About Copper and BottomIn the life of Copper:
Currently Empty :p Stat:
Strength: 19 (+4) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 13 (+1) Charisma: 7 (-2) Movement 20 x4 running Initiative +2 Defense:
Health Points 14 Armor Class: 18 Armor Bonus = 4, Shield Bonus = 2, Dexterity Bonus = 2, Size Modifier = 0, Natural Armor = 0, Deflextion = 0, Miscellaneous Modifier = 10 Armor Check Penalty -5 Touch: 12 Flatfooted: 16 Fortitude Save: 4 Base = 2, Ability = 2, Racial = 0, Miscellaneous = 0 Reflex Save: 2 Base = 0, Ability = 2, Racial = 0, Miscellaneous = 0 Will Save: 3 Base = 2, Ability = 1, Racial = 0, Miscellaneous = 0 Base Attack Bonus: 0 Spell Resistance: 0 Arcane Spell Failiur 35% CMD: 16 BAB = 0, Strength = 4, Dexterity = 2, Size = 0, Mic = 0 CMB: 4 BAB = 0, Strength = 4, Size = 0, Mic = 0 Offensive:
Scimitar Attack = 1d20+4 Damage = 1d6+4 Critical X2 Type = Splashing Dagger Attack = 1d20+4 Damage = 1d4+4 Critical 19/20 X2 Type = Pricing/Slashing Sling Attack = 1d20+2 Damage = 1d4+4 Critical 20 X2 Type = Bludging Skills:
Acrobatics -3 Ability Mod = 2, Ranks = 0, Miscellaneous = -5 Appraise -1 Ability Mod = -1, Ranks = 0, Miscellaneous = 0 Bluff -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Climb -1 Ability Mod = 4, Ranks = 0, Miscellaneous = -5 Diplomacy -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Handle Animal 4 Ability Mod = -2, Ranks = 1, Miscellaneous = 5 Fly 5 Ability Mod = 3, Ranks = 0, Miscellaneous = 2 Heal 1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Intimidate -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Knowledge Nature 5 Ability Mod = -1, Ranks = 1, Miscellaneous = 5 Perception 5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Proffession (Trapper) 5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Sense Motive 1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Stealth -3 Ability Mod = 2, Ranks = 0, Miscellaneous = -5 Survival +3 Ability Mod = 1, Ranks = 0, Miscellaneous = 2 Spells:
Languages:
Common, Druidic Favorite Class Options:
Level 1, Hit Points Traits:
1. Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus. 2. Soul-Drinker (Faction: Cheliax) (PFSc: GtPSOP 16) There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability. Feats:
Nature Bond: You have an animal companion, a Roc. Nature Sense: +2 knowledge (nature) and Survival checks. Animal Affinity: You get +2 to Handle Animal checks and +2 to Ride checks. Armor Proficiency: Light and Medium Shild Proficiency: Toughness Equipment, Combat, Armor:
Sling Dagger Scimitar Hide (Armor Bonus +4, Max Dex Bonus +4, Spell Failure 20%) Heavy Wooden Shield (Shield Bonus +2, Spell Failure 15%, Check Penalty -2) Equipment, Masterwork Backpack:
Currently Empty Current Wealth:
Wealth = 60 Gold Accounting:
150 starting gold. Masterwork Backpack -50gp Regular Scimitar -15gp Dagger -2gp Sling 0gp Sling Ammor x100 -1gp Hide -15gp Heavy Wooden Shield -7 gp Bottom, Ape Animal Companion
Stat:
Health Points 14 Strength: 13 (+1) Dexterity: 17 (+3) Constitution: 10 (-1) Intelligence: 2 (-4) Wisdom: 12 (+1) Charisma: 7 (-2) Land Movement 30 Climb Speed 30 Defense:
Armor Class: 15 Armor Bonus = 0, Shield Bonus = 0, Dexterity Bonus = +3, Dodge Bonus = +1, Size Modifier = 0, Natural Armor = +1, Deflextion = 0, Miscellaneous Modifier = 0 Touch: 14 Flatfooted: 11 Fortitude Save: +3 Reflex Save: +6 Will Save: +1 Base Attack Bonus: +1 Spell Resistance: 0 Reach 5 CMD: 15 CMB: 2 Offensive:
Claws x2 Attack = 1d20+2 Damage = 1d4+1 Critical 20/X2 Bite Attack = 1d20+2 Damage = 1d6+1 Critical 20/X2 Skills:
Acrobatics +7 Ability Mod = 3, Ranks = 1, Miscellaneous = 3 Climb +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Escape Artist +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Fly +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Intimidate -2 Ability Mod = -2, Ranks = 0, Miscellaneous = 0 Perception +5 Ability Mod = 1, Ranks = 1, Miscellaneous = 3 Stealth +3 Ability Mod = 3, Ranks = 0, Miscellaneous = 0 Survival +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Swim +1 Ability Mod = 1, Ranks = 0, Miscellaneous = 0 Feats:
Dodge Special Qualities:
Low-Light Vision Link: The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding this animal companion. Share Spell: Druid may cast a spell with the target of "You" on this animal companion. Druid may cast spells on this animal companion even if the spells normally do not affect animal types. Tricks:
Aid (DC 20): The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able. The normal creature type restrictions governing the attack trick still apply. Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object. Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick. Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose. |