Derenoc
2017-06-26, 03:55 PM
Hello everyone!
I'd like suggestions and help on how to optimize this Warder.
I especially feel like I need to up AC, AB and Damage, and I could use help with equipment choices in particular, since I feel like I don't know the EQ in pathfinder very well.
Victor Rogarvia
Human (Ulfen) warder (zweihander sentinel) 8 (Path of War 10)
LG Medium humanoid (human)
Hero Points 3
Init +7; Senses Perception +0 (-2 when furthen than 10 feet from a fallen ally)
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Defense
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AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield)
hp 91 (8d12+16)
Fort +9, Ref +8, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 flaming greatsword +11/+6 (2d6+19/19-20 plus 1d6 fire) or
. . armament shield bash +10/+5 (1d3+11) or
. . gauntlet (from armor) +10/+5 (1d3+11) or
. . unarmed strike +10/+5 (1d3+11 nonlethal)
Space 5 ft.; Reach 15 ft.
Special Attacks 1 circular stance, 1 running hunter's stance, 2 rising zenith strike, 2 sanguine barrier, 3 burnished shell, 3 iron tortoise stance, 3 primal warrior stance, 4 impaling strike, 4 noble blade, 4 sanguine perseverance
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Statistics
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Str 20, Dex 12, Con 14, Int 20, Wis 10, Cha 16
Base Atk +8; CMB +10; CMD 25
Feats Additional Traits, Advanced Study (bonus), Combat Reflexes, Discipline Focus, Leadership, Power Attack, Tactical Rush
Traits - custom trait -, bastard, mathematical prodigy, reactionary, rich parents
Skills Acrobatics -4 (-6 when furthen than 10 feet from a fallen ally, -8 to jump), Appraise +5 (+3 when furthen than 10 feet from a fallen ally), Bluff +3 (+1 when furthen than 10 feet from a fallen ally), Climb +11 (+9 when furthen than 10 feet from a fallen ally), Diplomacy +14 (+12 when furthen than 10 feet from a fallen ally), Disguise +3 (+1 when furthen than 10 feet from a fallen ally), Escape Artist -4 (-6 when furthen than 10 feet from a fallen ally), Fly -4 (-6 when furthen than 10 feet from a fallen ally), Heal +0 (-2 when furthen than 10 feet from a fallen ally), Intimidate +14 (+12 when furthen than 10 feet from a fallen ally), Knowledge (engineering) +17 (+15 when furthen than 10 feet from a fallen ally), Knowledge (history) +16 (+14 when furthen than 10 feet from a fallen ally), Knowledge (nobility) +16 (+14 when furthen than 10 feet from a fallen ally), Perception +0 (-2 when furthen than 10 feet from a fallen ally), Ride +7 (+5 when furthen than 10 feet from a fallen ally), Sense Motive +18 (+16 when furthen than 10 feet from a fallen ally), Stealth -4 (-6 when furthen than 10 feet from a fallen ally), Survival +11 (+9 when furthen than 10 feet from a fallen ally), Swim +11 (+9 when furthen than 10 feet from a fallen ally); Racial Modifiers bastard
Languages Common, Draconic, Giant, Hallit, Secret Sign Language, Skald, Varisian
SQ adaptive tactics, Aegis, armament shield, Armiger's Mark, clad in steel, Defensive Focus, defensive reach, extended defense, hero points, overprotective, tactical acumen, zweihander training
Other Gear +1 full plate, +1 flaming greatsword, cloak of resistance +1, 22,000 gp
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Tracked Resources
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2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) - 0/1
2 Sanguine Barrier (Readied, 1/Encounter) (Ex) - 0/1
3 Burnished Shell (Readied, 1/Encounter) (Ex) - 0/1
4 Impaling Strike (Readied, 1/Encounter) (Ex) - 0/1
4 Noble Blade (Readied, 1/Encounter) (Ex) - 0/1
4 Sanguine Perseverance (Readied, 1/Encounter) (Ex) - 0/1
Armiger's Mark -6 (5 rounds, 9/day) (Ex) - 0/9
Extended Defense (2/day) (Ex) - 0/2
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Special Abilities
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1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage.
2 Sanguine Barrier (Readied, 1/Encounter) (Ex) Counter: Make a Sense Motive check to block an attack.
3 Burnished Shell (Readied, 1/Encounter) (Ex) Roll BAB + shield bonus vs enemy CL check, success negates targeted spell
3 Iron Tortoise Stance (Ex) Gain +5ft reach, one extra AoO/rnd, count as one size larger for CMD
3 Primal Warrior Stance (Ex) Stance: The martial disciple and the equipment he is using is considered one size category larger.
4 Impaling Strike (Readied, 1/Encounter) (Ex) Strike: Melee attack adds +4d6 damage and ignores damage reduction and hardness and inflicts 1d4 points of Constitution damage.
4 Noble Blade (Readied, 1/Encounter) (Ex) Boost: +5 to attack roll and +2d8 to damage roll on a single melee attack.
4 Sanguine Perseverance (Readied, 1/Encounter) (Ex) Counter: Use Sense Motive in place of relevant save on saving throw.
Adaptive Tactics (Ex) As a full-round action, spend 1 use of Armiger's Mark to replace 5 readied, unexpended maneuvers
Advanced Study (Bonus, Warder Maneuvers Readied: 6 of 6, Manuevers) You've delved deeper into your martial learning to find new skills.
Prerequisite: Must be a martial disciple of 4th level or higher.
Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Aegis +2 (10 feet) (Ex) +2 morale bonus to AC and Will saves for allies within 10 feet
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -6 (5 rounds, 9/day) (Ex) Marked enemies get -6 to hit creatures other than you and suffer +18% to ASF for 5 rounds
Clad in Steel (Ex) Armor gets -0 to ACP, +1 to Max Dex
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +13 to CMD vs. Acro to avoid AoO
Defensive Reach Gain reach with all 2-hand weapons, can attack and threaten adjacent squares with reach weapons
Discipline Focus (Scarlet Throne) Gain +2 to discipline maneuver save DC's, +2 damage with discipline weapons
Extended Defense (2/day) (Ex) Choose a counter and use it as a free action until your next turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (score 11) You attract loyal companions and devoted followers.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Tactical Rush Move up to your speed as a swift action 1/encounter
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon
I'd like suggestions and help on how to optimize this Warder.
I especially feel like I need to up AC, AB and Damage, and I could use help with equipment choices in particular, since I feel like I don't know the EQ in pathfinder very well.
Victor Rogarvia
Human (Ulfen) warder (zweihander sentinel) 8 (Path of War 10)
LG Medium humanoid (human)
Hero Points 3
Init +7; Senses Perception +0 (-2 when furthen than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield)
hp 91 (8d12+16)
Fort +9, Ref +8, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 flaming greatsword +11/+6 (2d6+19/19-20 plus 1d6 fire) or
. . armament shield bash +10/+5 (1d3+11) or
. . gauntlet (from armor) +10/+5 (1d3+11) or
. . unarmed strike +10/+5 (1d3+11 nonlethal)
Space 5 ft.; Reach 15 ft.
Special Attacks 1 circular stance, 1 running hunter's stance, 2 rising zenith strike, 2 sanguine barrier, 3 burnished shell, 3 iron tortoise stance, 3 primal warrior stance, 4 impaling strike, 4 noble blade, 4 sanguine perseverance
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Statistics
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Str 20, Dex 12, Con 14, Int 20, Wis 10, Cha 16
Base Atk +8; CMB +10; CMD 25
Feats Additional Traits, Advanced Study (bonus), Combat Reflexes, Discipline Focus, Leadership, Power Attack, Tactical Rush
Traits - custom trait -, bastard, mathematical prodigy, reactionary, rich parents
Skills Acrobatics -4 (-6 when furthen than 10 feet from a fallen ally, -8 to jump), Appraise +5 (+3 when furthen than 10 feet from a fallen ally), Bluff +3 (+1 when furthen than 10 feet from a fallen ally), Climb +11 (+9 when furthen than 10 feet from a fallen ally), Diplomacy +14 (+12 when furthen than 10 feet from a fallen ally), Disguise +3 (+1 when furthen than 10 feet from a fallen ally), Escape Artist -4 (-6 when furthen than 10 feet from a fallen ally), Fly -4 (-6 when furthen than 10 feet from a fallen ally), Heal +0 (-2 when furthen than 10 feet from a fallen ally), Intimidate +14 (+12 when furthen than 10 feet from a fallen ally), Knowledge (engineering) +17 (+15 when furthen than 10 feet from a fallen ally), Knowledge (history) +16 (+14 when furthen than 10 feet from a fallen ally), Knowledge (nobility) +16 (+14 when furthen than 10 feet from a fallen ally), Perception +0 (-2 when furthen than 10 feet from a fallen ally), Ride +7 (+5 when furthen than 10 feet from a fallen ally), Sense Motive +18 (+16 when furthen than 10 feet from a fallen ally), Stealth -4 (-6 when furthen than 10 feet from a fallen ally), Survival +11 (+9 when furthen than 10 feet from a fallen ally), Swim +11 (+9 when furthen than 10 feet from a fallen ally); Racial Modifiers bastard
Languages Common, Draconic, Giant, Hallit, Secret Sign Language, Skald, Varisian
SQ adaptive tactics, Aegis, armament shield, Armiger's Mark, clad in steel, Defensive Focus, defensive reach, extended defense, hero points, overprotective, tactical acumen, zweihander training
Other Gear +1 full plate, +1 flaming greatsword, cloak of resistance +1, 22,000 gp
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Tracked Resources
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2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) - 0/1
2 Sanguine Barrier (Readied, 1/Encounter) (Ex) - 0/1
3 Burnished Shell (Readied, 1/Encounter) (Ex) - 0/1
4 Impaling Strike (Readied, 1/Encounter) (Ex) - 0/1
4 Noble Blade (Readied, 1/Encounter) (Ex) - 0/1
4 Sanguine Perseverance (Readied, 1/Encounter) (Ex) - 0/1
Armiger's Mark -6 (5 rounds, 9/day) (Ex) - 0/9
Extended Defense (2/day) (Ex) - 0/2
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Special Abilities
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1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage.
2 Sanguine Barrier (Readied, 1/Encounter) (Ex) Counter: Make a Sense Motive check to block an attack.
3 Burnished Shell (Readied, 1/Encounter) (Ex) Roll BAB + shield bonus vs enemy CL check, success negates targeted spell
3 Iron Tortoise Stance (Ex) Gain +5ft reach, one extra AoO/rnd, count as one size larger for CMD
3 Primal Warrior Stance (Ex) Stance: The martial disciple and the equipment he is using is considered one size category larger.
4 Impaling Strike (Readied, 1/Encounter) (Ex) Strike: Melee attack adds +4d6 damage and ignores damage reduction and hardness and inflicts 1d4 points of Constitution damage.
4 Noble Blade (Readied, 1/Encounter) (Ex) Boost: +5 to attack roll and +2d8 to damage roll on a single melee attack.
4 Sanguine Perseverance (Readied, 1/Encounter) (Ex) Counter: Use Sense Motive in place of relevant save on saving throw.
Adaptive Tactics (Ex) As a full-round action, spend 1 use of Armiger's Mark to replace 5 readied, unexpended maneuvers
Advanced Study (Bonus, Warder Maneuvers Readied: 6 of 6, Manuevers) You've delved deeper into your martial learning to find new skills.
Prerequisite: Must be a martial disciple of 4th level or higher.
Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Aegis +2 (10 feet) (Ex) +2 morale bonus to AC and Will saves for allies within 10 feet
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -6 (5 rounds, 9/day) (Ex) Marked enemies get -6 to hit creatures other than you and suffer +18% to ASF for 5 rounds
Clad in Steel (Ex) Armor gets -0 to ACP, +1 to Max Dex
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +13 to CMD vs. Acro to avoid AoO
Defensive Reach Gain reach with all 2-hand weapons, can attack and threaten adjacent squares with reach weapons
Discipline Focus (Scarlet Throne) Gain +2 to discipline maneuver save DC's, +2 damage with discipline weapons
Extended Defense (2/day) (Ex) Choose a counter and use it as a free action until your next turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (score 11) You attract loyal companions and devoted followers.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Tactical Acumen (Ex) Use INT for Ref save and Initiative, if higher than DEX
Tactical Rush Move up to your speed as a swift action 1/encounter
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon