Sajan

Kory Spradlin's page

1 post. Alias of Truin.


About Kory Spradlin

Name Kory Spradlin...................Race Nagaji
Classes/Level Monk...................Gender Male
Campaign ............................Homeland
Alignment ...........................Deity
Size Medium..........................Age
Hair ................................Eyes
Height ..............................Weight
Skin ................................Languages

Character Traits

Rich Parents You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.
Militia Veteran Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

[b]

[b]Offense

Init +1 Base Attack: +0, CMB: +3
Weapon Heavy Crossbow attack bonus +1 critical 19/20, *2 type P range 120 ammunition 10 damage 1d10+1

Defense

HP 10/10(1d8+2)
CMD 17
AC 15, Touch 14, Flat-Footed 14
Fort Save: +4, Ref Save: +3, Will Save: +5
Spell Failure Chance %

Statistics:

Ability Scores: STR 17(+3), DEX 13(+1), CON 14(+2), INT 15(+2), WIS 17(+3),CHA 14(+2)
Feats:
Spit Venom (Combat):As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice + your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice you have.
(Bonus)Improved Grapple (Combat):You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
(Bonus) Improved Unarmed Strike (Combat): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
(Bonus) Stunning Fist (Combat):You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Class Features:
Skills:
________________________________Total_____Abiltiy_Ranks_Misc.
  • Acrobatics ......................................+1=DEX+1+0+0
    []Appraise .........................................+2=INT+2+0+0
    []Bluff ............................................+2=CHA+2+0+0
  • Climb ...........................................+3=STR+3+0+0
  • Craft () ........................................+2=INT+2+0+0
  • Craft (Carpentry) ...............................+2=INT+2+0+0
  • Craft (Leather) .................................+2=INT+2+0+0
    []Diplomacy ........................................+2=CHA+2+0+0
    []Disable Device ...................................--=DEX
    []Disguise .........................................+2=CHA+2+0+0
  • Escape Artist ...................................+1=DEX+1+0+0
    []Fly ..............................................+1=DEX+1+0+0
    []Handle Animal ....................................+3=CHA+2+1+0
    []Heal .............................................+3=WIS+3+0+0
  • Intimidate ......................................+2=CHA+2+0+0
    []Knowledge (Arcana) ...............................--=INT
    []Knowledge (Dungeoneering) ........................--=INT
    []Knowledge (Engineering) ..........................--=INT
    []Knowledge (Geography) ............................--=INT
  • Knowledge (History) ..............................--=INT+2+1+3
    []Knowledge (Local) ................................--=INT
    []Knowledge (Nature) ...............................--=INT
    []Knowledge (Nobility) .............................--=INT
    []Knowledge (Planes) ...............................--=INT
  • Knowledge (Religion) .............................--=INT+2+1+3
    []Linguistics ......................................--=INT
  • Perception ......................................+9=WIS+3+1+5
  • Perform () ......................................+2=CHA+2+0+0
  • Perform (Wind Instruments) ......................+2=CHA+2+0+0
  • Profession (Gambler) ............................+7=WIS+3+1+3
  • Profession (Soldier) ............................+8=WIS+3+1+4
  • Ride ............................................+1=DEX+1+0+0
  • Sense Motive ....................................+3=WIS+3+0+0
    []Sleight of Hand ..................................--=DEX
    []Stealth ..........................................+1=DEX+1+0+0
  • Survival ........................................+3=WIS+3+0+0
  • Swim ............................................+3=STR+3+0+0
    []Use Magic Device .................................--=CHA
  • Racial Abilities:

    Low-Light Vision Twice as far as humans in dim light.
    Armored Scales +1 natural armor bonus from their scaly flesh.
    Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
    Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

    Equipment:

    Monk Outfit ...................2 lb.
    Masterwork Heavy Crossbow .....8 lb.
    Bolt (10) .....................1 lb.
    Masterwork Backpack ...........4 lb.
    Belt Pouch ..................0.5 lb.
    Blanket .......................3 lb.
    Canteen .......................1 lb.
    Everburning Torch .............1 lb.
    Soap ........................0.5 lb.
    Spider Silk Rope ..............4 lb.
    Trail Ration (10) .............5 lb.
    Coins ......................5.58 lb.

    Total...................35.58 lb.

    Light Load 100 lb. Medium Load 200 lbs. Heavy Load 300 lb. Lift Over Head 260 lb. Lift Off Ground 520 lb. Drag Or Push 1300 lb.

    Money

    CP 9
    SP 4
    GP 266
    PP

    Background:

    The son of a lady of the court in a same barony Kory's life has been based on the military forces used to fight against the forces of the frontier. He has a air of confidence that influences others in a positive way. He mainly trained in the local style of hand to hand combat. Even winning in fisticuffs contests. This was all do to his father who was Kory's trainer in his early years. After years of victory the men of the baronies forces became fed up with losing to a in there eyes child. The officers insulted your religion which infuriated Kory. This is when you attacked and beat savagely 2 officers. It was sincerely regretted. You would not end a military career this way. Soldiers attacked you weeks later. You ran when outnumbered and dipped into the towns allies. This is when in order to get justice you allied with the towns underground crime groups. Using there influence revenge was assured. In that group he met his love Sidney. Soon though you became framed for arson and was forced to enter a trial of fire. The right arm was scared by flame.

    Personality: