Shalelu Andosana

Star Light's page

11 posts. Alias of Johnny_Panic.


Full Name

Eeythreal Lee-shar

Classes/Levels

Fighter L1

About Star Light

Fighter [L1]

Init +3; Senses: ; Perception +7
[Move 30']

STATISTICS
20 Points
Str [10][+0][10][--p][-2Race]
Dex [16][+3][14][05p][+2Race]
Con [10][+0][10][--p]
Int [14][+2][14][05p]
Wis [10][+0][10][--p]
Cha [18][+4][16][10p][+2Race]

OFFENSE
Base Atk +0;
RA +3 [+0BAB+3Dex]
MA -1 [+0BAB-1Str]
CMB +3; CMD 09

Weapons

Cod Iron Dagger TH+4 [DMG1d4-1] x2 R20'

DEFENSE
AC 17, touch 13 flat-footed 12
(10 +4Armor +3Dex, +0dodge, +0natural, +0size)

HP 15/15 1x(1d10+con5)
Fort [+7][+2Class+0Con]
Ref [+03][+0Class+3Dex]
Will [+00][+0Class+0Wil]

Defensive Abilities
Immune to magic sleep effects and gain a
+2 racial saving throw bonus against enchantment spells and effects.[Race]
+1 bonus on saves against psychic spells and spell-like abilities. [class]

Feats
Race
1: [See Weapons]

Levels
1:

Class
1:

Item's
1:

Campaign
1:

Weapon Proficiency
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).
Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.

[class]

Traits
1:Lesser Noble [‎Regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

2:

DrawBack
1:Light Sensitivity
Sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell..

Skills
Skill Ranks per Level: 1x[3+2Int modifier +0FC] = [5]

< [Class Skills] [^ Kn skills can use]

Acrobatics*_+3(+3dex, +0rank +0Class)
Appraise_+3(+3int, 0rank +0class)
Bluff_+0(+0cha, +0rank +0class)
Climb*_+3(+3str, 0rank +0class)
Craft(all)_+3(+3int, 0rank +0class)
Diplomacy_+0(+0cha, +0rank +0class)
Disable Device_+3(+3int, 0rank +0class)
Disguise_+0(+0cha, +0rank +0class)
Escape Artist_+3(+3dex, +0rank +0Class)
Heal (+1wis +0rank +0class)<
Intimidate(+0cha, +0rank +0class)<
Linguistics_+3(+3int, 0rank +0class)
Perception(+1wis, +1rank +3class +2Race)<
Profession(___) _+3(+3int, 0rank +0class) <*
Ride_+3(+3dex, +0rank +0Class)
Perform_+0(+0cha, +0rank +0class)
Sense Motive(+1wis, +1rank +3class)<
Sleight of Hand_+3(+3dex, +0rank +0Class)
Spellcraft_+3(+3int, 0rank +0class)
Stealth_+3(+3dex, +0rank +0Class)
Survival_+4(+0Wis, +1rank +3class)<
Swim_+7(+3Str 1rank +3class)<
Use Magic Device(+0cha, +1rank +3class)<

^Knowledge (Arcana)_+0(+3int, 0rank +0class)
^Knowledge (Dungeoneering)_+7(+3int, 1rank +3class)
^Knowledge (Engineering)_+0(+3int, 0rank +0class)
^Knowledge (Geography)_+0(+3int, 0rank +0class)
^Knowledge (History)_+0(+3int, 0rank +0class)
^Knowledge (Local)_+0(+3int, 0rank +0class)
^Knowledge (Nature)_+0(+3int, 0rank +0class)
^Knowledge (Nobility)_+0(+3int, 0rank +0class)
^Knowledge (Planes)_+0(+3int, 0rank +0class)
^Knowledge (Religion)t_+0(+3int, 0rank +0class)

+3 Concentration (+3int +0CL)

languages Known -
Common + Elven + Sylvan

Special Abilities

Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type:
Gnomes are Humanoid creatures with the gnome subtype.

Size:
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed:
(Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Defensive Training:
Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.

Illusion Resistance:
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits

Obsessive:
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magical Racial Traits

Gnome Magic:
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Offense Racial Traits

Hatred:
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Class: Fighter L1

BAB+1
Saves +F2/R+0/W+0
Alignment: Any.
Hit Die: d10

Class Skills
Skill Ranks per Level: 2 + Int modifier.
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency

Class Features
The following are class features of the fighter.

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.”

Equipment

Starting cash [105gp+200gp
Clothing
Uniform [See Armor]

Weapons:
-:Cold Iron Combat Knife 4gp

Armor:

Belt: Belt
Body: Under garments
Chest:-
Eyes:
Feet: Fine boots
Hands: -
Head: Hat
Headband:-
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None slotted Items
On belt

Pouch Spell Components 5gp [2lb]
-: Spell Components

Fine Back Pack 4gp 3lb
[Left in her room at the Pathfinders, as she is in a city]
-: Kit, survival kit, common 8gp 4lb
-: Bedroll 1sp 5lbs

-=Carrying Capacity=- .
Light 0-38 lb. Medium 39–76 lbsHeavy 77–115 lbs
-=Current Load Carried=- 31lb [light]
Starting cash
-=Money=- 14 GP 2 SP 8 CP

10mins backstory:

Five things about her background
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2.
3.
4.
5.

Two Goals
1.
2.

Two Secrets [One known/one unknown]
1.
2.

Three People [2 friends 1 enemy]
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2.
3.

Three Memories
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2.
3.