Clausyre

Sir Dydimus's page

313 posts. Organized Play character for Evan Whitefield.


Full Name

Sir Dydimus of Eastgate

Race

Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action

Classes/Levels

Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Gender

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2

Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 7
Charisma 16

About Sir Dydimus

Sir Dydimus
Order of the Dragon Daring Champion Cavalier 1
Arcane Duelist bard 2
CG Male Halfling
Silver Crusade
PFS# 5331-13

Defense:

AC 21 (4 Armor +1 Shield +4 Dex +1 Size +1 Dodge)
Touch 16, Flat-footed 16
CMD 15 (10 base +2 BAB +0 Str +4 Dex -1 Size)

hp 25 (13 Bard +6 Cavalier +6 Con)

Fort +5(0 Bard +2 Cavalier +2 Con +1 Racial)
Ref +8 (3 Bard +0 Cavalier +4 Dex +1 Racial)
Will +2 (3 Bard +0 Cavalier -2 Wis +1 Racial)

Special Defenses:
Fearless: +2 on saves vs. Fear
Mobilty: +4 Dodge bonus to AC vs. Attacks of Opportunity provoked by movement

Offense:

Initiative: +4
Spd 30
BAB: +2 (1 Bard +1 Cavalier)
CMB: +1 (2 BAB +0 Str -1 Size)
Melee
Mwk Rapier +8 (1d4 /18-20)
Range
Sling +7 (1d3/ x2)

Special Attacks:
Arcane Strike: +1 weapon damage as swift action
Challenge: +1 Damage; -2 AC vs. other opponents; Allies gain +1 to attacks while threatening that opponent; Swift action; 1/day
Tactician: Grant team work feat to all allies within 30ft for 3 rounds; 1/day
-Precise Strike: +1d6 damage when flanking; Dex 13, +1 BAB

Spells:

Caster Level: 2 Concentration: +9

0th Level- At Will
Light, Detect Magic, Prestidigitation, Mage Hand, Read Magic

1st Level- 3 per day (2 Bard +1 Cha)
Grease, Vanish, Adoration

Bardic Performance 9 rounds/day
Inspire Courage: +1 competence bonus on Attack and Damage Rolls;
+1 moral bonus on Saves vs. Fear & charm

Skills:

(12 Bard +4 Cavalier +3 Int +2 Favored Class = 21)
Acrobatics +10 (3 Rank +3 Class Skill +4 Dex -0 Armor)
Climb +5 (3 Rank +3 Class Skill +0 Str -0 Armor)
Diplomacy +9 (3 Rank +3 Class Skill +3 Cha)
Escape Artist+9 (2 Rank +3 Class Skill +4 Dex -0 Armor)
Perception +6 (3 Rank +3 Class Skill -2 Wis +2 Racial)
Perform (oratory) +9 (3 Rank +3 Class Skill +3 Cha)
Ride +8 (1 Rank +3 Class Skill +4 Dex)
Spellcraft +5 (1 Rank +3 Class Skill +1 Int)
Stealth +8 (4 Dex -0 Armor +4 Size)
UMD +8 (2 Rank +3 Class Skill +3 Cha)
Special Modifiers:
Daredevil Boots: +5 Comp bonus to actobatics to move through threated squares; If successful also receive a +1 on attack rolls; 10 rounds/ day

Statistics:

Str 10 +0 (2 pts -2 RB)
Dex 18 +4 (10 pts +2 RB)
Con 14 +2 (5 pts)
Int 12 +1 (2 pts)
Wis 7 -2 (-4 pts)
Cha 16 +3 (5 pts +2 RB)

Languages: Common, Halfling, Elven

Traits:
Armor Master (combat): lessen armor check penalty by 1
Helpful (racial): When aiding another grant +4 instead of +2

Feats:
Dodge: +1 Dodge bonus to AC
Arcane Strike: +1 to weapon damage as swift action
Mobility: +4 Dodge AC vs. Attack of Opportunity provoked by movement
Combat Casting: +4 to Concentration Checks

Racial Abilities:
Keen Senses: +2 Perception
Halfling Luck: +1 to all saves
Fearless: +2 on saves vs. Fear
Fleet of Foot: 30ft movement
Small: +1 on attacks and AC; -1 on CMB and CMD; +4 on Stealth checks

Equipment:

Armor:
Mwk Chain Shirt: +4 AC, +0 Max Dex, -1 Armor Check
Mwk Buckler: +1 AC, -0 Armor Check

Weapons:
Mwk Rapier: Piercing
Dagger: Slashing/ Piercing
Sling:
Sling Bullets x10: Bludgeoning

Worn:
Explorer's Outfit: 0lbs, effect

Belt Pouch:
Alchemist Fire: 10ft, 1d6 fire damage for 2 rounds, DC 15 Ref to put out fire
Antiplaque: +5 Alchemical bonus vs. Disease for 1hr
Antitoxin: +5 Alchemical bonus vs. Poison for 1hr
Twitch Tonic: +2 Alchemical bonus vs. sleep, paralysis, staggered for 1hr
Wismuth Salix: +2 Alchemical bonus vs. sickening for 1 hr; free reroll vs save
Wand of CLW: CL 1, Heal 1d8+1 hp, 40 charges
Potion of CLW: CL 1, 1lb, Heal 1d8+1 hp

Back Pack:
Bed Roll: 5lbs, Silk Rope: 5lbs, Waterskin: 4lbs, Rations (x4): 4lbs, Flint and Steel: 0lbs, Grappling Hook: 4lbs, Sunrods (x2), Whetstone: 1lb

Scroll Case #1:
Comprehend Languages: CL 1, understand all spoken and written languages; 1 min
Feather Fall: Fall slowly; 1 rnd

Ambrosius