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About "Sunny"
Full Name: Sunny Race: Gillmen 'River Folk' Classes/Levels: Fighter(Unarmed Specialist) 1/ Ninja() 1 DM Stuff:
Sunny's river clan are careful and quiet about their 'advantage' over most folk who dwell upon the river. She herself is looking for some where to quietly settle down some and maybe raise another generation or two of 'River clan' folks who might some day help 'expand' the family business. Gender: Female Size: Medium Special Abilities: Amphibious, 'River Folk' Alignment: Chaotic Good Deity: Calistra Languages:Common, Strength: 14
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Now, slightly bored, she has decided to see what the world at large holds in offer.
Combat Clothing AC: 20 (Dex:+3,Armour:+5,Combat Expertise+1,Turtle Style+1)
BAB: +1 Full Attack Melee: +2 Short Sword
Full Attack Ranged: +4 X-bow
Init: +3 Fort: +3
CMB: +3
Physical Description: Height: 5' 11"
Traits:
Trait1:Bandit(River Kingdoms) +100 Gp starting money Trait2:Killer: Spoiler:
You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus. Trait3:Threatening defender
:Feats:
Feat:1stLvl(General)Combat Expertise Feat:1stlvl(Fighter[Unarmed Archetype]) Improved Unarmed Strike feat Style feat: Snapping Turtle Style The unarmed fighter need not meet all the prerequisites of the style feat he chooses. This ability replaces the bonus feat at 1st level. Feat:1stLvl(Ninja)Poison Use. Sneak Attack +1d6
Skill Points=8
Skills:
Acrobatics(N): +7 Appraise(N): Bluff(N): +7 Climb(N)(F): Craft(N)(F): Craft(N): Diplomacy(N): Disable Device(N): Disguise(N): +7 Escape Artist(N): Fly: Handle Animal(F): + Heal: Intimidate(N)(F): Ks(Arcane): Ks(Dungeon)(F): Ks(Engineering)(F): Ks(Geography): Ks(History): Ks(Local)(N): Ks(Nature): +4 Ks(Nobility)(N): Ks(Plants): Ks(Religion): Linguistics(N): Perception(N): +4 Perform(N): Perform: Profession(Sailor)(N)(F): Ride(F): Sense Motive(N): Sleight of hand(N): +7 Spell craft: Stealth(N): Survival(F): +4 Swim: Use Magic Device(N): Equipment: Starting Money 640 Gp
Spoiler:
Combat Gear: Chain Shirt Armour, 100 Gp Short Sword(X2), 20 Gp Dagger (X4): 8 Gp Light X-Bow: 12 Gp Bolts(100): 50 Gp Armored Coat: 50 Gp Total: 240 Standard Adventurers gear in back-pack: 400 Gp Noble(Rich) clothes, 75 Gp
Normal starting clothes, 1 Gp
Combat trained riding dog 200Gp Stats: Riding Dog, CR 1, XP 400
MOney's left 76.1 Gp Notes and character working:
Spirit of the river: You can spend a number of days out of water equal to your Constitution score modifier. Link: Line; 268 Race: Elf (Aquatic) Link |
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