{"player":"","name":"Delta Eagle","race":"Half-Orc","imageid":"","class_and_level":"Mageknight | 2","size":"M","age":"24","gender":"Male","alignment":"LG","deity":"The White","homeland":"The White City","domain":"","height":"6'2\"","weight":"180","hair_color":"Black","eye_color":"Brown","xp":"","strength":"8","dexterity":"15","constitution":"10","intelligence":"12","wisdom":"13","charisma":"16","total_health":"22","hd":"2d10","damage_reduction":"","spell_resistance":"","armor_ac_modifier":"4","shield_ac_modifier":"0","dex_ac_modifier":"","size_ac_modifier":"0","natural_ac_modifier":"0","deflection_ac_modifier":"0","misc_ac_modifier":"0","fortitude_save_base":"3","fortitude_save_magic_modifier":"0","fortitude_save_misc_modifier":"1","temporary_fortitude_save_modifier":"","reflex_save_base":"0","reflex_save_magic_modifier":"0","reflex_save_misc_modifier":"1","temporary_reflex_save_modifier":"","will_save_base":"3","will_save_magic_modifier":"0","will_save_misc_modifier":"1","temporary_will_save_modifier":"","save_notes":"Misc is Resist Magic: +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects.","base_attack_bonus":"2","initiative_dex_modifier":"","initiative_modifier":"","cmb_bab_modifier":"","cmb_str_modifier":"","cmb_size_modifier":"","cmb_modifier":"","cmd_bab_modifier":"","cmd_str_modifier":"","cmd_dex_modifier":"","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"Heavy Repeating Crossbow | 4 | 19-20\/x2 | Piercing | 120 | 30 | 1d10+1","armor_table":"Masterwork Studded Leather | 3 | Light | 0 | 15% | 20 | Max Dex 5 ","known_spells":"","spell_per_day":"","bonus_spells":"","spell_dc":"","spellbook_txt":"","spell_notes":"","speed_base":"30","speed_armor":"","speed_fly":"","speed_swim":"","speed_climb":"","speed_burrow":"","acrobatics_cs":"1","acrobatics_att_modifier":"","acrobatics_rank":"","acrobatics_modifier":"","appraise_att_modifier":"","appraise_rank":"","appraise_modifier":"","bluff_att_modifier":"","bluff_rank":"2","bluff_modifier":"2","climb_cs":"1","climb_att_modifier":"","climb_rank":"","climb_modifier":"","craft_1_cs":"1","craft_1_name":"","craft_1_att_modifier":"","craft_1_rank":"","craft_1_modifier":"","craft_2_cs":"1","craft_2_name":"","craft_2_att_modifier":"","craft_2_rank":"","craft_2_modifier":"","craft_3_cs":"1","craft_3_name":"","craft_3_att_modifier":"","craft_3_rank":"","craft_3_modifier":"","craft_4_cs":"1","craft_4_name":"","craft_4_att_modifier":"","craft_4_rank":"","craft_4_modifier":"","craft_5_cs":"1","craft_5_name":"","craft_5_att_modifier":"","craft_5_rank":"","craft_5_modifier":"","diplomacy_cs":"1","diplomacy_att_modifier":"","diplomacy_rank":"2","diplomacy_modifier":"2","disable_device_att_modifier":"","disable_device_rank":"","disable_device_modifier":"","disguise_att_modifier":"","disguise_rank":"","disguise_modifier":"","escape_artist_att_modifier":"","escape_artist_rank":"","escape_artist_modifier":"","fly_att_modifier":"","fly_rank":"","fly_modifier":"","handle_animal_cs":"1","handle_animal_att_modifier":"","handle_animal_rank":"","handle_animal_modifier":"","heal_att_modifier":"","heal_rank":"","heal_modifier":"","intimidate_att_modifier":"","intimidate_rank":"","intimidate_modifier":"","know_1_cs":"1","know_1_att_modifier":"","know_1_rank":"","know_1_modifier":"","know_2_att_modifier":"","know_2_rank":"","know_2_modifier":"","know_3_att_modifier":"","know_3_rank":"","know_3_modifier":"","know_4_att_modifier":"","know_4_rank":"","know_4_modifier":"","know_5_att_modifier":"","know_5_rank":"","know_5_modifier":"","know_6_att_modifier":"","know_6_rank":"","know_6_modifier":"","know_7_cs":"1","know_7_att_modifier":"","know_7_rank":"","know_7_modifier":"","know_8_cs":"1","know_8_att_modifier":"","know_8_rank":"","know_8_modifier":"","know_9_cs":"1","know_9_att_modifier":"","know_9_rank":"","know_9_modifier":"","know_10_cs":"1","know_10_att_modifier":"","know_10_rank":"","know_10_modifier":"","linguistics_att_modifier":"","linguistics_rank":"","linguistics_modifier":"","perception_att_modifier":"","perception_rank":"","perception_modifier":"","perform_1_name":"","perform_1_att_modifier":"","perform_1_rank":"","perform_1_modifier":"","perform_2_name":"","perform_2_att_modifier":"","perform_2_rank":"","perform_2_modifier":"","perform_3_name":"","perform_3_att_modifier":"","perform_3_rank":"","perform_3_modifier":"","perform_4_name":"","perform_4_att_modifier":"","perform_4_rank":"","perform_4_modifier":"","perform_5_name":"","perform_5_att_modifier":"","perform_5_rank":"","perform_5_modifier":"","prof_1_cs":"1","prof_1_name":"","prof_1_att_modifier":"","prof_1_rank":"","prof_1_modifier":"","prof_2_cs":"1","prof_2_name":"","prof_2_att_modifier":"","prof_2_rank":"","prof_2_modifier":"","prof_3_cs":"1","prof_3_name":"","prof_3_att_modifier":"","prof_3_rank":"","prof_3_modifier":"","prof_4_cs":"1","prof_4_name":"","prof_4_att_modifier":"","prof_4_rank":"","prof_4_modifier":"","prof_5_cs":"1","prof_5_name":"","prof_5_att_modifier":"","prof_5_rank":"","prof_5_modifier":"","ride_cs":"1","ride_att_modifier":"","ride_rank":"","ride_modifier":"","sense_motive_att_modifier":"","sense_motive_rank":"2","sense_motive_modifier":"2","sleight_of_hand_att_modifier":"","sleight_of_hand_rank":"","sleight_of_hand_modifier":"","spellcraft_cs":"1","spellcraft_att_modifier":"","spellcraft_rank":"2","spellcraft_modifier":"","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"","survival_cs":"1","survival_att_modifier":"","survival_rank":"","survival_modifier":"","swim_cs":"1","swim_att_modifier":"","swim_rank":"","swim_modifier":"","use_magic_device_att_modifier":"","use_magic_device_rank":"","use_magic_device_modifier":"","skill_notes":"Overlooked Mastermind: Some half-orcs use half-orcs\u2019 brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. (already added in)\r\n\r\nThis bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus.","feats":"Squadron Commander: You have a squadron of allies who experience greater benefits from your totems. Your squadron can include up to 4 total allies. One of these allies must always be yourself. You can change the membership any time you rest and regain spell points, but you must touch a creature to add it to your squadron. You must spend 1 minute every day renewing the links between you and your squad members. You must have access to each member you wish to include.\r\n\r\nMembers of your squadron gain increased bonuses from your totems. If a totem grants a bonus to any d20 roll or any number that is the target of a d20 roll (such as AC, attack rolls, saving throws, CMB, CMD, ability checks, skill checks, concentration checks, or spell penetration checks), that bonus increases by +1.\r\n\r\nPlatoon Commander: The number of members of your squadron increases. Your squadron includes 5 allies. You must include yourself in your squadron.","special_abilities":"Form-Breaker (Su)\r\nYou may spend a spell point as a swift action to empower your next attack with magical energies disruptive to shapechangers. If the attack successfully strikes a creature under a polymorph effect (such as shapeshift, beast shape, polymorph, or change shape), make an MSB check against the effect\u2019s MSD. You gain a +4 bonus on this check. If successful, the polymorph effect immediately ends and the target cannot benefit from polymorph effects for a number of rounds equal to your CAM. (Charisma)\r\n\r\n~Casting~\r\n\r\nDrawbacks: Verbal Casting, Somatic Casting, Prepared Caster, Galvanized\r\nBoons: Easy Focus\r\nSpheres: War\r\nSphere Drawbacks: Squadron Elite (Only Squad Members benefit from War Sphere)\r\n\r\n6 spell points\r\n\r\nTotem: As a standard action, you may place a totem. A totem is an effect on a 50 ft + 5 ft per 2 caster level radius area, centered on you, but does not move as you do. Creatures who leave this area lose the effects of your totem. You must concentrate to maintain a totem, but may always spend a spell point as a free action to allow a totem to remain for 1 round per caster level without concentration.\r\n\r\nYou must remain within Long range of the center of your totems when maintaining them through concentration. If you move beyond this range, the totem ends.\r\n\r\nTotem of War: You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.\r\n\r\nTotem of Allegiance: You may spend a spell point to create a totem that aids creatures of a particular alignment. Choose an end of the alignment spectrum (good, evil, lawful, or chaotic) when you create this totem. Creatures within the area of this totem who possess that alignment gain a +1 bonus to all saving throws and attack rolls. This bonus increases by 1 per 10 caster levels.\r\n\r\nYou must select an alignment that you possess. If you are True Neutral, you may select neutrality with this totem. This only benefits True Neutral creatures; Neutral Good, Neutral Evil, Lawful Neutral, and Chaotic Neutral creatures are unaffected.\r\n\r\nTotem of Iron: You may spend a spell point to create a totem of iron. This grants you and your allies a +1 natural armor bonus. This bonus increases by +1 for every 10 caster levels you possess.","traits":"Equipment Talents: Mechanical Training- Proficiency with Repeating Xbow\r\nMechanical Savant: +1\/2 level to Xbow damage\r\nArmor Expert: +1 AC to armor\r\n\r\nWarleader Sphere, Barbarism Drawback (No tactics, Frightful Roar)\r\n\r\nShouts: Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 15 ft. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for 1 round, and use your ranks in Diplomacy instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.\r\n\r\nWhile some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout\u2019s effects. Some shouts may require you to expend your martial focus, as described in their entry.\r\n\r\nFierce Shout: When you use this shout, you and all affected allies gain a +2 morale bonus on damage rolls on their first attack each turn. This is a mind-affecting emotion effect.\r\n\r\nFrightful Roar: When you use this shout, all hostile creatures within its radius must succeed on a Will saving throw or be shaken. This is a mind-affecting fear effect.\r\n\r\nRousing Claxon: You may expend your martial focus to use this shout, granting you and all affected allies 2 temporary hit points; these temporary hit points expire at the end of the shout\u2019s duration.","languages":"Common, Orcish, Elven","arms_and_equipment_txt":"","class_features_txt":"","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","tags":"","isShared":"on","templateId":"947","blockId":"271749","world":"4729df2b-d457-4b26-841b-8afd6573e67d","folder":""}