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Borric Hawkins (perrinmiller)

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Borric Hawkins

Basic InformationEdit

      Race: Human
     Class: Fighter
     Level: 13
Experience: 210,000 (TBX thru 31 Dec 2014 easily cleared)
 Alignment: Neutral
 Languages: Common (Venzan), Inner Sea, Dwarven, Giant
     Deity: Callisto
First Seen: The Dunn Wright Inn
 Currently: Allbrights Shadow


AbilitiesEdit

STR: 21 +5 (05 pts) +2 Racial; +3 4th/8th/12th level; +2 Magic Belt
DEX: 14 +2 (05 pts)
CON: 14 +2 (05 pts)
INT: 14 +2 (05 pts)
WIS: 12 +1 (02 pts)
CHA: 08 -1 (-2 pts)


Combat StatisticsEdit

(Max-2)       HP: 127 = [12d10(98) + CON (24) + FC (5)] (Fighter)
              AC:  31 = [10 + DEX(2) + ARM(11) + SHD(5) + NAT(1) + DEFL(1)** + Dodge(1)]
        AC Touch:  14 = [10 + DEX(2) + Size(0) + DEFL(1)** + Dodge(1)]
   AC Flatfooted:  28 = [10 + ARM(11) + SHD(5) + Natural(1) + DEFL(1)**]
            INIT:  +4 = [DEX (2) + Reactionary Trait (2)]
             BAB: +12 = [Fighter(12) + Class 02 (00)]
             CMB: +17 = [BAB(12) + STR(5) + Misc (00)]$
             CMD:  30 = [10 + BAB(12) + STR(5) + DEX(02) + DEFL(1)**]&
       Fortitude: +13 = [Fighter(8) + Class 02(0) + CON(2) + Cloak(3)]
          Reflex:  +9 = [Fighter(4) + Class 02(0) + DEX(2) + Cloak(3)]
            Will:  +8 = [Fighter(4) + Class 02(0) + WIS(1) + Cloak(3)]#
           Speed:  40ft % 
Damage Reduction:  3/- @
Spell Resistance:  00

** = +1 Ring of Protection
 # = +3 vs. Fear with Bravery
 $ = Additional +4 CMB vs. Trip and +2 CMB vs. Disarm
 & = Additional +2 CMD vs. Trip and +2 CMD vs. Disarm 
 @ = DR vs. natural weapons/unarmed strikes of magical beasts & monstrous
     humanoids
 % = Includes +10ft Movement for Boots

Weapon StatisticsEdit

Maneuvers:

 Trip CMB: +21 
   Flail Trip CMB: +26 = BAB(12) + STR(5) + WF/GWF(2) + WT(2) + ImpTrip(2)
                       + GrTrip(2) + Magic(1) & Free AoO on success
                       (Include -4 from PA if used that round)
 Disarm CMB: +17 
 Flail Disarm CMB: +24 = BAB(12) + STR(5) + WF/GWF(2) + WT(2) + ImpDisarm(2)
                       + Magic(1)
                       (Include -4 from PA or CE if used that round)
  Combat Reflexes: 3 AoO/round, can use when flat-footed
Melee:
                        Power Attack: -4 Attack, +8 Damage
                        Combat Expertise: -4 Attack, +4 AC
                        Lunge: +5ft Reach for -2AC
 
+1 Holy Flail:   Attack: +22/17/12 = [BAB(12) +STR(5) +GWF(2) +WT(2) +Magic(1)]
                 Damage: 1d8+10 Holy, Crit: 20/x2, 
                 Special: Bludgeon, Disarm, Trip, Weapon Focus Gtr, Weapon
                 Specialization, Weapon Training +2 & Holy(+2d6 vs. Evil &
                 Good Aligned for DR), Mithral (Silver for DR)
 
MWK Cold         Attack: +22/17/12 = [BAB (12) +STR(5) +GWF(2) +WT(2) +MWK(1)]
Iron  Flail:     Damage: 1d8+9, Crit: 20/x2, Special: Bludgeon, Disarm, 
                 Trip, Weap Focus Gtr & Specialization; Weap Training +2
 
Sap:             Attack: +17/12/7 = [BAB (12) + STR (5) + Magic (0)]
                 Damage: 1d6+5, Crit: 20/x2, Special: Bludgeon, non-lethal
 
MWK Spiked       Attack: +18/13/8 = [BAB (12) + STR (5) + MWK (1) + Magic (0)]
Gauntlet:        Damage: 1d4+5, Crit: 20/x2, Special: Piercing
 
Light Hammer:    Attack: +17/12/7 = [BAB (12) + STR (5) + Misc (0) + Magic (0)]
                 Damage: 1d4+5, Crit: 20/x2, Special: Bludgeon, Can be 
                 thrown
Ranged:
 
MWK Comp         Attack: +15/10/5 = [BAB (12) + DEX (2) + MWK (1) + Magic (0)]
Longbow:         Damage: 1d8+3, Crit: 20/x3, Range: 110', Special: P or B
 
MWK Chakram:     Attack: +16/11/6 = [BAB (12) + DEX (2) + WT (1) + MWK (1)]
                 Damage: 1d8+6, Crit: 20/x3, Range: 30', Special: Slashing
                 Weapon Training +1
 
Chakram:         Attack: +15/10/5 = [BAB (12) + DEX (2) + WT (1) + Magic (0)]
                 Damage: 1d8+6, Crit: 20/x3, Range: 30', Special: Slashing
                 Weapon Training +1
 
Light Hammer:    Attack: +15/10/5 = [BAB (12) + DEX (2) + WT (1) + Magic (0)]
                 Damage: 1d4+6, Crit: 20/x2, Range: 20', Special: Bludgeon
                 Weapon Training +1

Human Racial TraitsEdit

Ability Adjustments: +2 (Strength)
               Size: Medium
              Speed: 30'
      Favored Class: Fighter (+1 HP 4 times, +1 Skill point 7 times)
         Bonus Feat: +1 Feat at 1st level
            Skilled: +1 Skill Point per level

Fighter Class FeaturesEdit

(Favored Class)
 
Armor/Weapons: Light/Medium/Heavy Armor
               Shields (including Tower)
               Simple & Martial Weapons
  Bonus Feats: One at 1st level & then every even level
      Bravery: At 2nd Level gain +1 Will save vs. Fear; increase +1
               every 4 levels beyond 2nd. (6th, 10th, 14th, 18th)
               Current: +3 vs Fear
Armor Training(ex): At 3rd level -1 to ACP & +1 to Max Dex allowed; 
               increases by one every 4 levels after 3rd. (7th, 11th, 15th)
               Current: -3ACP, +3 Max Dex allowed
                 In addition, a fighter can also move at his normal speed
               while wearing medium armor. At 7th level, a fighter can move
               at his normal speed while wearing heavy armor.
Weapon Training(Ex): Starting at 5th level, a fighter can select one group
               of weapons, as noted below. Whenever he attacks with a weapon
               from this group, he gains a +1 bonus on attack and damage
               rolls.
                 Every four levels thereafter (9th, 13th, and 17th), a
               fighter becomes further trained in another group of weapons.
               He gains a +1 bonus on attack and damage rolls when using a
               weapon from this group. In addition, the bonuses granted by
               previous weapon groups increase by +1 each. For example, when
               a fighter reaches 9th level, he receives a +1 bonus on attack
               and damage rolls with one weapon group and a +2 bonus on
               attack and damage rolls with the weapon group selected at 5th
               level. Bonuses granted from overlapping groups do not stack.
               Take the highest bonus granted for a weapon if it resides in
               two or more groups. 
                 He also adds this bonus to any combat maneuver checks
               made with weapons from this group. This bonus also applies to
               the fighter's Combat Maneuver Defense when defending against
               disarm and sunder attempts made against weapons from this
               group. Current Group: Flails +2, Thrown +1

TraitsEdit

World Traveler (Human): +1 Sense Motive Skill & always Class Skill
  Reactionary (Combat): +2 Initiative

FeatsEdit

Combat Expertise -4/+4 (General 1st): You can choose to take a 
        –1 penalty on melee attack rolls and combat maneuver checks to 
        gain a +1 dodge bonus to your Armor Class. When your base attack 
        bonus reaches +4, and every +4 thereafter, the penalty increases 
        by –1 and the dodge bonus increases by +1. You can only choose to 
        use this feat when you declare that you are making an attack or a 
        full-attack action with a melee weapon. The effects of this feat 
        last until your next turn.
Quick Draw (Bonus Human): Can draw weapon as a free action.
Improved Trip (Bonus Fighter 1st): +2 bonus on trip attempts, no AoO. 
        +2 CMD vs. Trip attempts
Improved Disarm (Bonus Fighter 2nd): +2 Bonus on disarm attempts, 
        no AoO.  +2 CMD vs. Disarm attempts
Weapon Focus Flail (General 3rd): +1 attack bonus with flails
Weapon Specialization Flail (Bonus Fighter 4th): +2 damage bonus 
        with flails
Combat Reflexes (General 5th): You may make a number of additional attacks
        of opportunity per round equal to your Dexterity bonus. With this 
        feat, you may also make attacks of opportunity while flat-footed.
Greater Trip (Bonus Fighter 6th): You receive a +2 bonus on checks made to
        trip a foe. This bonus stacks with the bonus granted by Improved
        Trip. Whenever you successfully trip an opponent, that opponent 
        provokes attacks of opportunity.
Step Up (General 7th): Whenever an adjacent foe attempts to take a 5-ft
        step away from you, you may also make a 5-ft step as an immediate
        action so long as you end up adjacent to the foe that triggered
        this ability. If you take this step, you cannot take a 5-ft step 
        during your next turn. If you take an action to move during your
        next turn, subtract 5 ft from your total movement.
Greater Weapon Focus Flail (Bonus Fighter 8th): Gain a +1 bonus on attack
        rolls you make using the selected weapon. This bonus stacks with
        other bonuses on attack rolls, including those from Weapon Focus.
Power Attack -4/+8(12) (General 9th level): Can trade 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%) when an attack with a two-handed weapon, a one
        handed weapon using two hands, or a primary natural weapon that
        adds 1.5 times Strength modifier on damage rolls. This bonus to
        damage is halved (–50%) for attacks with an off-hand weapon or
        secondary natural weapon.
          When BAB reaches +4, and every 4 points thereafter, the penalty
        increases by –1 and the bonus to damage increases by +2.
Lunge (Bonus Fighter 10th): You can increase the reach of your melee
        attacks by 5 feet until the end of your turn by taking a –2
        penalty to your AC until your next turn. You must decide to
        use this ability before any attacks are made.
Felling Smash (General 11th level): If you use the attack action to make
        a single melee attack at your highest base attack bonus while using
        Power Attack and you hit an opponent, you can spend a swift action
        to attempt a trip combat maneuver against that opponent.
Dodge (Bonus Fighter 12th): 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.

SkillsEdit

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 67 = [Base (24) + INT (24)/Level; FC (7), Race (12)] (Fighter)
              
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics            +0/+5    0       0       2     -2   +5 (Jumping)
Appraise                +2     0       0       2          +0
Bluff                   -1     0       0      -1          +0
Climb                  +12     6       3       5     -2   +0
Craft (       )         +2     0       0       2          +0
Diplomacy               -1     0       0      -1          +0
Disable Device                 0       0       2     -2   +0
Disguise                -1     0       0      -1          +0
Escape Artist           +0     0       0       2     -2   +0
Fly                            0       0       2     -2   +0
Handle Animal           +5     3       3      -1          +0
Heal                    +1     0       0       1          +0
Intimidate             +12    10       3      -1          +0
Knowledge (Arcana)             0       0       2          +0
Knowledge (Dngnrng)   +11/13   6       3       2          +2 w/ Book
Knowledge (Engnrng)    +6/8    1       3       2          +2 w/ Book
Knowledge (Geography)          0       0       2          +0
Knowledge (History)            0       0       2          +0
Knowledge (Local)              0       0       2          +0
Knowledge (Nature)             0       0       2          +0
Knowledge (Nobility)           0       0       2          +0
Knowledge (Planes)             0       0       2          +0
Knowledge (Religion)           0       0       2          +0
Linguistics                    0       0       2          +0
Perception             +18    12       0       1          +5#
Perform    (       )    -1     0       0      -1          +0
Profession (       )           0       *       1          +0
Ride                   +10     9       3       2     -2   +0
Sense Motive           +15    10       3       1          +1 Trait
Sleight of Hand                0       0       2     -2   +0
Spellcraft                     0       0       2          +0
Stealth                 +0     0       0       2     -2   +0
Survival              +9/11    5       3       1          +2 w/ Compass
Swim                   +11     5       3       5     -2   +0
Use Magic Device               0       0      -1          +0

# = Bonus from Eyes of the Eagle

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                          0  lb
Belt of Giant Strength +2       4000 gp    1  lb
+2 Elysian bronze Full Plate    8500 gp   50  lb
+3 Darkwood Heavy Shield        8257 gp    5  lb
MWK Spiked Gauntlet              305 gp    1  lb
MWK Cold Iron Flail              316 gp    5  lb
+1 Holy Flail of Mithral       20508 gp   2.5 lb
Sap                                1 gp    2  lb
MWK Composite Longbow (+3 Str)   700 gp    3  lb
  Arrows (40)                      2 gp    6  lb
  Blunt Arrows (40)                4 gp    6  lb
MWK Chakram (1)                  301 gp    1  lb
Cold Iron Chakram (6)             12 gp    6  lb
Light Hammers (2)                  2 gp    4  lb
Handy Haversack                 2000 gp    5  lb
*Center compartment (8 cubic feet & 80 lbs)
  Bedroll                        0.1 gp  ( 5  lb)
  Waterskin                        1 gp  ( 4  lb)
  Crowbar                          2 gp  ( 5  lb)
  Bolt cutters                     6 gp  ( 5  lb)
  Rope, Silken (50ft)             10 gp  ( 5  lb)
  Courtier's Outfit               30 gp  ( 6  lb)
  +1 Chain shirt                1250 gp  (25  lb)
                              Sub-total  (55  lb)
*Left Side compartment (2 cubic feet & 20 lbs) 
  Trail rations (2 days)           1 gp  ( 2  lb)
  Sacks, empty (2)                .2 sp  ( 1  lb)
  Torches (2)                    .02 gp  ( 2  lb)
  Sunrod (2)                       4 gp  ( 1  lb)
  Book of Dungeoneering (+2)      50 gp  ( 2  lb)
  Book of Engineering (+2)        50 gp  ( 2  lb)
  Grooming Kit#                    1 gp  ( 2  lb)
  Mess Kit$                       .2 gp  ( 1  lb)
                              Sub-total  (13  lb)
*Right Side compartment (2 cubic feet & 20 lbs)
  Flasks of Alchemists Fire (3)   60 gp  ( 3  lb)
  Flasks of Holy Water (3)        75 gp  ( 3  lb)
  Thunderstones (2)               60 gp  ( 2  lb)
  Wand of CLW (38/50 charges)    750 gp  ( 0  lb)
                              Sub-total  ( 9  lb)
Belt Pouches                       2 gp    1  lb
  Tindertwigs (1)                  1 gp    -  lb
  Ioun Torch (upgraded CL=7)     125 gp    -  lb
  Compass                         10 gp    .5 lb
+1 Amulet of Natural Armor      2000 gp    -  lb
Ring of Feather Falling         2200 gp    -  lb
+1 Ring of Protection           2000 gp    -  lb
+3 Cloak of Resistance          9000 gp    1  lb
Boots of Striding & Springing   5500 gp    1  lb
      (+10ft Speed, +5 Acrobatics Jumping)
Eyes of the Eagle               2500 gp    0  lb

                           Total Weight: 101  lb

            Light  Medium   Heavy    
Max Weight: 0-153  154–306  307–460

Light Horse, War-trained         110 gp    -  lb
  Leather Barding                 40 gp   30  lb
  Bit & Bridle                     2 gp    1  lb
  Military Saddle                 20 gp   30  lb
  Saddlebags                       4 gp    8  lb
  Tent                            10 gp   20  lb
  4 days Feed                     .2 gp   40  lb



 # = This pouch of toiletries includes a comb, scissors, nail file,
     sponge, hairbrush, miniature mirror, soap, chewing stick, and
     tooth powder.
 
 $ = This kit includes a plate, bowl, cup, fork, knife, and spoon,
     made of tin. Each item has a handle or small hole, and can be
     tied together using the included leather cord.

Magic Items Linked

  +2 Elysian Bronze Platemail
  +3 Heavy Shield of Darkwood
  Handy Haversack
  Boots of Striding and Springing
  +3 Cloak of Resistance
  Eyes of the Eagle
  +1 Holy Flail ofMithral
  +1 Ring of Protection
  Ring of Feather Falling
  Amulet of Natural Armor

FinancesEdit

PP: 00  
GP: 27  
SP: 1  
CP: 13  

Gems/Jewelry/Other:
0000

                                         Start-up Character:      150    gp
                                                      3 DMC:    8,670    gp
                                                 Adventures:   61,999.95 gp
                                                            ============
                                            Career Earnings:   70,819.95 gp
                                          Carried Inventory:  -70,782.72 gp
                                          Living Conditions:        0    gp
                                      Consumed or Destroyed:      -10    gp
                                                            ============ 
                                                    Coinage:       27.23 gp

List of Consumed or destroyed items:
  * Ioun Stone received Continue Flame spell upgrade to CL=7 for 50gp
   (factored into items cost)
  * Spent 10gp on CLW from temple

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 19
    Height: 6' 2"
    Weight: 210 lbs
Hair Color: Black
 Eye Color: Blue
Skin Color: Tanned
Appearance: Tall and muscular build with tanned skin, Black hair, 
            facial hair trimmed beard
  Demeanor: Boisterous and daring, not afraid to speak his mind. 
            Faithful and a team player, but can be uncouth and a jerk.  
            Generally not an idiot and is a tactician.

Background:
  Borric has always been a traveling man, having gone to sea at a young 
age he traveled the through many coastal towns and cities throughout his 
teenage years.  He learned some skills aboard ship, but mainly he was 
most useful for his strong back.  He continued to grow become a large 
muscular and tall young man.

  After getting older he left the shipboard life and traveled from city 
to city looking for a little adventure.  Generally his skill with weapons
kept him out of trouble, that his tongue got him into.  He spent some 
time as a soldier for hire guarding caravans as he traveled from place to 
place.

Adventure LogEdit

      Creating character:                       150    GP
         Buyer's Remorse:
                             1,184 XP         1,604.55 GP
     A Soul Indiscretion:
                             2,562 XP         2,949.33 GP
         Brief Interlude:
                               465 XP           587    GP
               Bad Light:
                             4,161 XP         5,140    GP
      Dockside Diversion:
                             5,903 XP         6,887.07 GP
         Dwarven Crusade: *
                            23,675 XP        22,807    GP
            Borric & Co.:
                            27,072 XP        22,025    GP
   Spending 2 DMC at 9th:   
     (116XP/89gp*60days)     6,960 XP         5,340    GP
  Spending 1 DMC at 10th:   
     (188XP/111gp*30days)    5,640 XP         3,330    GP
  
    Inprogress Adventure:
      Allbright's Shadow: (18 Oct 2014)
                           118,678 XP                  GP
 
 
* = Includes 1 DMC spent on 7 March 2012
          Running Totals:  196,30 XP        70,819.95 GP

Level UpsEdit

  Level 2:
    Class: Fighter
      BAB: +1 to +2
     Fort: +2 to +3
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Improved Disarm
 Features: Bravery: At 2nd Level gain +1 Will save vs. Fear; increase +1
           every 4 levels beyond 2nd
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +11 = +2(FTR) +2(Int) +1(Human) +05(Old Total) +1(FC) = 11(New)
Skill Ranks(6): Handle Animal +1, Know Dungeoneering +1, Perception +1, 
                Sense Motive +1, Swim +1, Climb +1 

  Level 3:
    Class: Fighter
      BAB: +2 to +3
     Fort: +3 to +3
      Ref: +0 to +1
     Will: +0 to +1
     Feat: Weapon Focus Flail
 Features: Armor Training: At 3rd level -1 to ACP & +1 to Max Dex allowed; 
           increases by one every 4 levels after 3rd.
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +17 = +2(FTR) +2(Int) +1(Human) +11(Old Total) +1 (FC) = 17(New)
Skill Ranks(6): Handle Animal +1, Know Engineering +1, Perception +1, 
                Sense Motive +1, Ride +1, Intimidate +1 


  Level 4:
    Class: Fighter
      BAB: +3 to +4
     Fort: +3 to +4
      Ref: +1 to +1
     Will: +1 to +1
     Feat: Weapon Specialization Flail (Fighter Bonus)
Ability +: +1 Strength
 Features: None
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +23 = +2(FTR) +2(Int) +1(Human) +17(Old Total) +1 (FC) = 23(New)
Skill Ranks(6): Handle Animal +1, Know Dungeoneering +1, Perception +1, 
                Sense Motive +1, Ride +1, Intimidate +1 

  Level 5:
    Class: Fighter
      BAB: +4 to +5
     Fort: +4 to +4
      Ref: +1 to +1
     Will: +1 to +1
     Feat: Combat Reflexes (General)
 Features: Weapon Training: Flails +1
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +29 = +2(FTR) +2(Int) +1(Human) +23(Old Total) +1 (FC) = 29(New)
Skill Ranks(6): Climb +1, Swim +2, Perception +1, Sense Motive +1,
                Intimidate +1 

  Level 6:
    Class: Fighter
      BAB: +5 to +6 (second attack)
     Fort: +4 to +5
      Ref: +1 to +2
     Will: +1 to +2
     Feat: Greater Trip (Fighter Bonus)
 Features: Bravery +2
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +35 = +2(FTR) +2(Int) +1(Human) +29(Old Total) +1 (FC) = 35(New)
Skill Ranks(6): Climb +1, Swim +2, Perception +1, Ride +1, Intimidate +1
 
  Level 7:
    Class: Fighter
      BAB: +6 to +7
     Fort: +5 to +5
      Ref: +2 to +2
     Will: +2 to +2
     Feat: Step Up
 Features: Armor Training +2
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +41 = +2(FTR) +2(Int) +1(Human) +35(Old Total) +1 (FC) = 41(New)
Skill Ranks(6): Climb +1, Ride +2, Perception +1, Survival +1, Intimidate +1

  Level 8: (13 Dec 2012)
    Class: Fighter
      BAB: +7 to +8
     Fort: +5 to +6
      Ref: +2 to +2
     Will: +2 to +2
Ability +: +1 Strength
     Feat: Greater Weapon Focus: Flails (Fighter Bonus)
 Features: None
       HP: 8 (1d10 -2), + 2 Con = +10
Skill Pts: +47 = +2(FTR) +2(Int) +1(Human) +41(Old Total) +1 (FC) = 47(New)
Skill Ranks(6): Knowledge Dungeoneering +1, Perception +1, Survival +1, 
                Intimidate +1, Sense Motive +1, Ride +1

  Level 9: (9 May 2013)
    Class: Fighter
      BAB: +8 to +9
     Fort: +6 to +6
      Ref: +2 to +3
     Will: +2 to +3
     Feat: Power Attack (General)
 Features: Weapon Training: Flails +2, Thrown +1
       HP: 8 (1d10 -2), + 2 Con, +1 (FC) = +11
Skill Pts: 52 = +2(FTR) +2(Int) +1(Human) +47(Old Total) = 52(New)
Skill Ranks(5): Knowledge Dungeoneering +1, Perception +1, Survival +1, 
                Intimidate +1, Sense Motive +1

 Level 10: (30 Aug 2013)
    Class: Fighter
      BAB: +9 to +10
     Fort: +6 to +7
      Ref: +2 to +3
     Will: +2 to +3
     Feat: Lunge(Fighter 10)
 Features: Bravery +3
       HP: 8 (1d10 -2), + 2 Con, +1 (FC) = +11
Skill Pts: 57 = +2(FTR) +2(Int) +1(Human) +52(Old Total) = 57(New)
Skill Ranks(5): Knowledge Dungeoneering +1, Perception +1, Survival +1, 
                Intimidate +1, Sense Motive +1

 Level 11: (10 Feb 2014)
    Class: Fighter
      BAB: +10 to +11
     Fort: +7 to +7
      Ref: +3 to +3
     Will: +3 to +3
     Feat: Felling Smash (General 11)
 Features: Armor Training +3
       HP: 8 (1d10 -2), + 2 Con, +1 (FC) = +11
Skill Pts: 62 = +2(FTR) +2(Int) +1(Human) +57(Old Total) = 62(New)
Skill Ranks(5): Ride +2, Perception +1, Intimidate +1, Sense Motive +1

 Level 12: (1 Jun 2014)
    Class: Fighter
      BAB: +11 to +12
     Fort: +7 to +8
      Ref: +3 to +4
     Will: +3 to +4
     Feat: Dodge (Fighter 12)
 Features: None
Ability +: +1 Strength
       HP: 8 (1d10 -2), + 2 Con, +1 (FC) = +11
Skill Pts: 67 = +2(FTR) +2(Int) +1(Human) +62(Old Total) = 67(New)
Skill Ranks(5): Ride +1, Perception +1, Intimidate +1, Sense Motive +1
                Climb +1

ApprovalsEdit

  • Approval (Dec. 14, 2010) (Aldern Foxglove) level 1
  • Approval (Dec. 14, 2010) (Mowgli) level 1
  • Approval (Jan. 11, 2010) (Aldern Foxglove) Rebuild
  • Approval (Jan. 21, 2010) (Aldern Foxglove) level 2
  • Approval (May 12, 2011) (GlassEye) level 3
  • Approval (July 13, 2011) (Satin Knights) level 4
  • Approval (Nov 28, 2011) (Satin Knights) level 5
  • Approval (Mar 14, 2012) (Satin Knights) level 6
  • Approval (July 30, 2012) (GlassEye) level 7
  • Approval (Dec 17, 2012) (Satin Knights) level 8
  • Approval (May 21, 2013) (Satin Knights) level 9
  • Approval (Sept 3, 2013) (Satin Knights) level 10
  • Approval (Frb 14, 2014) (Satin Knights) level 11
  • Approval (Jul 11, 2014) (Satin Knights) level 12
  • Retired at level 13th, made an NPC for GM use

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