FlimFlam
Joined: Sun May 01, 2011 9:08 am Posts: 38
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Re: Ark's Pathfinder: Wierd Frontiers (Wed.)
Hey Ark, in case you didn't get the email I Sent you, here's my brother's character sheet:
Pathfinder: Wierd Frontiers Character Sheet:
Character Name: Nicholas Race: Ifrit , Alignment: LG , Patron Deity: I Don't yet know the religions of your setting Class Levels: Sacred Shield Paladin 9 Character Level: 9 , XP: 50,000 , Next Level: 71,000 total Age: 85 yrs., Height: 6 ft. 0 in., Weight: 165 lbs., Male/Female: M Eyes: Yellow , Hair: Fiery , Skin: Red Languages: Common
Strength 13 (+1), Dexterity 18 (+4), Constitution 10 (+0) Intelligence 10 (+0), Wisdom 10 (+0), Charisma 20 (+5)
HP / Maximum: 59 / 59 , Nonlethal: 0 , DR: 0/X , SR: 0 AC: 30 (+4 Dex, +0 dodge, +0 size, +8 armor, +8 shield, +0 natural, etc.) Touch AC: 14 , Flat-Footed AC: 25 Fortitude +11 , Reflex +12 , Will +11 , Initiative +6, Hero Points: 1
Base Attack Bonus: +9 Melee: +10 (+9 BAB, +1 Str, +0 size) Ranged: +13 (+9 BAB, +4 Dex, +0 size) Combat Maneuver Bonus: +10 (+9 BAB, +1 Str, +0 size) Combat Maneuver Defense: 24 (+9 BAB, +1 Str, +4 Dex, +0 size)
Favored Class: Paladin (+9 HP, +0 skill ranks) Size: Medium , Space: 5 ft., Reach: 5 ft., Speed: 30 ft. Type (Subtype): Outsider (Native) Racial Ability Score Adjustments: +2 Dex , +2 Cha , -2 Wis Other Racial Qualities: Fire Resistance 5, Burning Hands 1/day as a spell like ability, Fire-Starter: Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. Advanced Traits: Natural Born Leader, Reactionary
Feats: Improved Shield Bash, Two weapon fighting, Saving Shield, Shield focus, shield slam
Skills: Sense Motive +8 (5 ranks, +0 ability, +3 class, +0 other, -0 armor) Ride +10 (5 ranks, +4 ability, +3 class, +0 other, -2 armor) Climb +5 (6 ranks, +1 ability, +0 class, +0 other, -2 armor) Knowledge (Religion) +5 (2 ranks, +0 ability, +3 class, +0 other, -0 armor)
Platinum Pieces: 0, Gold Pieces: 129 , Silver Pieces: 5 , Copper Pieces: 1 Load: 50 lbs., Light: 50 lbs., Medium: 100 lbs., Heavy: 150 lbs. Maximum Load: 150 lbs., Push/Pull: 750 lbs.
Gear: +4 Chain Shirt, 16,250 gp, 25 lbs +5 Heavy Steel Shield, 25,170 gp, 15 lbs Ring of Sustenance, 2,500 gp Light Crossbow, 35gp, 4 lbs 10 crossbow bolts, 1 gp, 1 lbs 10 fire bolts, 500 gp Short Sword, 10 gp, 2 lbs Light Mace, 5 gp 3 War Trained Light Horses, 330 gp Weapon cord for shield, 1 sp 20 sheets of rice paper, 1 gp 10 pieces of chalk, 1 sp 10 pieces of charcoal, 5 gp 10 flasks of acid, 100gp 32 flasks Alchemist's Fire, 640gp, 1 lb each 40 flasks of lamp oil, 4 gp, 1 lb each 1 lb of garlic, 1 sp 2 flasks of alchemical solvent, 40 gp 4 Alkali Flasks, 60 gp 10 Tindertwigs, 10gp Hammer, 5sp 45 pitons, 45 sp Bedroll, 1 sp Winter Blanket, 5 sp Small tent, 10 gp Hanging Tent, 20 gp 45 Bear Traps, 90 gp 200 ft. of hemp rope, 4 gp 200 ft. twine, 4 cp Crowbar, 2 gp Drill, 5 sp 2 sets of Waxed Cotton Earplugs, 3 cp Flint and steel, 1 gp Grappling Hook, 1 gp 5 Flasks of holy water, 125 gp Shovel, 2 cp Whetstone, 2 cp 5 torches, 5 cp, 1 lb each
Weapon and Armor Proficiencies: Simple, Martial, Heavy Armor, Shields Other Class Features: Aura of Good, Detect Evil, Bastion of Good +8 3/day, Divine Grace +5, Lay on Hands 4d6 9/day, Mercies: Fatigued, Diseased, Exhausted, Aura of Courage, Divine Health, Holy Shield +7 for 8 rounds, Divine Bond: Shield, SR 13 for 9 minutes 2/day, Aura of Resolve,
Spellcasting Class: Paladin 9 , Caster Level: 9 , Concentration: +0 Spell Save DC: 10 + level+5 (Cha) Spell Slots: 4 1st-level, 2 2nd-level, 0 3rd-level, 0 4th-level, Prepared Spells: Level 1: Challenge Evil, Compel Hostility, Knight's Calling, Sun Metal Level 2: Zone of Truth, Communal Protection from Evil, Spells Known: 0
Manifesting Class: 0 , Manifester Level: 0 , Concentration: +0 Power Points / Maximum: 00 / 00 , Power Save DC: 10 + level (list ability here) Powers Known: X
Appearance: An extremely handsome man with bright red skin and fiery hair, wearing a holy symbol around his neck, gleaming chain shirt, shiny black codpiece and shiny black riding boots, emblazoned with his holy symbol. His Large steel shield also bears his holy symbol.
Background/Personality: Nicholas is always ready to help and protect those in need. Over his years protecting pilgrims, healing the sick, and bringing criminals to justice, he has learned to temper his fiery nature with a strict religious code. He views himself as the fire of justice, banishing the darkness of savagery and evil. He is extremely confident and never backs down from a challenge, but also tries to avoid conflict with those he does not consider evil.
Notes: My background is a little nebulous right now, because I do not know the nature of religious life in Azagan, but I have a very clear image in my head of Nicholas' personality. I can fill in backstory details as I learn more about your setting, and look forward to playing. Sorry it took so long to get this to you, I have not yet played a pathfinder paladin, and had many choices to make, especially regarding equipment. This character was made using starting wealth for a level 9 PC, if my level or wealth should be different it will be easy enough to modify.
Attacks: Full Attack: Shield Bash +8/+3 melee for 1d4+1 damage (20/x2 critical, reach 5 ft.) Off-hand Short Sword +7 melee for 1d6+0 damage (19-20/x2 critical, reach 5 ft.) or: Off-hand Light Mace +7 melee for 1d6+0 damage (20/x2 critical, reach 5 ft.) Standard Attacks: Shield Bash +10 melee for 1d4+1 damage (20/x2 critical, reach 5 ft.) Off-hand Short Sword +9 melee for 1d6+0 damage (19-20/x2 critical, reach 5 ft.) Off-hand Light Mace +9 melee for 1d6+0 damage (20/x2 critical, reach 5 ft.) Unarmed strike +10 melee for 1d3+1 damage (20/x2 critical, reach 0 ft.) Light Crossbow +11 ranged for 1d8+0 damage (20/x2 critical, increment 80 ft.) Thrown Alchemist's Fire +13 ranged touch for 1d6 fire damage and 1 splash(increment 0 ft.)
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