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chars; PC fools
Topic Started: Feb 1 2014, 12:33 PM (51 Views)
Rage7469

Name: Xenor Baroth
Aliases:
Race:Human
Class(es) and Level: cleric 1

Height: 6ft
Weight: 200ilb
Age: 20
Eye Color: brown
Hair Color: brown
Skin Color: white
Gender: male
Handedness: left
Languages: common


Alignment: neutral
Deity: Nemorga

Strength: 16
Dexterity: 16
Constitution: 16
Intelligence: 16
Wisdom: 18
Charisma: 16

Maximum Hit Points: 11

AC: 14
AC (Touch): 13
AC (Flat-Footed): 14
Fortitude: 2 +3 = 5
Reflex:
Will: 2+ 4 = 6

Speed: 20ft
Initiative: 3

Base Attack Bonus: 1 +3
Grapple:

Attacks


Weapon: long sword
Attack Bonus: 0
Damage: 1d8
Critical: 19-20x2
Range: 5
Type: slashing
Notes:
Ammunition:

Weapon: heavy mace
Attack Bonus: 0
Damage: 1d8
Critical: x2
Range: 5
Type: blunt
Notes:
Ammunition:

Weapon:
Attack Bonus:
Damage:
Critical:
Range:
Type:
Notes:
Ammunition:

Weapon:
Attack Bonus:
Damage:
Critical:
Range:
Type:
Notes:
Ammunition:

Weapon:
Attack Bonus:
Damage:
Critical:
Range:
Type:
Notes:
Ammunition:

Skills 24

Appraise: (Intelligence Modifier + Ranks + Given Bonuses)
Balance: (Dexterity Modifier + Ranks + Given Bonuses)
Bluff: (Charisma Modifier + Ranks + Given Bonuses)
Climb: (Strength Modifier + Ranks + Given Bonuses)
*Concentration: (3 + 4 + Given Bonuses)

*Craft(______): (Intelligence Modifier + Ranks + Given Bonuses)
Craft(______): (Intelligence Modifier + Ranks + Given Bonuses)
Craft(______): (Intelligence Modifier + Ranks + Given Bonuses)
Decipher Script: (Intelligence Modifier + Ranks + Given Bonuses)
*Diplomacy: (Charisma Modifier + + Given Bonuses)
Disable Device: (Intelligence Modifier + Ranks + Given Bonuses)
Disguise: (Charisma Modifier + Ranks + Given Bonuses)
Escape Artist: (Dexterity Modifier + Ranks + Given Bonuses)
Forgery: (Intelligence Modifier + Ranks + Given Bonuses)
Gather Information: (Charisma Modifier + Ranks + Given Bonuses)
Handle Animal: (Charisma Modifier + Ranks + Given Bonuses)
*Heal: (Wisdom Modifier + Ranks + Given Bonuses)
Hide: (Dexterity Modifier + Ranks + Given Bonuses)
Intimidate: (Charisma Modifier + Ranks + Given Bonuses)
Jump: (Strength Modifier + Ranks + Given Bonuses)
*Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses)
Knowledge(the planes): (3 + 4 + Given Bonuses)
*Knowledge(religion): (3 + 4 + Given Bonuses)
Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses)
Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses)
Listen: (Wisdom Modifier + Ranks + Given Bonuses)
Move Silently: (Dexterity Modifier + Ranks + Given Bonuses)
*Open Lock: (3 + 4 + Given Bonuses)
*Perform(______): (Charisma Modifier + Ranks + Given Bonuses)
Perform(______): (Charisma Modifier + Ranks + Given Bonuses)
Perform(______): (Charisma Modifier + Ranks + Given Bonuses)
Profession(______): (Wisdom Modifier + Ranks + Given Bonuses)
Profession(______): (Wisdom Modifier + Ranks + Given Bonuses)
Ride: (Dexterity Modifier + Ranks + Given Bonuses)
*Search: (4 + 4 + Given Bonuses)
Sense Motive: (Wisdom Modifier + Ranks + Given Bonuses)
Sleight of Hand: (Dexterity Modifier + Ranks + Given Bonuses)
*Spellcraft: (Intelligence Modifier + Ranks + Given Bonuses)
Spot: (Wisdom Modifier + Ranks + Given Bonuses)
*Survival: (4 + 4 + Given Bonuses)
Swim: (Strength Modifier + Ranks + Given Bonuses)
Tumble: (Dexterity Modifier + Ranks + Given Bonuses)
Use Magic Device: (Charisma Modifier + Ranks + Given Bonuses)
Use Rope: (Dexterity Modifier + Ranks + Given Bonuses)

Feats

Feat Name: Domain affinity
Prerequisites:worship a deity
Effect: gain access to a domain

Feat Name:improved toughness
Prerequisites: base fortitude +2
Effect: 1hp per HD

Special Abilities

Ability Name:
Effect:

Spells
Domain: death
ability: death touch ability, roll 1d6/cleric lvl if equal to or more creature dies (no save)

Domain: travel

Ability: affected by freedom of movement up to a number of rounds equal to cleric lvl.

Domain:Gateways
Ability Open lock and search class skills, +4 divine bonus on saving throws attack rolls while in threshold or doorstep of a door, gateway, or other portal.

0th Level:
1st Level:
2nd Level:
3rd Level:
4th Level:
5th Level:
6th Level:
7th Level:
8th Level:
9th Level:

Spell Save:
Spell Failure Chance:









Gear

Armor/Shield Type/Protective Item: scale mail
AC Bonus: 2
Skill Check Penalty: -4
Spell Failure Chance:
Speed: 20
Weight: 30
Special Properties:

Armor/Shield Type/Protective Item:heavy steel sheild
AC Bonus: 2
Skill Check Penalty:
Spell Failure Chance:
Speed:
Weight: 15
Special Properties:

Other Possessions: adventurers kit
Money: 16

Backstory:
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DM Theo
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Name: Malborn Blackwater
Aliases: Malicous / Mal
Race: Halfling
Class(es) and Level: Rouge \ 1st

Height: 3'
Weight: 35lbs
Age: 25
Eye Color: grey
Hair Color: brown
Skin Color: tan
Gender: M
Handedness: Right
Languages: Halfling, Common (Ledean). Bonus Language: Titanspeak, Calastian

Alignment: Chaotic Neutral
Deity: Hwyrdd
Holy Symbol: A silhouette of a human’s left hand.
lnvocation Benefit
Drendari’s worshipers who invoke her for one full round receive a +1 bonus to their next Hide, Move Silently, Open Lock, or Sleight of Hand check. Thieves who regularly pray (at least once a day) receive a +2 bonus on Hide checks as long as they remain faithful.

Score Modifier
Strength: 13 +1
Dexterity: 19 +4
Constitution: 13 +1
Intelligence: 14 +2
Wisdom: 11 +0
Charisma: 15 +2

Maximum Hit Points: 7

Racial Total
Bonus AC
AC: 16 +1 17
AC (Touch): 14 +1 15
AC (Flat-Footed): 12 +1 13


Saves Base Modifier Racial Bonus Total
Fortitude: +0 +1 (Con) +1 +2
Reflex: +2 +4 (Dex) +1 +7
Will: +0 +0 (Wis) +1 +1
+2 morale bonus against Fear effects (Scarred Lands Halfling Bonus)

Speed: 20ft
Initiative: +4 (Dex)


Base Attack Bonus: +0
Melee: BAB +0 + Str Mod +1 = +1
Ranged: BAB +0 + Dex Mod +4 = +4
Grapple:

Attacks

Weapon Attack Bonus Damage Critical Type Range
Short Sword +1 1d4+1 19-20/x2 Piercing
Dagger +1 1d3+1 19-20/x2 Piercing 10ft
(+3 thrown)
Light Crossbow
+4 1d6 19-20/x2 Piercing 80ft
+2 Racial Bonus on a thrown weapon or sling (Scarred Lands Halfling Bonus)

Skills Stat Mod Ranks Racial Mod Total Bonus
Balance: Dex 4 + 4 = 8
Bluff: Cha 2 + 2 +2 = 6
Climb: Str 1 + 3 +2 = 6
Diplomacy: Cha 2 + 1 = 3
Disable Device: Int 2 + 2 = 4
Disguise: Cha 2 + 3 = 5
Escape Artist: Dex 4 + 1 = 5
Gather Info: Cha 2 + 2 = 4
Hide: Dex 4 + 4 = 8
Jump: Str 1 + 3 +2 = 6
Knowledge(local) Int 2 + 1 = 3
Listen: Wis 0 + 1 +2 = 3
Move Silently: Dex 4 + 4 +2 = 10
Open Lock: Dex 4 + 3 = 7
Sleight of Hand: Dex 4 + 2 = 6
Spot: Wis 0 + 3 = 3
Use Magic Device: Cha 2 + 1 = 3
Use Rope: Dex 4 + 1 = 5

Feats
Combat Reflexes
You are entitled to make 5 attacks of opportunity a round. 1 that all characters can make, plus 4 additional due to your Dex modifier. And Dex damage that changes your modifier will affect this. You can also make attacks of opportunity when flat footed. You can only make one attack of opportunity per opportunity.
Does not stack with the rogue’s opportunist ability.

Special Abilities:
Sneak Attack
When ever an opponent is flanked or otherwise denied their Dex modifier to their AC, you can hit for an additional 1d6 in damage.

Feat Name: Weapon Finesse
Prerequisites:
Effect:

Gear

Armor/Shield Type/Protective Item: Leather
AC Bonus: +2
Max Dex Bonus: +6
Skill Check Penalty: -0
Spell Failure Chance: 10%
Speed: 20ft
Weight: 15lbs
Special Properties: N/A

Other Possessions:
One days rations
Hooded Lantern
3 pints oil
bedroll
flint/steel
Water skin
sack
backpack
Thief’s tools
Light crossbow
Short sword
dagger

Money: 25gp

Backstory

Learned the trade of Cloak and Dagger at an early age. He's very tight lipped. Talks only when necessary. He likes nothing more than a challenge, and when given a mission it's either complete or death. Highly motivated by coin. His allegiance is hard to buy... And even harder to forge. He's quiet suspicious of all tall races like most halflings. But if you can make him your friend. You'll never have a better more loyal companion watching your back form the shadows.
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