RPG Characters
saskwotch's RPG Characters
Project maintained by hkeeler
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Vern
Overview
|
|
Campaign |
Ravenloft |
Race |
Halfling |
Class/Level |
Fighter: 1 |
Alignment |
N |
Deity |
??? |
Languages |
Common, Halfling, Goblin, Elven |
Size |
Medium |
Age |
42 (When we started) |
Height |
3’6” |
Weight |
120 |
Stats
|
|
XP |
? |
HP |
72 / 99 |
Level |
9 |
Money |
429 GP |
Hero |
0 |
Abilities
|
Score |
Bonus |
STR |
13 |
+1 |
DEX |
18 |
+4 |
CON |
18 |
+4 |
INT |
14 |
+2 |
WIS |
14 |
+2 |
CHA |
14 |
+2 |
|
Score |
Details |
AC |
25 |
10 (Base) +4 (Dex) +1 (Dodge) +11 (Armor) -1 (Armor) |
Speed |
20 |
20 (Halfling) |
Initiative |
+4 |
+4 (Dex) |
- +4 AC against attacks of opportunity when moving out of or within a threatened area.
Saves
|
Score |
Base |
Bonus |
Other |
Fortitude |
11 |
6 |
+4 (Con) |
+1 (Halfling) |
Reflex |
8 |
3 |
+4 (Dex) |
+1 (Halfling) |
Will |
6 |
3 |
+2 (Wis) |
+1 (Halfling) |
- +2 Against Fear (Halfling)
- +2 Against Fear (Fighter)
Attacks
Type |
Score |
Base |
Bonuses |
Melee (light) |
+14/+9 |
+9/+4 |
+4 (Dex) +1 (Halfling) |
Weapon |
Bonus |
Dmg |
Crit |
+2 Elven Curve Blade of Thundering |
+19/+14 |
1D8 +1 (Str) +2 (Weapon) +2 (Training) |
15-20* |
|
Score |
Details |
Notes |
CMB |
14 |
9 (base atk) + 4 (Dex*) - 1 (Small) +2 (Training |
Agile Maneuvers |
CMD |
25 |
10 + 9 (base atk) + 1 (Str) + 4 (Dex) - 1 (Small) +2 Training |
|
TODO: Adjust these for Full Plate and Armor Training
Skills
Skill Unlocks
None
Feats
- Use Dex bonus when calculating CMB.
- With a light weapon, use Dex on attack rolls.
- If you carry a shield, its armor check penalty applies to your attack rolls.
- +4 AC against attacks of opportunity when moving out of or within a threatened area.
- A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
- Dodge bonuses stack with each other, unlike most types of bonuses.
- As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack.
- You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed.
- You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
- You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
- When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1.
- You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon.
- The effects of this feat last until your next turn.
- When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach.
- You must make a separate attack roll against each opponent.
- You can make a Bluff check to feint in combat as a move action.
- Whenever you feint, opponent loses Dex bonus until the beginning of your next turn.
Racial Traits
- Abilities: +2 DEX, +2 CHA, -2 STR
- Small: +1 AC, +1 Attack, -1 CMB, -1 CMD, +4 Stealth
- Slow Speed: 20ft base speed
- Fearless: +2 Saving Throws vs. Fear (stacks with Halfling Luck)
- Halfling Luck: +1 Saving Throws
- Keen Senses: +2 Perception
- Sure-Footed: +2 Acrobatics, +2 Climb
Class Features - Fighter
Bonus Feats
- At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement
- These bonus feats must be selected from those listed as combat feats.
Bravery
- +1 bonus on Will saves against fear.
- This bonus increases by +1 for every four levels beyond 2nd.
Armor Training
- Reduces the armor check penalty by 1 (to a minimum of 0)
- Increases the max Dex bonus allowed by his armor by 1.
- Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
- Move at normal speed in medium armor. At 7th level, move at normal speed in heavy armor.
Weapon Training
- Gains a +1 bonus on attack and damage rolls on trained weapon (Blades, Heavy)
- Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons.
- Adds this bonus to combat maneuver checks made with this weapon group.
- This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Items
On Character
-
+2 Full Plate Armor with Slick
This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces.
- Cost 1,500 gp Weight 50 lbs.
- Armor Bonus +9; Max Dex Bonus +1; Armor Check Penalty -6
- Arcane Spell Failure Chance 35%; Speed 20 ft./15 ft.
- Slick:
- Coated at all times with a slightly greasy oil.
- +5 competence bonus on its wearer’s Escape Artist checks.
- The armor’s armor check penalty still applies normally.
-
+2 Elven Curve Blade of Thundering
Essentially a longer version of a scimitar, but with a thinner blade, the elven curve blade is exceptionally rare. You receive a +2 circumstance bonus to your CMD whenever a foe attempts to sunder your elven curve blade because of its flexible metal.
- Cost 80 gp Weight 7 lbs.
- Damage 1d8 (small), 1d10 (medium); Critical 18-20/x2; Range —; Type S; Special —
- Category Two-Handed; Proficiency Exotic
- Weapon Groups Blades, Heavy
- +3 = 18,000 GP
- Thundering: A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Subjects dealt critical hits by a thundering weapon must make a successful DC 14 Fortitude save or be deafened permanently.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven curve blade that is sized for you, even though it isn’t a light weapon.
Other Items
- Elixir of Fire Breath: This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.
- Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
- Healing Potion, Greater: 6d8+20 HP
- Healing Potion, Moderate: 2D8 + 3
Character History
Ability Rolls
Rolled 4D6, removing the worst die.
- STR: 6,2,5,2 => 13 - 2 (Halfling) => 11
- DEX: 6,5,5,4 => 16 + 2 (Halfling) => 18
- CON: 6,6,2,6 => 18
- INT: 6,4,3,4 => 14
- WIS: 2,5,4,5 => 14
- CHA: 4,2,6,2 => 12 + 2 (Halfling) => 14
Level 2
- HP: 7 + 4 (Con) = 11 => 25
Level 3
- HP: 7 + 4 (Con) = 11 => 36
Level 4
- HP: 9 + 4 (Con) = 13 => 49
Level 5
- HP: 2 + 4 (Con) = 6 => 55
Level 6
- HP: 7 + 4 (Con) = 11 => 66
Level 7
- HP: 10 + 4 (Con) = 14 => 80
Level 8
- HP: 9 + 4 (Con) = 13 => 93
Level 9
- HP: 2 + 4 (Con) = 6 => 99