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About Lokeemon KeilsparnBase Stats:
Init +1 (+1 Dex) Perception +6 ____________________________________ DEFENSE (+1 dex +6 breastplate) AC 17, touch 11, flat-footed 16 HP 26 Fort +5, Ref +2, Will +6 _____________________________________
Melee:
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Base Atk 2; CMB 6; CMD 17 Great Sword - Masterwork - Cold Iron 2d6 (19-20/x2)
Bite: [+2 BAB +4 STR] +6 1d6+4
Long Bow (str 18) (1d8 x3?)
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- Fate's Favored (Faith)
- Ancestral Weapon(Regional)
Feats:
- Fey Founding (1st) Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. you suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). - Weapon Focus (Warpriest) Great Sword - Power Attack (3rd) - Cleave (3rd) (warpriest) Skills:
(2 Warpriest +1 INT x3 ) = 9 - Acrobatics (Dex) 3 (2 ranks +0 CC +1 DEX)
Tiefling (Oni-Spawn):
Tiefling Reference Ability modifier: +2 Str +2 Wis -2 Cha Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages. Fiendish Sprinter: Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5. Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Skilled: +2 racial bonus on Disguise and Intimidate checks. Maw: bite attack that deals 1d6 points of damage. This attack are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Warpriest LVL 3:
Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). Aura (Ex)
Blessings (Su) 4x/day
Focus Weapon
Sacred Weapon
Fervor (Su) 4x/day
Bonus Feats
Warpriest Blessings:
Destruction Blessing Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). War Blessing
Spells:
LVL 0 (max 4) - Detect magic x2 - Light x1 - Stabilize x1 OOC: I'll have to check this later
Equipment:
[carrying capacity STR 18: 100lbs (Light Load) - 200lbs (Medium Load) ] [carrying capacity STR 19: 116lbs (Light Load) - 233lbs (Medium Load) ] [carrying capacity STR 20: 133lbs (Light Load) - 266lbs (Medium Load) ] [Starting Gold: 3.000] Weight: 8+3+6+25+82 (stuff) = 124
[Remaining Gold: 1.392,5 gp] Great Sword - Master work - Cold Iron (trait - free; 8lb) Long Bow, composite (+4) (masterwork) (800gp; 3lb)
Breastplate(agile) masterwork (AC:6; Max dex:+3; armor check pen.:-3) (550gp;25lb) -----------
--- Cost 31,5 gp; Weight 60 lbs.
--- Cost 62gp; Weight 8 lb
--- Cost 143gp; Weight 14 lb
stuff Total (31,5+62+143 = 236,5gp; 60+8+14=82lb) wand demon healing? Loot:
from bugbears - a length of rope - 7gp / 4 = 1,75GP not yet in gold Undead Dwarf that capture souls
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