Damiel

Khalth Emberhall's page

18 posts. Alias of Flanderdash.


About Khalth Emberhall

*** WORK IN PROGRESS - IGNORE FOR THE TIME BEING ***

Character Name: Kalth Emberhall
Character Race: Tiefling
Character Class: Fighter/Rogue 2 (Gestalt)
Campaign: A Rivalry in Diobel

Alignment: Neutral Good
Deity:
Place of Origin:
Gender: Male
Age: 24
Height: 5’1”
Weight: 138 lb.
Eyes: Golden
Hair: Brown

Character Level: 2
XP Points Gained: 0
XP Needed For Next Level:

Known Languages: Common, Elven, Dwarven

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Strength: 17 (+3)
Dexterity: 16 (+3)*
[b]Constitution: 14
(+2)
Intelligence: 16 (+3)*
Wisdom: 10 (+0)
Charisma: 10 (+0)*

[*Tiefling: +2 Dex, +2 Int, -2 Chr]

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Armor Class: 15 [10 + 2 (armor) + 3 (DEX)]
Flatfooted Armor Class: 13
Touch Armor Class: 12

Special Armor Class Notes:
Leather (15 lb.) [+2 AC / +6 max DEX / 0% arcane spell failure / 30' speed]

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Hit Points: 24 (10 +2, 10 +2)

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Save vs. Fortitude: +5 [Base (+3) + CON (+2)]
Save vs. Reflex: +6 [Base (+3) + DEX (+3)]
Save vs. Will: +0 [Base (+0) + WIS (+0)]

Special Save Notes:

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Initiative Modifier: +3
Base Attack Bonus: +2
Melee Attack Bonus: +0 [BAB (+0) + STR (+0)]
Ranged Attack Bonus: +2 [BAB (+0) + DEX (+2)]
CMB: +?
CMD: ?

Special Combat Notes: n/a

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Weapons:

Rapier (M)
[+0 Melee Attack | 1d6 | 18-20 [x2] Crit | piercing damage] (2 lb.)

Dagger (M)
[+0 Melee Attack | +2 Ranged Attack | 1d4 | 19-20 [x2] Crit | 10 ft Range | piercing damage] (1 lb.)

Longbow (M)
[+2 Ranged Attack | 1d8 | 19-20/x2 Crit | 80 ft Range | piercing damage] (4 lb.)
20 standard bolts (2 lb.)

Weapon Weight: 9 lb.

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Skills: (8 + INT, 8 + INT points total)
Name/Total Mod (Ability) ** # Ranks Taken

Adventuring:
+0 Acrobatics (DEX) ** 0 ranks
+0 Appraise (INT) ** 0 ranks
+0 Bluff (CHA) ** 0 ranks + 2 Tiefling
+0 Climb (STR) ** 0 ranks
+0 Disable Device ** 0 ranks
+0 Diplomacy (CHA) ** 0 ranks
+0 Disguise (CHA] ** 0 ranks
+0 Escape Artist (DEX) ** +0 ranks
+0 Gather Information (CHA) ** 0 ranks
+0 Intimidate (CHR) ** 0 ranks
+0 Knowledge (Dungeoneering) (INT) ** 0 ranks
+0 Knowledge (Engineering) (INT) ** 0 ranks
+0 Knowledge (Local) (INT) ** 0 ranks
+0 Linguistics (INT) ** 0 ranks
+0 Perception (WIS) ** 0 ranks
+0 Perform (CHA) ** 0 ranks
+0 Ride (DEX) ** 0 ranks
+0 Sense Motive (WIS) ** 0 ranks
+0 Sleight of Hand (DEX) ** 0 rank
+0 Stealth (DEX) ** 0 ranks + 2 Tiefling
+0 Survival (WIS) ** 0 ranks
+0 Swim (STR) ** 0 ranks
+0 Use Magic Device (CHR) ** 0 ranks

Background:
+0 Profession: Merchant (WIS) ** 0 ranks
Handle Animal (CHR) ** 0 ranks

Languages:
Common, Abyssal, Elven, Infernal, Orc

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Feats:

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Traits:

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Racial and Class Skills, Abilities & Features:

----Tiefling:----

Fiendish Resistance: Tieflings have Cold Resistance 5, Electricity Resistance 5, and Fire Resistance 5

Skilled: +2 racial bonus on Bluff and Stealth checks.

Darkness (1/day): Tieflings can use Darkness as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Dark Vision: Tieflings can see perfectly well in the dark, up to 60’.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons, the tails can be used to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

—-------------------------

----Fighter:----

Fighter Bonus Feat: (1st Level) TBD

Fighter Bonus Feat: (2nd Level] TBD

[b]Bravery +1: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

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----Rogue:----

Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks(minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent: TBD

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Equipment & Gear:

Travelers's outfit [0.0 lb.]

Backpack [2.0 lb.] holds:
Waterskin [4.0 lb.]
5 Days of Trail Rations [5.0 lb.]
2 Torches [2.0 lb.]
Bedroll [5.0 lb.]

Belt Pouch: [0.5 lb.] holds:
- Flint and Steel [0.0 lb.]
- 5 Tindertwigs [0.0 lb.]

Equipment Weight: 21.5 lb.
Weapon Weight: 13 lb.
Armor Weight: 15 lb.
Total Weight: 45.5 lb. (with pack) or 23.5 lb. (without pack)

? STR
Light Load up to 33 lb.
Med Load 34-66 lb.
Heavy 67-100 lb.

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Money: 6 PP 14 GP 9 SP 0 CP

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Base Speed: 30'/Round

Normal Speed (including penalty for armor or encumbrance load): 20'/Round (with pack) or 30'/Round (without pack)

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Personality Traits:
(Under Construction!)

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Character History:
(Under Construction!)