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About Davor KrillCharacter Name: Davor Krill
Current Moderator: GM Kulko
Known Languages: Common, Orc, Draconic, Goblin, Mwangi/Polyglot
Basic Stats:
Strength: 10 Dexterity: 17 (5 points, +2 racial, Level 4 +1) Constitution: 14 (5 points) Intelligence: 14 (5 points) Wisdom: 10 Charisma: 10 ----------------------------------------------------------------------- Hit Points: 37 (d8 +2)x4 + (d6 +2) ----------------------------------------------------------------------- Defense & Saves:
Armor Class: 17 (Base: 10, Dex +3, Armor +2, Iceplant +2) Flatfooted Armor Class : 14 Touch Armor Class: 15 CMD: 14 (10 + BAB+1, STR+0, DEX+3) Lamellar Cuirass +2 AC | 15 GP | 8 lb Special Armor Class Notes: N/A
Special: Constant Endure Elements from Iceplant Hex
----------------------------------------------------------------------- Offense:
Initiative Modifier: +10 (Dex +3, Feat: +4, Trait +2, Red Mantis Assassin techniques +1) Base Attack Bonus: +3 Melee Attack Bonus: +3/+6 (BAB: +2) +3 w/ Finesse weapons Ranged Attack Bonus: +6 (BAB: +2, DEX +3) CMB: +2 (BAB+2, STR+0) Special: Add dex bonus to damage.
----------------------------------------------------------------------- Weapons:
+1 Magical Dagger 1d4+1 19-20/x2 P or S 10' | 6 GP | 3 lb Dagger (3) 1d4 19-20/x2 P or S 10' | 6 GP | 3 lb Dart (2) 1d4 x2 P 20' | 1 GP | 1 lb Shortbow 1d6 x3 P 60' | 30 GP | 2 lb Arrow (19) 1 GP | 3 lb Darkwood Hanbo (MW) d6 | x2 ----------------------------------------------------------------------- Hero Points: ???? ----------------------------------------------------------------------- Skills:
Total Skill Ranks earned: 26/6 Rogue: (Base 8 + INT(2) + FCB(1)) Witch: (Base 2 + INT(2)) +2 Background Class Skills Rogue: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(dungeoneering)(local)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex), Swim(Str), Use Magic Device(Cha) Class skills Witch: Fly(Dex), Heal(Wis), Knowledge(arcana)(history)(nature)(planes)(Int), Spellcraft(Int) From Trait: Survival(+1) Acrobatics: = +12 (Dex 3) 5 Ranks +3 [Class Skill] Race +1
Background:
----------------------------------------------------------------------- Feats and Traits:
1st Level: Improved Initiative (+4 Init) Class: Weapon Finesse: Add DEX mod to attack with light weapons Familiar: Alertness: +2 to Perception and Sense Motive 3rd Level: Gang Up
5th Level: Endurance for Horizon Walker PrC
Traits:
Combat: Reactionary: +2 to Initiative
----------------------------------------------------------------------- Racial and Class Skills, Abilities & Features:
Race: Half Orc Racial Traits: +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. **Replaced by Rock Climber** Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. **Replaced by Bestial** Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin. Mountain Clan
Alternate Traits:
Bestial
Class: Rogue (Unchained)
Sneak Attack: A rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Evasion: Make a Reflex Save against an attack that deals half damage to take no damage. Danger Sense +1: +1 to Reflex saves against traps & Dodge bonus to AC against traps. +1 to Perception to avoid being surprised by an enemy. Rogue Talents:
Debilitating Injury: In addition to sneak attack damage: Bewildered(Minus to AC), Disoriented(Minus to Attack), or Hampered(Move at half speed) for 1 round. Witch:
Familiar: Alertness Feat (+2 Perception & Sense Motive)
----------------------------------------------------------------------- Equipment & Gear:
Traveler's Outfit Cloak of Resistance +2 Backpack: 2 GP - 1 lb: 18 lb total
Adventurer's sash 20 GP | 3 lb: 5.5 lb total
2 Pearls of Power, Level 1 Wand of Vampiric Touch: 7 Charges
Total weight carried: 45.5 lbs
Carrying capacity : Light: ->33 lbs, Medium: ->66 lbs Current Gold: 2 Platinum, 491 Gold, 9 Silver
----------------------------------------------------------------------- Movement: Base Speed: 30 ft. ----------------------------------------------------------------------- Magic:
Spells Known: All Cantrips 1st Level: (5) - Cause Fear - Cheetah's Sprint: Immediate Action, Move up to 10x base speed for 1 round - Comprehend Languages - Cure Light Wounds - Mage Armor Armor worn: Lamellar Cuirass has 5% Spell Failure
----------------------------------------------------------------------- Character History:
I was born and raised in Magnimar by my human mother. Perhaps this makes me a somewhat strange half-orc, less into being strong and crushing my enemies.... But it gave me other advantages that an orc upbringing wouldn't have. I'm slightly smaller than usual for my race, and physically weaker. However, I gained intelligence and training that most of my race lack. When I was mostly grown, actually only about 10 years old, my mother took me out to my father's village. I had thought they were estranged, but really she had just taken me to the city for the advantages that I could gain there. My father's village was just a few miles into the mountains by Riddleport. We stayed with them for a couple of years and I learned the language and the ways of orcs. Leaving my family I moved into Riddleport to learn more of living as an adult. That wasn't really much fun.... Returning to Magnimar I put the city training to work gaining myself some coin and useful equipment but quickly earned the wrath of people in Magnamar that one should avoid. To get out of town and danger I took a job on the Jenivere and left, hopefully forever! While I'm not formally trained to any of the onboard skills, I'm pretty good at following orders and doing a full days labor. I'm also smart enough to usually figure out who to stay away from, ignore, etc. I've been onboard now for several months and have made a few friends and only a couple of minor enemies. (The kind that agree to disagree, not stab each other in the back!) I haven't HAD to use any of my other formal training, and hope that I won't have to. Those skills don't fit well for shipboard life....
----------------------------------------------------------------------- Level 2:
Witch option: Coral Witch Archtype HP: d6+2 Saves: Base Will +2 Skills: 2 + INT(2) + Background(2)
Class Skills: Hex: Iceplant (SU)
Familiar: Alertness Feat (+2 Perception & Sense Motive)
Spells Known: All Cantrips
Armor worn: Lamellar Cuirass has 5% Spell Failure
Level 3:
2nd level Rogue HP: d8+2: 7 BAB: +1 Saves: Base: +3 REF Skills: 8 + INT(2) + FCB(1) + Background(2)
BG:
Feat: Gang Up Class Skills:
Rogue Talent: Combat Trick: Gain Combat Expertise
Level 4:
+1 DEX (17) 3rd level Rogue BAB: +1 (+2) HP: d8+2: 7 Saves: Base: +1 Fort & Will Skills: 8 + INT(2) + FCB(1) + Background(2)
Class Skills:
Level 5:
4th level Rogue HP: d8+2: 7 BAB: +1 (+3) Saves: Base: +4 REF Skills: 8 + INT(2) + FCB(1) + Background(2) Need 6 ranks Know-Geography for PrC
Class Skills:
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Feat: Endurance for Horizon Walker PrC
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