Need some stats. . .please


Pathfinder First Edition General Discussion


I know that there are programs to do this, but I don't have it. And I know there are people out there that love making characters. . .so, I need a 3rd level dwarf Paladin (w/ a warhammer and shield) and a 2nd level dwarf wizard.

Thanks in advance!


There may be some mistakes.

Dwarf paladin 3
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
Aura courage (10 ft.)

DEFENSE

AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 24 (3d10+3)
Fort +5, Ref +3, Will +6; Special +4 AC vs. giants, +1 vs. poison, spells, spell-like abilities; Immune disease, fear

OFFENSE

Speed 20 ft.
Melee mwk warhammer +7 (1d8+6/x3)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks Power Attack (-1/+2), smite evil 1/day (+1 attack and AC, +3 damage), +1 vs. orcs and goblinoids
Paladin Spell-Like Abilities (CL 3rd; concentration +4)
At will—detect evil

STATISTICS

Str 14, Dex 13, Con 12, Int 8, Wis 14, Cha 13
Base Atk +3; CMB +5; CMD 17 (+4 vs. bullrush, trip)
Feats Power Attack, Weapon Focus (warhammer)
Skills Acrobatics +1, Diplomacy +6, Perception +3; Racial +2 Appraise for nonmagical goods with gems or precious metals
Languages Common, Dwarven
SQ aura, code of conduct, lay on hands (1d6, 2/day), mercy (shaken), stonecuning (+2 Perception for stonework)
Combat Gear holy water; Other Gear +1 chain shirt, heavy steel shield, dagger, masterwork warhammer, 53 gp


Dwarf Wizard CR 1
XP 400
Male dwarf evoker 2
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 16 (2d6+4)
Fort +2, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee dwarven waraxe +1 (1d10/×3) or
unarmed strike +1 (1d3 nonlethal)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks hatred, intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 2nd; concentration +5)
1st—enlarge person (DC 14), mage armor, magic missile, magic missile
0 (at will)— acid splash, detect magic, mage hand, message
Opposition Schools Illusion, Necromancy
—————
Statistics
—————
Str 10, Dex 12, Con 14, Int 16, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Arcane Strike, Martial Weapon Proficiency (dwarven waraxe), Scribe Scroll
Skills Acrobatics -2 (-6 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones),
Knowledge (arcana) +8, Knowledge (religion) +7, Linguistics +7, Perception +2 (+4 to notice unusual
stonework), Sense Motive +2, Spellcraft +8, Survival +2, Use Magic Device +1; Racial Modifiers +2
Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ arcane bond (familiar)
Combat Gear potion of cure light wounds , potion of enlarge person , oil (5); Other Gear crossbow bolts
(20), dwarven waraxe, heavy crossbow, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern,
piton (4), sack (2), spell component pouch, tindertwig (4), torch (2)
—————
Tracked Resources
—————
Crossbow bolts - 0/20
Force Missile (1d4+1, 6/day) (Sp) - 0/6
Potion of cure light wounds - 0/1
Potion of enlarge person - 0/1
Tindertwig - 0/4
Torch - 0/2
—————
Special Abilities
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as
magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking
ease.
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Arcane Familiar
Lizard ( Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8-1)
Fort +1, Ref +4, Will +4
—————
Offense
—————
Speed 20 ft., climb 20 ft.
Melee unarmed strike +5 (1-4 nonlethal) or
bite +5 (1d4-4)
Space 2 ft.; Reach 0 ft.
—————
Statistics
—————
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
B
Skills Acrobatics +10 (+6 to jump), Appraise -1, Climb +10, Linguistics -1, Perception +5, Sense Motive
+2, Spellcraft +0, Stealth +14, Survival +2, Use Magic Device -2; Racial Modifiers +8 Acrobatics
SQ improved evasion
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Tracked Resources
—————
-none-
—————
Special Abilities
—————
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.


Awesome!! Thanks a lot!

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