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Post by Cameron on Jun 8, 2011 22:45:32 GMT -8
reserved for future use
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Post by Cameron on Jun 8, 2011 22:45:54 GMT -8
Tedric IronthewsMale human fighter 4 N Medium Humanoid Init +2; Senses Perception +3 Languages Common ------------------------------------ AC 22 (+2 Dex, +5 armor, +5 shield), touch 12, flat-footed 20 hp 32 (4 HD) Fort +5, Ref +3, Will +4 (+5 vs. fear) ------------------------------------ Speed 20 ft. (4 squares) Melee bastard sword +10 (1d10+5/19-20) or +1 flail +10 (1d8+6) or dagger +9 (1d4+5/19-20) Ranged javelin +6 (1d6+5, range 30) or light crossbow +6 (1d8/19-20, range 80) or dagger +6 (1d4+5/19-20, range 10) Base Atk +4; CMB +9, CMD 26 Atk Options disarm/trip (using flail) Special Actions gain total cover (using tower shield) Combat Gear none ------------------------------------ Abilities Str 20, Dex 14, Con 12, Int 10, Wis 12, Cha 10 SQ bravery, armor training Feats Exotic Weapon Proficiency (bastard sword), Saving Shield, Shield Focus, Weapon Focus (bastard sword), Iron Will, Tower Shield Expert Skills (-2 ACP, -12 w/shield) Climb 1/+7 (-3 w/shield), Handle Animal 4/+7, Perception 2/+3, Profession (farmer) 1/+5, Profession (soldier) 1/+5, Ride 4/+7 (-3 w/shield), Survival 1/+5 Possessions (133/266/400 ~ 122, medium) combat gear (-) plus masterwork scale mail (30 lb), tower shield (45 lb), bastard sword (6 lb), +1 flail (5 lb), dagger (1 lb), 3 javelins (6 lb), light crossbow (4 lb), 20 bolts (2 lb), and explorer's outfit (worn) __Backpack (2 lb) with bedroll (5 lb), waterskin (4 lb), 3 days trail rations (3 lb), whetstone (1 lb), and 7 torches (7 lb) __Belt pouch (.5 lb) with flint and steel, 2 gems (50, 100 gp), and 178.13 gp cash Ht 6'4" Wt 245 lb XP 6946 SAVING SHIELD (Combat) You deflect attacks that could mean your ally's death. __Prerequisite: Shield Proficiency. __Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC {+3 with Shield Focus}. You must be wielding a light shield, heavy shield, or tower shield to use this feat.TOWER SHIELD EXPERT (Combat) You are exceptionally skilled at using a tower shield. __Prerequisite: Str 15, Shield Focus, Tower Shield Proficiency, fighter level 4th. __Benefit: When employing a tower shield in combat, you take no penalty on attack rolls due to the shield's encumbrance. In addition, you can add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD. You can bash an opponent with a tower shield as if it were a heavy shield. __Normal: When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
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Post by takasi on Jun 22, 2011 9:11:19 GMT -8
Martin 'Lucky' FaggotbearerMale human druid 3 N Medium Humanoid Init +3; Senses Perception +10 Languages Common, Druidic ------------------------------------ AC 19 (+3 Dex, +4 armor, +2 shield), touch 13, flat-footed 16 hp 17 (3 HD) Fort +3, Ref +4, Will +7 ------------------------------------ Speed 20 ft. (4 squares) Melee shortspear +1 (1d6-1) or club +1 (1d6-1) or sickle +1 (1d6-1) Ranged shortspear +5 (1d6-1, range 20) or sling +5 (1d6-1, range 50) or club +5 (1d6-1, range 10) or sickle +1 (1d6-1, range 10) Base Atk +2; CMB +1, CMD 14 Atk Options Point Blank Shot (+1 ranged within 30 ft), trip (sickle) Special Attacks Lightning Arc (+5 ranged touch, 1d6+1 electricity, 7/day) Combat Gear none ------------------------------------ Druid Spells Usually Prepared (CL 3rd) __2nd (domain + 2/day) ~ fog cloud x2, wind wall (d) __1st (domain + 3/day) ~ faerie fire x2, longstrider, obscuring mist (d) __0-level (4) ~ create water, detect magic, guidance, light ------------------------------------ Abilities Str 9, Dex 16, Con 11, Int 9, Wis 18, Cha 9 SQ Nature Bond (air), Nature Sense, Orisons, Spontaneous Domain Casting, Wild Empathy, Windwalker, Stormvoice Feats Point Blank Shot, Precise Shot, Blind Fighting Skills (-3 ACP, -5 w/shield) Knowledge (nature) 3/+7, Perception 3/+10, Ride 3/+9, Spellcraft 3/+5, Survival 3/+12 Possessions (30/60/90 ~ 56.5, medium) combat gear (-) plus hide armor (15 lb), heavy wooden shield (10 lb), 3 shortspears (9 lb), club (3 lb), sickle (2 lb) sling with 10 bullets (5 lb), smokestick and explorer's outfit (worn) __Backpack (2 lb) with bedroll (5 lb), waterskin (4 lb), 3 days trail rations (3 lb) __Belt pouch (.5 lb) with 19 gp cash Ht 6'2" Wt 190 lb XP 1798 CLOUD DOMAIN Granted Power: Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Air Domain Spells 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—solid fog, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—storm of vengeance
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Post by murphyca on Aug 16, 2011 19:15:37 GMT -8
Hak BloodaxeMale half-orc fighter 2 CN Medium Humanoid Init +0; Senses darkvision 60 ft.; Perception +0 Languages Common, Orc ------------------------------------ AC 16 (+6 armor), touch 10, flat-footed 16 hp 26 (2 HD); orc ferocity Fort +6, Ref +0, Will +0 (+1 vs. fear) ------------------------------------ Speed 20 ft. (4 squares) Melee greataxe +8 (1d12+7/x3) Ranged javelin +2 (1d6+5, range 30) Base Atk +2; CMB +7, CMD 17 Atk Options Power Attack Combat Gear none ------------------------------------ Abilities Str 20, Dex 11, Con 16, Int 9, Wis 10, Cha 6 SQ orc blood Feats Power Attack, Weapon Focus (greataxe) Skills (-5 ACP) Climb 2/+5, Intimidate 2/+5 Possessions (133/266/400 ~ 78, medium) combat gear (-) plus chainmail (40 lb), greataxe (12 lb), javelin (2 lb) __Backpack (2 lb) with bedroll (5 lb), winter blanket (3 lb), waterskin (4 lb), grappling hook (4 lb), whetstone (1 lb), and 5 torches (5 lb), 10 pieces of chalk, and 5 gp cash Ht 6'1" Wt 240 lb XP 1798 Orc Ferocity (Ex): Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
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Deleted
Deleted Member
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Post by Deleted on Dec 17, 2011 20:10:14 GMT -8
Alexander Carmine ProundAlexander Carmine Pround Male Human Rogue 4 CG Medium Humanoid Init +5; Perception +8, Trapsense +1 Languages Common, Elven, Orc ------------------------------------ AC 19 (+5 Dex, +1 dodge, +3 armor), Tch 16, FF 13; Mobility HP 29 (4 HD) Evasion, Uncanny Dodge Fort +3, Ref +9(+10 vs. Traps), Will +2 ------------------------------------ Speed 30 ft. (6 squares) Melee MW Rapier +9 (1d6+4/18-20) or Lt Mace +8 (1d6+4, 20x2) or MW Dagger +9 (1d4+4/19-20) 2 Weap MW Rapier +7 (1d6+4/18-20) or Lt Mace +6 (1d6+2, 20x2) or MW Dagger +7 (1d4+2/19-20) Ranged MW Shortbow +9 (1d6/x3, range 60) or MW Dagger +9 (1d4+4/19-20, range 10) Base Atk +3; CMB +7, CMD 22 Atk Options sneak attack +2d6 Combat Gear Scroll Glitterdust x2 ------------------------------------ A bilities Str 18, Dex 20, Cn 14, Int 14, Wis 13, Ch 7 SQ trapfinding Feats Dodge, Mobility, *2 weapon Fighting, Nimble moves (Ignore 5 ft diff terrain), *Weapon finesse Skills (0 ACP) Acrobatics 4/+11, Bluff 3/+4, Climb 4/+11, Diplomacy 4/+5, Disable Device 4/+12, Escape Artist 4/+12, Know (dungeoneering/local) 4/+9, Perception 4/+8, Sense Motive 1/+5, Sleight of Hand 4/+12, Stealth 4/+12, Use Magic Device 4/+5 Possessions (100/200/300 ~ 77, light) combat gear: MW studded leather armor (20 lb), MW shortbow (2 lb), 13 arrows (3 lb), MW daggers (1 lb), MW Rapier (2 lb), Lt Mace (4 lb), thieves' tools (1 lb), and peasant's outfit (worn) Backpack (2 lb) with bedroll (5 lb), winter blanket (3 lb), waterskin (4 lb), 3 days trail rations (3 lb), whetstone (1 lb), crowbar (5 lb), hammer (2 lb), 5 pitons (2.5 lb), grappling hook (4 lb), 50 feet of silk rope (5 lb), and 6 torches (6 lb) 2 belt pouches (1 lb) with flint and steel, 5 pieces of chalk Ht 5'8" Wt 175 lb Age 18 Hair Blonde Eyes Brown XP 5771 1x50gp gem, 1x100 gp gem, 25 gp, 50 sp Nimble Moves You can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.[/quote]
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