP as well at 3rd level and beyond. The pay off of Iron Will, Tribal Scars (Slowjaw) adds to her Will save, and Unflinching (as noted) adds even more towards mind-affecting spells.

Gear:  The staples of any PFS character work well with her; Cloak of Resistance (to help those bad saves.. particularly Will), magic armor/weapons (adamantine for both work well, particularly Admantine Full Plate for DR 3/- for those times she can't use Improved Stalwart). As a martial with a low will save, a wayfinder with a clear ioun spindle always plays good.



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