Difference between revisions of "Kib Absold's Character Sheet"

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(Stats)
(When Enlarged)
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*Modular Hammer (as Light Hammer): '''+9''' (BAB + Enhancement Bonus + str),'''+6 thrown''' (BAB + Enhancement Bonus + dex), reach from <=5', range increment 20'. '''Damage 1d6+4''' (str + enhancement)
 
*Modular Hammer (as Light Hammer): '''+9''' (BAB + Enhancement Bonus + str),'''+6 thrown''' (BAB + Enhancement Bonus + dex), reach from <=5', range increment 20'. '''Damage 1d6+4''' (str + enhancement)
 
*Trip roll: '''+11''' (str + imp trip bonus + size mod)
 
*Trip roll: '''+11''' (str + imp trip bonus + size mod)
*AC: '''18''' (+5 Cap'n's Chainmail, 0 Dex bonus, +3 Insightful Defense, -1 Size Penalty)
+
*AC: '''18''' (+5 MW Breastplate, 0 Dex bonus, +3 Insightful Defense, -1 Size Penalty)
  
 
==Attributes==
 
==Attributes==

Revision as of 10:24, 28 March 2011

Kib Absold rides the light warhorse Tenpence.

Player: Slitherrr
Name: Kib Absold
Classes/Levels: Professional/6, Fighter/1
Experience: 26069
Race: Human
Alignment: NG
Origin: Farrandon, Odessa
Residence: Currently none.

Has, as his cohort, Tana Absold, a Rogue 2/Bard 3 (also, his younger sister).

Combat Quick Ref

When Medium

  • Grapple: +7 (BAB + str, includes size mod)
  • Guisarme: +8 (BAB + MW bonus + str), reach from >5' to <=10'. Damage 2d4 + 3 (1 1/2 str)
  • Guisarme on Horseback: +9 (BAB + MW Bonus + Mounted bonus + str), reach from >5' to <=10'. Damage 2d4 + 3 (1 1/2 str)
  • Modular Hammer (as Warhammer): +9 (BAB + Enhancement Bonus + str), reach from <=5'. Damage 1d8 + 4 (str + enhancement)
  • Modular Hammer (as Warhammer) on Horseback: +10 (BAB + MW Bonus + Mounted bonus + str), reach from >5' to <=10'. Damage 1d8 + 4 (str + enhancement)
  • Modular Hammer (as Light Hammer): +8 (BAB + Enhancement Bonus + str),+7 thrown (BAB + Enhancement Bonus + Dex) reach from <=5', range increment 20'. Damage 1d4+3 (str + enhancement)
  • Trip roll: +6 (str + imp trip bonus + size mod)
  • AC: 19 (+5 Masterwork Breastplate, +1 Dex bonus, +3 Insightful Defense)
  • Fast Mount DC: 24 (20 + Armor Check Penalty)

When Enlarged

  • Grapple: +12 (BAB + str, includes size mod)
  • Guisarme: +9 (BAB + MW bonus + str), reach from >10' to <=20'. Damage 2d6 + 4 (1 1/2 str)
  • Modular Hammer (as Warhammer): +10 (BAB + Enhancement Bonus + str), reach from <=10'. Damage 2d6 + 5 (str + enhancement)
  • Modular Hammer (as Light Hammer): +9 (BAB + Enhancement Bonus + str),+6 thrown (BAB + Enhancement Bonus + dex), reach from <=5', range increment 20'. Damage 1d6+4 (str + enhancement)
  • Trip roll: +11 (str + imp trip bonus + size mod)
  • AC: 18 (+5 MW Breastplate, 0 Dex bonus, +3 Insightful Defense, -1 Size Penalty)

Attributes

Primary

STR: 14
DEX: 12
CON: 14(16)
INT: 16
WIS: 8
CHA: 12

Secondary

Stats

Hit Points 66(74) 10 + 9 + 11 + 9 + 9 + 9 + 9 (+ 7 with Belt)
Armor Class 18 (12 touch, 18 flat-footed) +6 Cap'n's Chainmail, +1 Dex bonus, +3 Insightful Defense, -2 Chainmail Max Dex
Base Attack Bonus +5 +4 Professional, +1 Fighter
Initiative +1 +1 Dex
Base Speed 30 ft. (20 ft. Chainmail)
Fort Save +6 (+7) +2 Professional 6, +2 Fighter 1, +2 Stat (+1 stat with belt)
Reflex Save +6 +5 Professional 6, +1 Stat
Will Save +6 +5 Professional 6, +1 Stat (Cha instead of Wis with Forceful Personality)
Leadership Score 8 (cohort), 7 (followers) cohort: 7 base, +1 stat; followers: 7 base, +1 stat, -1 (moves around a lot)

Conditional Modifiers

  • +2 to save vs. Poison (from belt)
  • +2 to save vs. Spell and Spell-Like Effects (from belt)

Neat Equipment

The Draglet Fortress Captain's Hammer

  • The Modular Hammer. Embossed on the hammer's face is the word, "Change" in Dwarven (including the Dwarven Rune equivalent of quotation marks).
    • Counts as a +2 Warhammer, or as a +1 Light Hammer of Returning. Changing from one to another is a free action that can be done while holding the hammer and shouting the command word.

Belt of Dwarvenkind

  • +2 enhancement bonus to Con
  • Darkvision, 60 Feet
  • Stonecunning (+2 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Can merely come within 10 feet of unusual stonework to make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. Can also intuit depth, sensing his approximate depth underground as naturally as detecting up)
  • +2 resistance bonus to Save vs. Poison
  • +2 resistance bonus to Save vs. Spell and Spell-Like Effects
  • +4 competence bonus on Charisma-based checks vs. Dwarves
  • +2 competence bonus on Charisma-based checks with Gnomes and Halflings
  • -2 competence bonus on Charisma-based checks with anyone else

The Mysterious Figurine

A small, silver figurine of a raven, obtained from Ettins in the fortress just north of [city name here]. The wizard Zek knew what it was, but Kib declined to return it to him, because he was most likely lying about taking it to its proper owners. It is a Silver Raven Figurine of Wondrous Power, which can be invoked on command to become a lifelike silver raven (hardness 10) that can act as an animal affected by animal messenger, or otherwise follow the owner's commands (albeit with no special abilities or telepathy). Total duration is 24 hours per week, but it does not need to be continuous.

Friend Shield Ring

This ring is paired with another (currently carried by Anise). Either bearer may choose as a free action to place a shield on the other, with no range or line of site limitations. Half of any damage taken while the shield is in place will then be transferred to the bearer of the ring that placed the shield, rather than being taken by the original target. The bearer who placed the shield may voluntarily dismiss it--otherwise the shield may only be removed by a dispel, the removal of either ring, or by expiration of duration (10 hours per day, need not be continuous).

Adamantine Dagger

As a masterwork dagger, but ignores hardness of up to twenty points.

Languages

Odessan (start, free for origin), Celesti(start, bonus from int), Ubrekti(start, free for everyone), Dwarvish(start, bonus from int), Flanneri (bonus from +1 int at level 4), Goblin (Gildenhome area variant) (speak language), Kobold (Gildenhome area variant) (speak language), Fresian (??? variant) (speak language), Gnomish (speak language)

Skills

Feats and Special Abilities

Standard Feats

  • Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)
  • Combat Expertise (take up to -5 (or -(BaB), whichever is less) on attack roll to gain same dodge bonus to DC)
  • Mounted Combat (If a mount is attacked, the attack is made against a Ride check performed by the mount's rider, or the mount's AC, whichever is higher)

Human Bonus Feats

  • Combat Reflexes (additional attacks of opportunity equal to Dex bonus, make AoO while flat-footed)

Professional Bonus Feats

  • Negotiator (+2 Diplomacy and Sense Motive)
  • Forceful Personality (Cha instead of Wis on Will Saves)
  • Hindering Opportunist (May use an AoO as an Aid Another in Combat action, rather than an attack)
  • Leadership (Gained via Leadership Training special ability, attracts followers and a cohort)

Fighter Bonus Feats

  • Improved Trip (no AoO when tripping unarmed, +4 to trip attack opposed Str check, immediately get free follow-up melee attack on successful trip)

Extra-Special Bonus Feats

  • Solid Kred-entials (+2 to all Diplomacy checks in Kred)
  • L 4 D & D (+1 bonus rank in Knowledge(Dungeoneering))

Class abilities

  • Armor Prof. (Light, Med, Heavy)
  • Martial Weapon Proficiency
  • Shield Proficiency
  • Tower Shield Proficiency
  • Simple Weapon Proficiency
  • Canny Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)
  • Uncanny Dodge

Level Progression

Level 1: Professional

Base F/R/W: +0/+2/+2
BAB: +0
Feats: Combat Reflexes, Improved Unarmed Strike, Negotiator,Light Armor Proficiency,Martial Weapon Proficiency,Shield Proficiency
Languages: Ubrekti, Celstian, Odessan, Flanneri(defaults and int bonus), Dwarvish (speak language)
Skills: (8 + 1 + 2 * 4) = 44 points

Diplomacy 4 ranks
Heal 4 ranks
Intimidate 4 ranks
Listen 4 ranks
Ride 4 ranks
Sense Motive 4 ranks
Spot 4 ranks
Use Rope 4 ranks
Craft(Stonemasonry) 2 ranks
Swim 1 rank
Bluff 1 ranks
Knowledge(Geography) 1 rank
Knowledge(History) 1 rank
Knowledge(Nobility) 1 rank
Handle Animal 4 ranks
Language Learning Dwarvish

Level 2: Professional

Base F/R/W: 0 + 0 = +0/2 + 1 = +3/2 + 1 = +3
BAB: 0 + 1 = +1
Class Abilities: Canny Defense
Skills: 44 + (8 + 2 + 1) = 55 points

Bluff 1 + 2 = 3 ranks
Climb 0 + 1 = 1 rank
Diplomacy 4 + 1 = 5 ranks
Intimidate 4 + 1 = 5 ranks
Listen 4 + 1 = 5 ranks
Ride 4 + 1 = 5 ranks
Sense Motive 4 + 1 = 5 ranks
Spot 4 + 1 = 5 ranks
Use Rope 4 + 1 = 5 ranks
Handle Animal 4 + 1 = 5 ranks

Level 3: Fighter

Base F/R/W: 0 + 2 = +2/3 + 0 = +3/3 + 0 = +3
BAB: 1 + 1 = +2
Feats: Combat Reflexes, Improved Trip
Skills: 55 + (2 + 2 + 1) = 60 points

Climb 1 + 1 = 2 ranks
Intimidate 5 + 1 = 6 ranks
Ride 5 + 2 = 7 ranks
Swim 1 + 1 = 2 ranks

Level 4: Professional

Base F/R/W: 2 + 1 = +3/3 + 0 = +3/3 + 0 = +3
BAB: 2 + 1 = +3
Class Abilities: Prof Bonus Feat (Forceful Personality)
Stat Point: +1 Int
Learning additional language: Kobold (from Int)
Skills: 60 + (8 + 3 + 1) = 72 points

Diplomacy 5 + 2 = 7 ranks
Intimidate 6 + 1 = 7 ranks
Listen 5 + 2 = 7 ranks
Sense Motive 5 + 2 = 7 ranks
Spot 5 + 2 = 7 ranks
Use Rope 5 + 2 = 7 ranks
Knowledge(History) 1 + 1 = 2 ranks

Level 5: Professional

Base F/R/W: 3 + 0 = +3/3 + 1 = +4/3 + 1 = +4
BAB: 3 + 1 = +4
Class Abilities: Uncanny Dodge
Learning Additional Language: Goblin (from Speak Language)
Skills: 72 + (8 + 3 + 1) = 84 points

Diplomacy 7 + 1 = 8 ranks
Intimidate 7 + 1 = 8 ranks
Listen 7 + 1 = 8 ranks
Sense Motive 7 + 1 = 8 ranks
Spot 7 + 1 = 8 ranks
Ride 6 + 1 = 7 ranks
Bluff 3 + 3 = 6 ranks
Knowledge(Geography) 1 + 1 = 2 ranks
Knowledge(Nobility) 1 + 1 = 2 ranks
Speak Language(Goblin) 1 + 1 = 2 ranks

Level 6: Professional

Base F/R/W: 3 + 0 = +3/4 + 0 = +4/4 + 0 = +4
BAB: 4 + 0 = +4
Class Abilities: Bonus Feat(Hindering Opportunist)
Standard Feat: Mounted Combat

Skills: 84 + (8 + 3 + 1) = 96 points

Diplomacy 8 + 1 = 9 ranks
Intimidate 8 + 1 = 9 ranks
Use Rope 8 + 1 = 9 ranks
Listen 8 + 1 = 9 ranks
Sense Motive 8 + 1 = 9 ranks
Spot 8 + 1 = 9 ranks
Ride 7 + 1 = 8 ranks
Bluff 6 + 2 = 8 ranks
Knowledge(Geography) 2 + 1 = 3 ranks
Knowledge(Nobility) 1 + 1 = 2 ranks
Speak Language(Fresian) 2 + 1 = 3 ranks

Level 7: Professional

Base F/R/W: 3 + 1 = +4/4 + 1 = +5/4 + 1 = +5
BAB: 4 + 1 = +5
Class Abilities: Leadership Training (free Leadership feat)

Skills: 96 + (8 + 3 + 1) = 108 points

Diplomacy 9 + 1 = 10 ranks
Intimidate 9 + 1 = 10 ranks
Listen 9 + 1 = 10 ranks
Sense Motive 9 + 1 = 10 ranks
Spot 9 + 1 = 10 ranks
Ride 8 + 1 = 9 ranks
Swim 2 + 1 = 3 ranks
Heal 4 + 1 = 5 ranks
Knowledge(Local)(Gildenhome) 0 + 1 = 1 rank
Knowledge(Dungeoneering) 0 + 1 = 1 rank
Knowledge(Arcana) 0 + 1 = 1 rank
Speak Language(Gnomish) 3 + 1 = 4 ranks
Speechbub.png Comment

Justifying Knowledge(Arcana) by Kib having to have something to talk about while learning Fresian from Thoven. The rank in local (Gildenhome) is probably long overdue, actually.

--Slitherrr 19:59, 22 November 2010 (EST)

Proposed retcon pending changes from the Economicon section of this document.

1 rank of Swim -> 1 rank to buy Profession (Artisan) 1 rank of Craft(Stonemasonry) -> 1 rank to buy Profession (Military Officer)