Rath

Fighter

Description:

Rath
Male Human Fighter 3
Lawful Neutral
Representing Tim
Strength 14 (2)
Dexterity 10 (
0)
Constitution 15 (2)
Intelligence 16 (
3)
Wisdom 12 (1)
Charisma 13 (
1)
Size: Medium
Height: 6’ 2"
Weight: 210 lb
Eyes: Blue
Hair: Light Brown Wavy; Thin Beard
Skin: Tan
Total Hit Points: 32
Speed: 30 feet
Armor Class: 17 = 10 + 5 [scale] + 2 [heavy steel]
Touch AC: 10
Flat-footed: 17
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 5 = 3 [base] + 2 [constitution]
Reflex save: + 1 = 1 [base]
Will save: + 4 = 1 [base] + 1 [wisdom] + 2 [iron will]
Attack (handheld): + 5 = 3 [base] + 2 [strength]
Attack (missile): + 3 = 3 [base]
Combat Maneuver Bonus: + 5 = 3 [base] + 2 [strength]
Combat Maneuver Defense: + 15 = 10 + 3 [base] + 2 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Celestial Common Dwarven Elven
Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
Repeating Light Crossbow [1d8, 19-20/x2, range incr 80 ft., 6 lb., piercing]
Scale mail [medium; + 5 AC; max dex + 4; check penalty -3 30 lb.]
Heavy Steel Shield [ + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.]

Feats:
Combat Expertise Reduce attack bonus to obtain AC bonus
Endurance +4 on saves vs. nonlethal damage
Exotic Weapon Proficiency Weapon:
Iron Will +2 on will saves
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Skill Name Key
Ability
Skill
Modifier
Ability
Modifier Ranks Misc.
Modifier
Acrobatics Dex* -5 = +0 -3 [armor] -2 [shield]
Appraise Int 3 = +3
Bluff Cha 1 = +1
Climb Str* 1 = +2 + 1 + 3 [class skill] -3 [armor] -2 [shield]
Craft_1 Int 8 = +3 + 2 + 3 [class skill]
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* -5 = +0 -3 [armor] -2 [shield]
Fly Dex* -5 = +0 -3 [armor] -2 [shield]
Handle Animal Cha 5 = +1 + 1 + 3 [class skill]
Heal Wis 1 = +1
Intimidate Cha 6 = +1 + 2 + 3 [class skill]
Knowledge (dungeoneering) Int 8 = +3 + 2 + 3 [class skill]
Knowledge (engineering) Int 8 = +3 + 2 + 3 [class skill]
Knowledge (nobility) Int 8 = +3 + 2 + 3 [class skill]
Perception Wis 1 = +1
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Ride Dex* 0 = +0 + 2 + 3 [class skill] -3 [armor] -2 [shield]
Sense Motive Wis 1 = +1
Stealth Dex* -5 = +0 -3 [armor] -2 [shield]
Survival Wis 6 = +1 + 2 + 3 [class skill]
Swim Str** 2 = +2 + 2 + 3 [class skill] -3 [armor] -2 [shield]

  • = check penalty for armor/shield
    • = some groups double armor/shield penalties for swimmers
      Favored class points: Hit points +3; Skill points +0
      Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
      Human
      This human chose +2 to intelligence (already included)
      Extra feat at first level (already included)
      Four extra skill points at first level (already included)
      One extra skill point at each additional level (already included)
      Fighter
      Bonus Feats (already included)
      Armor training — penalties for armor decrease by one each at levels 3, 7, 11, and 15
      At level 3, moves at normal speed in medium armor. At level 7, moves at normal speed in
      any armor.
      Bravery — +1 on saves vs fear (level 2), increases by one at level 6, 10, 14, 18
      Weapon training 1; at levels 5, 9, 13, and 17, chooose one group of weapons and take +1 on
      attacks and damage from this group and all groups previously selected. Mark here:
      Level 5:
      Level 9:
      Level 13:
      Level 17:
      Armor Mastery (level 19) - Damage reduction 5/ wearing any armor or using any shield
      Weapon Mastery (level 20) — choose one weapon for which all critical threats confirmed and
      damage multiplier increased by 1; cannot be disarmed when using it.

Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 6
Level 3: Fighter 7

Bio:

Son of a Nobleman from the city of Waterdeep. His lineage consists of 11 generations of
Wizards. Unfortunately for our hero to be, he broke that line. Not a single drop of magic runs
in his veins. Upon his 18th birthday his family informed him he was no longer welcome. He
made his feelings known as a magical hand quite literally threw him into the streets. He is
now on his own determined to make something of himself and prove his haughty family
wrong. His upbringing has left him with an unusual amount of intelligence for a fighter, his
bloodline forcing him to take int points when he levels. His noble birth means he’s is
articulate and charismatic when his story begins. Something to keep in mind is his hatred
for magic users. His families treatment has left him bitter towards all magic users. This will
most likely affect his progression. Leaning towards anti magic combat.

Rath

Hunt for the Great Diamo agonframes Slyfe