Jhofre Vascari

Theodric de Luera's page

53 posts. Alias of KyleS.


Full Name

Theodric de Luera

Race

Human

Classes/Levels

Fighter 1 N | HP 13 | Init +3 |AC 18 | Fort +5 | Ref +3 | Will +2 | CMB +5 | BAB +1

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Neutral

Languages

Common, Elven

Strength 19
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 15
Charisma 14

About Theodric de Luera

Theodric de Lura
Male human Fighter 1
CN humanoid

Defense:

Init +3; Senses Perception +3
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +2

Offense:

Speed 20 ft.
Melee
-Greatsword: Att: +6, Dmg: 2d6+6, Crit: 19-20/x2

Ranged
-Longbow: Att: +3, Dmg: 1d8, Crit: x3
-Dagger: Att: +3, Dmg: 1d4+3, Crit: 19-20/x2

Statistics:

Str 19, Dex 16, Con 16, Int 12, Wis 15, Cha 14
Base Atk +1; CMB +5; CMD 18

Character Traits:

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.

Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Attached:You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

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.

Skills:

Acrobatics -1
Appraise +1
Bluff +2
Climb +0
Craft +2
Diplomacy +7
Disable Device -1
Disguise +2
Escape Artist -1
Fly -1
Handle Animal +2
Heal +2
Intimidate +6
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (history) +1
Knowledge (local) +6
Knowledge (nature) +1
Knowledge (nobility) +1
Knowledge (planes) +1
Knowledge (religion) +1
Linguistics +1
Perception +3
Perform +2
Profession +2
Ride +2
Sense Motive +2
Sleight of Hand -1
Spellcraft +1
Stealth -1
Survival +2
Swim +0
Use Magic Device +2

Feats:

Weapon Focus (greatsword): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw: You can draw weapons faster than most.

Prerequisites: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Gear:

Greatsword (8lb, 50gp), Scale Mail (30lb, 50gp), Backpack (2lb, 2gp), Bedroll (4lb, 1sp), Belt Pouch (0.5lb, 1gp), Flint and Steel (0lb, 1gp), Iron Pot (4lb, 8sp), Mess Kit (4lb, 2sp), Rope, hemp 50ft (10lb, 1gp), Soap (0.5lb, 1cp), Torches (x10) (10lb, 1sp), Trail rations (x5) (5lb, 2gp 5sp), Waterskin (4lb, 1gp) 10gp, 2sp, 9cp

Backstory:

Appearance:

Drives/Goals/Aspirations: