Sir Reginald Ogleby

"Strength is a gift, given to some in order to protect the rest."


Race Human Alignment Lawful Good

HP 197
Class Build

Knight Protector 12

Attribute Value Modifier1 Modifier2 Modifier3 Modifier4 Modifier5
Initiative: +5 +2 Reactionary Dexterity +3 - -
Speed: 20ft 30 base -10 armor - -
BAB +12 - - - -
CMB: +17 12 BaB Strength +5 - -
CMD: +25/37 12 BaB 5 Strength 3 Dex 10 Base +12 vs Acrobatics
Armor Class: 34 Armor +11 Dexterity +3 Shield +5 Def +1 Dodge+4, Nat +x, Inst+x
Flat-Footed/Denied Dexterity: 27 Armor +11 10 base Shield +5 Def +1 Nat +x, Inst+x
Touch AC: 23 10 base Dexterity +3 Shield +5 Dodge+4, Def +1, Inst+x
Ability Scores
Ability Total Base Magic
Str 21 20 1
Dex 16 16 x
Con 20 18 2
Int 16 16 x
Wis 14 14 x
Cha 16 16 x
Attack Weapon Attack Bonus Damage Threat/Multiplier Reach
On- Hand +2 Sizing Broadblade Greatsword +20/15/10 2d6+7 19-20/x2 -
Shield Bash +2 Bashing Heavy Steel Shield +20/15/10 1d8+7 20/x2 -
Circumstantial Combat Modifiers
  • Up to +5 AC available from Combat Expertise, plus 2 additional from Active Defense, for a total of +7.
  • +1 Dodge bonus from Broadblade Greatsword when using Combat Expertise for at least 2
  • Champion Points: 11
  • Fighting Challenge: Gain up to +3 to hit and damage against creatures my CR -2 or higher.
  • Can share up to +5 dodge bonus as a free action to one adjacent ally, or +2 to all adjacent allies.
  • Test of Mettle: Range 100ft, save Will DC 21, Only my CR-2 or higher affected.
Save Bonus Base Ability Magic
Fortitude 14 7 5 2
Reflex 8 3 3 2
Will 11 7 2 2
Skill Total Ranks Ability Misc Conditional Modifiers
Climb * 3 - 3
Diplomacy 21 12 3 3 Gallantry 3
Handle Animal 10 2 5 - 3
Knowledge: Dungeoneering 14 8 3 - 3
Knowledge: Engineering 14 8 3 - 3
Knowledge: Nobility and Royalty 21 12 3 3 Gallantry 3
Perform: Dance 20 9 5 3 Gallantry 3
Ride 10 4 3 - 3
Sense Motive 21 12 3 3 +3 Gallantry
Swim 10 5 5 - -
  • Common
  • Orc
  • Dwarven
  • Gul-Kaa
Level Feat Description
1 Improved Toughness More HP
3 Combat Expertise Exchange hit for AC, max 5
5 Combat Reflexes Attacks of opportunity equal to Dex
7 Shield Focus +1 bonus when using Heavy shields
9 Stand Still Attack of Opportunity stops opponent movement
11 Shield Ward Shield bonus to CMD, Touch AC
Human:(Racial) Educated All Knowledge skills are class skills
Human:(Bonus) Exotic Weapon Proficiency: Broadblade Greatsword Proficiency with Broadblade Greatswords
Class Abilities
  • Sentinel (Ex): A knight’s dauntless fighting spirit plays a major role in his fighting style, as important as the strength of his arm or the sharpness of his blade. In battle, he uses the force of his personality to taunt his enemies and draw their focus.

    Every time the knight attacks an enemy, whether the attack hits or misses, he can choose to mark that target. The mark lasts until the end of his next turn. While a target is marked it takes a -2 penalty on attack rolls for any attack that doesn’t include the knight as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. Any time a marked creature that is adjacent to the knight makes an attack that does not include him, he can make a single melee attack against that enemy as an immediate action.

  • Gallantry (Ex): The knight has been subject to enough courtly intrigue to learn some tips. If he has ranks in Diplomacy, Knowledge (Nobility), Sense Motive or Perform (Dance) he receives a bonus on the check equal to 1/4 his knight level (minimum +1). This bonus doubles if it’s made in his home court or is in relation to his sovereign.
  • Champion Powers: Starting at 2nd level, the knight gains a champion power. He gains another power for every two levels of knight attained after 2nd level. Some of these powers are passive, some require the knight to take an action first, and some require that the knight uses a champion point to activate them. A knight can use a champion point to activate an ability a number of times per day equal to 1/2 his class level + his Charisma bonus (minimum once per day). Unless otherwise noted, a knight cannot select an individual power more than once.
  • Champion Power 2: Fighting Challenge (Ex): As a swift action, a knight can expend a champion point to issues a challenge against a single opponent within 25 ft. The knight gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. If the target has a CR greater than or equal to his character level minus 2 this bonus increases by +1. This additional bonus increase by +1 at 6th, 11th, and 16th level. This ability lasts for 5 rounds plus the knight’s Charisma bonus. A knight may only have one fighting challenge active at a time.
  • Champion Power 4: Test of Mettle (Ex): As a swift action, a knight can expend a champion point to challenge the mightiest of his enemies to face him in combat. All enemies within 50 feet that can hear and see the knight and have a CR greater than or equal to his character level minus 2 must make a Will save (DC 10+1/2 his class level+his Charisma bonus). Creatures that fail this save are forced to attack the knight with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target the knight with the attack or include the knight in the effect’s area. This ability lasts for 1 round plus the knight’s Charisma bonus (minimum 2 rounds).

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack the knight in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against the knight or attack any opponents he threatens as normal. If anyone other than the knight attacks the target, the effect of the test of mettle ends for that specific target.

If the knight is reduced to 0 or fewer hit points by an opponent forced to attack him due to this ability, he gains one additional champion point for that day. This additional use comes from increased confidence and the knowledge that he has proved his mettle as a knight against his enemies by calling out foes even against overwhelming odds. This additional use disappears if he has not used it by the start of the next day. A knight can only gain one additional champion point in this manner per day.

  • Champion Power 6: Distracting Strike (Ex): If the knight hits a foe with an attack granted by his sentinel class ability with a weapon other than his shield, he may make a free combat maneuver check against the target with a +2 bonus. If successful, the target suffers a -2 penalty on its attack rolls until the beginning of the opponents next turn. A knight must be 4th level to select this power.
  • Champion Power 8: Weapon Training (Ex): Gain the benefits of weapon focus with shields and a single one handed weapon (Greatswords) when wielding that weapon and a shield.
  • Champion Power 10: Booming Voice (Ex): The areas of all the knight’s champion powers are doubled and the save DC for the test of mettle and daunting challenge champion powers increases by +2. The knight must be 10th level to take this power.
  • Active Defense (Ex): Starting at 2nd level, the knight gain a +1 dodge bonus to AC when wielding a shield and armor. This bonus increases by +1 for every five levels beyond 2nd. This bonus increases by +1 in any round he fights defensively, uses Combat Expertise, or uses the total defense action. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

At level 11, the bonus when fighting defensively, using Combat Expertise, or taking the Total Defense action increases by +1, and sharing the bonus becomes a free action.

  • Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain.
  • Vigilant Defender (Ex): Starting at 5th level, the knight stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. The knight may add his class level to the DC of Acrobatic checks to get around him without provoking an attack of opportunity.
  • Hold the Line: Starting at 7th level, the knight’s sentinel class ability may be used twice per round. The first use of the ability in a round requires an immediate action to use and the second use is a free action. The knight may only make one attack in such a manner against a single enemy in any given round.
  • Armor Mastery (Ex): Starting at 9th level, you learn to be more maneuverable while wearing armor. While you are wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (13th and 17th), these bonuses increase by +1 each time, to a maximum of -3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.
Magical Equipment
Item Body Slot/Item Type Abilities
+2 Mithril Fullplate Body -
Belt of Constitution Belt +2 CON
Sigil of Courage Throat +1 CHA
Ring of Protection Ring +1 Deflection to AC
+2 Bashing Heavy Mithril Shield Shield +2, does 1d8 damage when used to shield bash
+2 Broadblade Greatsword Weapon +1 Dodge Bonus to AC when fighting defensively, total defending, or taking a penalty of 2 or greater with Combat Expertise
Normal Equipment/Wands/Potions/Scrolls
  • Handy Haversack
  • Trail Rations (14)
  • Noble’s Outfit
  • Adventurer’s Outfit
  • Soap (1lb)
  • Steel Mirror
  • Shaving Kit
  • Tent
  • Bedroll
  • Lantern (Bullseye)
  • Flint/Tinder

Gold: 200pp, 28,183gp, 5sp

XP: 150200/145000 Bonus XP 0

Hit Die Rolls* 10,10,8,7,8,8,10,6,9,8,7,7 (98). +12 favored class, +60 from con +27 Improved Toughness


Sir Reginald Ogleby

U.N.I.C.O.R.N TheBronzeGryphon