Full Name |
Vantas Avrion Willhelm |
Race |
Half-Elf |
Classes/Levels |
Scroll Scoundrel 1 (HP 10/10 | AC:15 | T:11 | FF:14 | CMD 12 | Fort +2 | Ref +3 | Will +0 | Init +1 | Perc: +6 | Speed 30 ft.) |
Gender |
Male |
Size |
Medium |
Age |
27 |
Alignment |
CN |
Deity |
Nethys |
Occupation |
Master of the Arcane Arts |
Strength |
13 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
10 |
About Vantas Willhelm
Half Elf Scroll Scoundrel 1
CN Medium Humanoid(Human, Elf) Age 27
Init +1; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10
Fort +2, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee Unarmed strike: -3 (1d3+1/x2) {B:non-lethal}
Cestus: +1 (1d4+1/19-20/x2) {P/B} Cold Iron
Quaterstaff: +1 (1d6+1/x2) {B}
Short Sword: +1 (1d6+1/19-20/x2) {P}
Dagger +1 (1d4+1/19-20/x2) {P/S} Cold Iron
Longspear +1 (1d8+1/x3) {P}
Shortbow +1 (1d6/x3) {P} (20 arrows)
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Statistics
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Base Stats Str 13, Dex 12, Con 14, Int 16, Wis 10, Cha 10
BAB +0; CMB +1 = +0bab+1str; CMD 12 = 10+0bab+1str+1dex
Feats Arcane Strike, Skill Focus (Knowledge (Arcana))
Traits
Crew: long career as a sailor aboard the Jenivere and other cargo
vessels. Whether you joined the crew with the hope of one
day captaining your own ship, as the means of paying your
way to a foreign port with sweat and blood, or as a slave
or indentured servant, you now call the ship home. Pick
one of the following skills: Acrobatics, Climb, Knowledge
(nature), Knowledge (geography), Swim, or Survival. You
gain a +1 trait bonus on that skill, and that skill is always
treated as a class skill for you.
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances. Your starting wealth increases to 900 gp.
Magical Talent: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
Lovesick: The person is chosen by your GM (with consideration to your roll on Table: Romantic Relationships if you used the background generator). At the start of each day, if you are away from this person you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.
Skills Acrobatics +3, Bluff +4, Climb -1, Intimidate + 0, Escape Artist -1, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Nature) +8, Knowledge (Local) +7, Fly -1, Linguistics + 7, Perception +6, Ride -2, Sense Motive +0, Spellcraft +4, Stealth -1, Survival +0, Swim +3, Use Magic Device +4
Languages Aklo, Common, Draconic, Elven, Polygot, Chellish
SQ Sneak Attack 1d6, Trapfinding, Ray of Frost 1/day