Smaar Janderfut

NPC_Wuuthred's page

16 posts. Alias of The Architect.


Full Name

Wuuthred

Race

Human

Classes/Levels

Survivor

Gender

Male

Size

Medium

Age

30

Alignment

N

Languages

Common, Dwarven, Collosi

Strength 20
Dexterity 18
Constitution 16
Intelligence 16
Wisdom 14
Charisma 14

About NPC_Wuuthred

Name: Wuuthred
Race: Human
Player:
Classes: Fighter15
Hit Points: 154
Experience: 635000 / 890000
Alignment: None
Vision:
Speed: Walk 45 ft.
Languages: Common, Dwarven, Pidgin of Giant, Collosi
Stat Score Mod
STR 20 (+5)
DEX 18 (+4)
CON 16 (+3)
INT 16 (+3)
WIS 14 (+2)
CHA 14 (+2)

Skills:

-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 19 15.0 4 0
Acrobatics (Jump) 28 15.0 4 9
Appraise 3 0.0 3 0
Bluff 2 0.0 2 0
Climb 28 15.0 5 8
Craft (Untrained) 3 0.0 3 0
Diplomacy 2 0.0 2 0
Disguise 2 0.0 2 0
Escape Artist 4 0.0 4 0
Fly 4 0.0 4 0
Heal 2 0.0 2 0
Intimidate 2 0.0 2 0
Knowledge (Arcana) 18 15.0 3 0
Perception 17 15.0 2 0
Perform (Untrained) 2 0.0 2 0
Ride 4 0.0 4 0
Sense Motive 2 0.0 2 0
Stealth 4 0.0 4 0
Survival 20 15.0 2 3
Swim 23 15.0 5 3

Feats:

-------------------------- Feats ---------------------------
Bleeding Critical
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Critical Focus
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

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.

Fleet
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Improved Critical (Falchion)
When using the weapon you selected, your threat range is doubled.

Improved Initiative
You get a +4 bonus on initiative checks.

Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.

Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Nimble Moves
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Quick Draw
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.

Run
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Shield Focus
Increase the AC bonus granted by any shield you are using by 1.

Greater Shield Focus
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Vital Strike
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Improved Vital Strike
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Wind Stance

Lightning Stance
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Armor Proficiency, Heavy
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty.

Tower Shield Proficiency


Combat:

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 46 / 20 / 36
Initiative: +8
BAB: +15/+10/+5
Melee tohit: +20/+15/+10
Ranged tohit: +19/+14/+9
Fortitude: +12
Reflex: +11
Will: +7
Unarmed attack:
to hit: +20/+15/+10
damage: 1d3+5
critical: 20/x2
Dagger:
to hit: +22/+17/+12
damage: 1d4+7
critical: 19-20/x2
Dagger (Thrown):
to hit: +21/+16/+11
damage: 1d4+2
critical: 19-20/x2
range: 10 ft.
Gauntlet (Locked Gauntlets):
to hit: +20/+15/+10
damage: 1d3+5
critical: 20/x2
Falchion +5 ( AC Bonus (Luck) (+2)/Corrosive):
to hit: +28/+23/+18
damage: 2d4+5
critical: 15-20/x2
special properties: (Falchion +5 ( AC Bonus (Luck) (+2)/Corrosive)), Luck bonus to armor class of +2

Equipement:

------------------------- Equipment ------------------------
Name QTY LBS
Bracers of Armor +6 1 1lbs
Gauntlet (Locked Gauntlets) 1 6lbs
Ring of Climbing 1 0lbs
Celestial Armor +5 ( AC Bonus (Deflection) (+2)) 1 20lbs Special: use Fly 1/day, Deflection bonus to armor class of +5
Boots of Striding And Springing 1 1lbs
Darkwood Buckler +5 1 2lbs Special: 10 hp/inch, hardness 5
Rations (Trail/Per Day) 6 6lbs
Waterskin (Filled) 2 8lbs
Falchion +5 ( AC Bonus (Luck) (+2)/Corrosive) 1 8lbs Special: (Falchion +5 ( AC Bonus (Luck) (+2)/Corrosive)), Luck bonus to armor class of +2
Backpack (2 lbs.)
Pouch (Belt) (0.5 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 133
Medium: 266
Heavy: 400

Description:

------------------------ Description -----------------------
Height: 5' 1" Weight: 135 lbs. Gender: Male
Eyes: Gray Hair: Brown Skin: Tan
Dominant Hand: Right Quirks: Very Dirty
Speech style: Gruff, quite as if he hasnt spoken in awhile