| Classes/Levels |
Init +2; HP 13/13; AC 17; T13; FF14; Fort +4; Ref+2; Will+0; Per+0 |
About Thia
Thia
Fighter 1
N medium humanoid (human)
Int+ 2 Per +0
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Defense
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AC:17 T:13 FF:14
HP: 13
Fort: 4 Ref: 2 Will:0 (+2 emotion/fear effects)
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Offense
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Speed- 30ft (20ft in armor)
Melee- Great Axe +3 (1d12 x3)
Ranged- Chakram +2 (1d8 x2)
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Statistics
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STR 16 (+3) DEX 14 (+2) CON 14 (+2) (INT) 14 (+2) WIS 10 CHA 10
BAB +1 CMB +4 CMD +16
Languages- Common, Dwarven, Elven
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Feats
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Blind-Fight- In melee, every time you miss because of concealment you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Dodge- You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Power Attack- 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.
Self-Sufficient- You know how to get along in the wild and how to effectively treat wounds. You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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Traits and Drawbacks
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Burned- You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects.
In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Disillusioned: Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will saving throws against emotion and fear effects
Vagabond Child- You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1trait bonus on checks with that skill, and it is always a class skill for you. (Selected: Disable Device)
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Skills
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Climb 7[6]
Disable Device 6[5]
Knowledge (Dungeoneering) 5
Intimidate 4
Swim 7[6]
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Gear
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Armored Coat (Masterwork)
Great Axe
Chakram x5
Thieves Tools
Explorer’s Outfit
Silk Rope
Trail Rations x30
Canteen full of water
Backpack
Bedroll
Blanket
Candlerod X10
Waterproof Bag
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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.
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.”
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Backstory
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History- Thia was born in the city of Daggermark to a trader and his wife. Thea remembers very little of her childhood until the age of seven. That was the year a rival trader hired a student assassin to kill her family. Thia was the only one to escape alive when the assassin set her house on fire. She came away with a large burn across and a lasting fear of flames.
With all her family dead Thia turned to begging on the streets. She joined up with a group of other orphaned children for protection. They taught her how to survive in the cities streets; it was with them that Thia first learned how to pick locks. Life wasn’t easy but Thia managed well enough to survive.
As soon as she was of age Thia volunteered for the local militia. Although she was presumed dead she’d never lost a fear of the Assassins, and having the immunity from the guild was worth joining the militia in her mind. Thia has spent the past decade working for the militia as a city guard. She recently quit her job and began traveling the River Kingdoms with a desire to see more of the world.
Personality- Thia is a curious, reserved woman. She doesn’t see the world as being black or white, merely different shades of grey. The only things she really believes in are the Six River Freedoms. She prays to whatever God serves her purpose and ignores laws she disagrees with. Thia has no use for the aristocracy. She sees them as useless people who feed off the commoners.
Thia can come off as distant and it’s not uncommon for people to find her cold. But it’s not that she doesn’t care so much as she doesn’t show what she feels. The only thing that gets a guaranteed emotional response out of her is a large fire.
Thia enjoys learning about new places and peoples. She knows she isn’t quite as strong or sturdy as most fighters; she tries to compensate for that by using her brain. She learned Dwarven and Elven more for fun than for practical application.