Verik Vancaskerkin

Robert Macintyre's page

290 posts. Alias of trawets71.


Full Name

Robert Macintyre

Race

Human

Classes/Levels

Fighter 1| AC 18 T 12 FF 16 CMD 16 (18 v Trip and disarm)|12/12 HP | F +4 R +2 W +1 | Init +2 | Perc +2

Gender

Male

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Orc

Occupation

Farmer

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Robert Macintyre

Character Sheet:

Size Medium
Init +2; Perception +8

DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1;

OFFENSE
Speed 20 ft.
Ranged: Sling +3 (1d4+3) range 50'
Melee: Scythe +4 (2d4+4/X4), Sickle +4 (1d6+3), Dagger +4 (1d4+3/19-20/X2), light hammer +4 (1d4+3)

Statistics

Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Languages: Common, Orc
Base Atk +1; CMB +4 (+2 to trip or disarm); CMD 16 (18 vs trip or disarm)

Skills: Handle Animal +4 (B1), Kn: Dungeoneering +5 (1), Kn: Nature +2 (1), Perception +2 (1), Profession (Farmer) +5 (B1), Survival +5 (1), Swim +3 (1) Total: 5 Background: 2

Favored Class: Fighter +1 sp per level.

Fighter Abilities:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Feats and Traits:

FEATS
1- Power Attack
1- Combat Expertise (class bonus)
1- Improved Trip (race bonus)

RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

TRAITS

On the Payroll: Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.
Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Gear:

Breastplate 200gp (30#), Scythe 18gp (10#), Sickle 6gp (2#), Dagger 2gp (1#), Light Hammer 1 gp (2#), Sling, 20 Bullets 0.2gp (10#), Backpack 2gp (2#), Bedroll 0.1gp (5#), Blanket .5gp (3#), Mess Kit 0.2gp (1#), 10 Trail Rations 5gp (10#), Waterskin 1gp (4#), Belt Pouch 1gp (.5#), 4 Sacks 0.4gp (2#), 10 Candle 0.1gp, 10 Chalk 0.1gp, Flint and Steel 1gp

Magic

2x Potion of Cure Light Wounds 50 gp

36 gp 4 sp

Total 82.5# (76/153/230)

Backstory:

Raised by his parents, John and Melanie, on a local farm, Robert has always just been one of the local boys. His father was a trapper before becoming a farmer and used to tell tales of the strange things he'd see in the woods which fascinated Robert. Robert is the oldest of three children, he has a younger brother, Benjamin 15 and younger sister Margaret 12. Robert is the main farm hand for his father and in his spare time is courting Rebecca Panfory. He works with the animals of the farm and has to drive off a few wolves and bobcat's that were after the livestock. Farm work is hard and demanding and has led to Robert being stronger than many of the boys in the village.

Robert is training Benjamin to take over the farm.

Robert has his own land next to his father’s that he is slowly clearing of trees as he has the time so that when he and Rebecca marry they will have their own farm.

The professor was in the area trying to track down an old site to do some digging and exploration. Robert was hired to guide to it.

Robert is around average height at 5’ 6”. He has brown hair and blue eyes. He is well built due to all the physical work he does.

Dice:

[dice=Scythe]1d20+4[/dice] [dice=Damage]2d4+4[/dice]
[dice=Scythe Trip]1d20+6[/dice]
[dice=Light Hammer]1d20+4[/dice] [dice=Damage]1d4+3[/dice]
[dice=Sickle]1d20+4[/dice] [dice=Damage]1d6+3[/dice]
[dice=Sickle Trip]1d20+6[/dice]
[dice=Dagger]1d20+4[/dice] [dice=Damage]1d4+3[/dice]
[dice=Sling]1d20+3[/dice] [dice=Damage]1d4+3[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Handle Animal]1d20+4[/dice]
[dice=Kn: Nature]1d20+2[/dice]
[dice=Profession: Farmer]1d20+5[/dice]
[dice=Survival]1d20+5[/dice]
[dice=Swim]1d20+3[/dice]
[dice=Fort Save]1d20+4[/dice]
[dice=Reflex Save]1d20+2[/dice]
[dice=Will Save]1d20+3[/dice]