About TrutzburgData:
Name: Yesmoro Strongscale called Trutzburg Race: Nagaji Job: Fighter 5 Age: 24 Alignment: LN Personality: Disciplined, thoughtful Likes: good metalwork, fighting Dislikes: Endless Discussion, chaotic acts Favorite foods: Roasted lamb with honeyed potatoes Hobbies: Physical Description: Very large and muscular. Green scaled with blue ridges. Skyblue eyes Deity: Abadar Languages: Common, Draconic, 20 point buy for stats
Combat:
Hit Points: 121 / 121 (11d10+22Con+11FCB) Init: +6 = 2+4WT+1Boon --------------------------------------------------- Nodachi +31, 1d10+32, 15-20/x2, S or P +1 Adamantine Kukri +15 1d4+ 15, 18-20x2, S Sling +16 1d4+ 7, 20x2, B --------------------------------------------------- Attack: Melee: 21 = 14(base) + 7(STR); Range: 16 = 14(base) + 2(DEX); CMB: 21 = 14(base) + 7(STR); CMD: 36 = 10 +14(base) + 7(STR) + 2(DEX)+1Defl + 4 circ; --------------------------------------------------- AC: AC: 38 = 10 + 12(Armour) + 6(Shield) +2(Dex)+2 NA +1 Tr +3 AS +2 Defl; Touch: 15 = 10 + 2(Dex)+1Tr+1Defl; Flat: 35 = 10 + 11(Armour) + 4(Shield)+2NA+1 TR + 2AS+1defl; --------------------------------------------------- Saves: Fort: 16 = 9(base) + 2(CON)+5 R; (+2 poison) Ref: 11 = 4(base) + 2(DEX) +5 R; Will: 18 = 4(base) + 2(WIS) +2 (Feat); +5 Bravery +5 R(+2 mind-affecting effects) Nagaji:
Nagaji Racial Traits +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size. Reptilian: Nagaji are humanoids with the reptilian subtype. Normal Speed: Nagaji have a base speed of 30 feet. Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light. Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh. Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison. Serpent's Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks. Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. Fighter:
Fighter Class Features: 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, Traits,Skills:
Feats: 1 Shield Focus (Combat) Increase the AC bonus granted by any shield you are using by 1. 1 Shield Brace (Combat) You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon. 2 Power Attack 3 Iron Will 4 Weapon spezialisation No Dachi 5 Advanced Weapon Training: Armed Bravery 6 Advanced Armor Training: Armor Specialization Full Plate +3 to AC 7 Weapon Focus No Dachi 8 Improved Critical No Dachi 9 Critical Focus 10 Greater Weapon Focus No Dachi 11 Advanced Weapon Training: Trained Iniative 12 Bleeding Critical 13 Improved Iron Will --------------------------------------------------- Traits: Defender of the Society Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. Eyes and Ears of the city: You gain a +1 trait bonus on all checks for Perception, and Perception becomes a class skill for you. --------------------------------------------------- Skills Fighter 2 +INT = 1 * 2 = 2 ACP = -5 //Armour Check Penalty Acrobatics: -3 = 0 + DEX Mod + 0(racial) - ACP; Appraise: 0 = 0 + INT Mod + 0; Bluff: -1 = 0 + CHA Mod + 0; Climb: 7 = 4 + STR Mod + 3 -ACP; Craft: 0 = 0 + INT Mod + 0; Diplomacy: -1 = 0 + CHA Mod + 0; Disable Device: -3 = 0 + DEX Mod + 0(racial) - ACP; Disguise: -1 = 0 + CHA Mod + 0; Escape Artist: -3 = 0 + DEX Mod + 0(racial) - ACP; Handle Animal: -1 = 0 + CHA Mod + 0; Heal: 1 = 0 + WIS Mod + 0; Intimidate: 3 = 1 + CHA Mod + 3; Know(Arcane): 0 = 0 + INT Mod + 3; Know(Dung): 0 = 0 + INT Mod + 0; Know(Engin): 0 = 0 + INT Mod + 0; Know(Geo): 0 = 0 + INT Mod + 0; Know(Hist): 0 = 0 + INT Mod + 0; Know(Local): 0 = 0 + INT Mod + 0; Know(Nature): 0 = 0 + INT Mod + 0; Know(Noble): 0 = 0 + INT Mod + 0; Know(Planes): 0 = 0 + INT Mod + 0; Know(Religion): 0 = 0 + INT Mod + 0; Linguistics: 0 = 0 + INT Mod + 0; Perception: 27 = 14 + WIS MOD + 3+1tr+2rac+5; Prof Scribe: 15 = 7 + WIS MOD + 3+2 circ +5circ; Ride: -3 = 0 + DEX Mod + 0(racial) - ACP; Sense Motive: 1 = 0 + WIS Mod +0 + 2; Sleight of Hand: -3 = 0 + DEX Mod + 0(racial) - ACP; Spell Craft: 0 = 0 + INT Mod + 0; Stealth: -3 = 0 + DEX Mod + 0(racial) - ACP; Survival: 1 = 0 + WIS Mod + 0; Swim: 4 = 2 + STR Mod + 3 -ACP; Use Magical Device: -1 = 0 + CHA Mod + 0; Equipment:
Weapons: (68gp, 1sp) No Dachi +3 Adamantine (11540gp) Kukri (16gp) Sling free Sling Bullets 0,1 --Weight: 6 Armour: (53gp) Fullplate +3 (5512,5gp) Darkwood Shield +3 (1257gp) --Weight: 0 Misc: Belt of Strength +4 Cloak of Resistance +5 Gloves of Duelling Sash of the war champion Ring of Protection +2 Amulet of Natural armor +1 Eyes of the eagle Adventure Gear: (22gp, 5sp, 2cp ) Fighter`s Kit 9 Acid Flask 10 Rope 1 Whetstone 2cp Bandoleer 5sp Crowbar 2gp MW Prof Scribe Tools 50gp Explorers Outfit free Wand of cure light wounds Potion of cure light wounds --Weight: 18 Cash: 0 Platinum 6 Gold 3 Silver 8 Copper Appearance:
Height: 6' 2" Weight: 208 lbs Scales: Green with blue ridges Eyes: Amber yellow Physical Description Y PFS:
Grand Lodge FactionS8:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed. EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition. [][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. [][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check. []Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. []Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. [][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. [][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them. []Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. [/spoiler] Picture |