Kib Absold's Character Sheet (Pathfinder)
Kib Absold rides the light warhorse Tenpence.
Player: Slitherrr
Name: Kib Absold
Classes/Levels: Professional/6, Fighter/2, Field Marshall 3
Experience: 190060
Race: Human
Alignment: NG
Origin: Farrandon, Odessa
Residence: Currently none.
Has, as his cohort, Tana Absold, a Rogueish Bard (also, his younger sister).
Combat Quick Ref
When Medium
- Guisarme: +12/+7 (BAB + 1 MW bonus + 2 str), reach from >5' to <=10'. Damage 2d4 + 3 (1 .5*str)
- Guisarme on Horseback: +13/+8 (above +1 mounted), reach from >5' to <=10'. Damage 2d4 + 3 (above)
- Modular Hammer (as Warhammer): +13/+8 (BAB + 2 enhancement + 2 str), reach from <=5'. Damage 1d8 + 5 (1.5*2 str + 2 enhancement)
- Modular Hammer (as Warhammer) on Horseback: +14/+9 (above + 1 mounted), reach from >5' to <=10'. Damage 1d8 + 5 (above)
- Modular Hammer (as Light Hammer): +12/+7 (BAB + 1 + 2 str),+11 thrown (BAB + Enhancement Bonus + Dex) reach from <=5', range increment 20'. Damage 1d4+3 (2 str + 1 enhancement)
- AC: 23 (+8 Mithreal Breastplate, +1 Dex bonus, +3 Insightful Defense, +1 Ring of Protection) or 25 (+2 small steel quickdraw shield)
- Fast Mount DC: 21 (20 + Armor Check Penalty)
- CMB: +11 (+15 when tripping, +16 with guisarme) (BAB + 2 str) (+4 from Improved/Greater Trip, +1 from guisarme attack bonus)
- CMD: 22 (10 + BAB + 2 str + 1 dex) (+2 vs Trip from Improved Trip +2 vs Trip from fighter favored class) (+2 vs Grapple from favored class)
When Enlarged
- Guisarme: +12/+7 (above + 1 str - 1 size), reach from >10' to <=20'. Damage 2d6 + 4 (1.5*str)
- Modular Hammer (as Warhammer): +13/+8 (above + 1 str - 1 size), reach from <=10'. Damage 2d6 + 5 (1.5*str + enhancement)
- Modular Hammer (as Light Hammer): +12/+7 (above + 1 str - 1 size),+9 thrown (above -1 dex - 1 size), reach from <=5', range increment 20'. Damage 1d6+4 (1.5*str + enhancement)
- AC: 21 (above -1 dex -1 size) or 23 (shield)
- CMB: +13 (+17 when tripping, +18 with guisarme) (above + 1 str + 1 size)
- CMD: 23 (27 against trips, 25 against grapple) (above + 1 str -1 dex + 1 size) (+2 vs Trip from Improved Trip +2 vs Trip from fighter favored class) (+2 vs Grapple from favored class)
Attributes
Primary
STR: 14
DEX: 12
CON: 14(16)
INT: 16 (15 +1 lvl4 bonus)
WIS: 8
CHA: 16 (13 +2 human +1 lvl8 bonus)
Secondary
Stats
Hit Points | 113(123) | 10 ( + 1 ) + 9 + 11 + 9 ( + 1 ) + 9 + 9 ( + 1) + 9 + 11 + 11 + 11 + 11 (+ 10 with Belt) | ||
Armor Class | 23 (14 touch, 22 flat-footed) | +8 Mithreal Breastplate, +1 Dex bonus, +3 Insightful Defense, +1 Ring of Protection | ||
Base Attack Bonus | +9/+4 | +4 Professional, +2 Fighter, +3 Field Marshall | ||
Combat Maneuver Bonus | +11 (+15 trip) | +9 (BAB) +2 (Str) (+4 Greater Trip) | ||
Combat Maneuver Defense | +22 | 10 +9 (BAB) +2 (Str) +1 (Dex) (+4 vs Trip) (+2 vs Grapple) | ||
Initiative | +1 | +1 Dex | ||
Base Speed | 30 ft. | |||
Fort Save | +14 (+15) | +2 Professional 6, +3 Fighter 2, +3 Field Marshall, +2 Stat, +4 cloak (+1 stat with belt) | ||
Reflex Save | +10 | +2 Professional 6, +1 Field Marshall, +1 Stat, +2 Lightning Reflexes, +4 cloak | ||
Will Save | +15 | +5 Professional 6, +3 Field Marshall, +3 Stat (Cha instead of Wis with Forceful Personality), +4 cloak | ||
Leadership Score | 16 (cohort), 15 (followers) | cohort: <level> base, +3 stat, +2 improved leadership; followers: <level> base, +3 stat, -1 (moves around a lot), +2 improved leadership |
Conditional Modifiers
- +2 (trait) to save vs. emotion effects (from Disillusioned trait)
- +3 (+2 trait, +1 untyped) to save vs fear effects (from Disillusioned trait and bravery Fighter ability)
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 Perception 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 check as if actively looking, and can use find stonework traps as a rogue can)
- +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
- Understand, speak, read Dwarven
Raven Figurine of Wondrous Power
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 Marwynn). Either bearer may choose as a free action to place a shield on the other, with no range or line of sight 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).
Natashial's Grace
+2 Mithreal Breastplate, poison-resistant (+3), defiant (Goblinoid, +2 to AC and DR 2/-- against creatures of Goblinoid subtype)
Masterwork Adamantine Spiked Gauntlets
Uncharacteristically for adamantine, even though they are clearly worked by Dwarves, they are made for more slender hands.
Absolds, Friends of the Geese
+4 to all resistances
Interchangeable glamour (see item)
Silversheen Guisarme
Automatically masterwork quality. Not susceptible to rust attacks, and bypasses DR the same as alchemical silver.
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) (this and all after this point from linguistics), Kobold (Gildenhome area variant), Fresian (??? variant), Gnomish, Old Ubrekti, Sidhe, Hakni, Petaran, Ignan, Giant
Skills
Skill | Bonus | Bonus Derivation |
---|---|---|
Diplomacy (Dwarves/Gnomes and Halflings/Others, with belt) | +27 (+31/+29/+25) | 11 +3 Class Skill +3 Stat +4 Persuasive +6 Skill Focus (+4/+2/-2) |
Linguistics | +22 | 10 +3 Class Skill +3 Stat +6 Skill Focus |
Intimidate (Dwarves/Gnomes and Halflings/Others, with belt) | +21 (+25/+23/+19) | 11 +3 Class Skill +3 Stat +4 Persuasive (+4/+2/-2) |
Bluff (Dwarves/Gnomes and Halflings/Others, with belt) | +17 (+21/+19/+15) | 11 +3 Class Skill +3 Stat (+4/+2/-2) |
Ride | +14 (unarmored), +13 (breastplate) | 10 +3 Class Skill +1 Stat |
Sense Motive | +13 | 11 +3 Class Skill -1 Stat |
Perception | +13 | 11 +3 Class Skill -1 Stat |
Handle Animal | +11 | 5 +3 Class Skill +3 Stat |
Knowledge(Geography) | + 9 | 3 +3 Class Skill +3 Stat |
Knowledge(Nobility) | + 9 | 3 +3 Class Skill +3 Stat |
Knowledge(History) | + 9 | 3 +3 Class Skill +3 Stat |
Swim | + 9 (unarmored), +8 (breastplate) | 4 +3 Class Skill +2 Stat (-1 ACP) |
Knowledge(Dungeoneering) | + 8 | 1 +1 special rank (L 4 D & D) +3 Class Skill +3 Stat |
Knowledge(Engineering) | + 7 | 1 rank +3 Class Skill +3 Stat |
Craft(Stonemasonry) | + 8 | 2 +3 Class Skill +3 Stat |
Knowledge(Local)(Gildenhome) | + 7 | 1 +3 Class Skill +3 Stat |
Knowledge(Arcana) | + 7 | 1 +3 Class Skill +3 Stat |
Climb | + 8 (unarmored), +7 (breastplate) | 4 +3 Class Skill +2 Stat (-1 ACP) |
Heal | + 6 | 4 +3 Class Skill -1 Stat |
Profession(Sailor) | + 3 | 1 +3 Class Skill -1 stat |
Profession(Soldier) | + 3 | 1 +3 Class Skill -1 stat |
Feats and Special Abilities
Traits
- Disillusioned Gain a +2 trait bonus on Will saving throws against emotion and fear effects. (gained via abs for super-substituting powers)
Standard Feats
- Improved Unarmed Strike (no AoO on an unarmed attack, lethal or non-lethal damage with fists at will)
- Improved Trip (no AoO when tripping unarmed, +2 to trip attack maneuver)
- Greater Trip (+2 additional to trip attack opposed Str check, tripped opponent provokes AoO)
- 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)
- Combat Reflexes (Get extra AoO per round equal to dex bonus, make AoO while flat-footed)
- Ride-By Attack (Can continue in a straight line past the attack while mounted and charging, do not provoke AoO from target of attack)
Human Bonus Feats
- Skill Focus (Diplomacy) (+3 to skill, increases to +6 at 10 ranks)
- Skill Focus (Linguistics) (+3 to skill, increases to +6 at 10 ranks)
Professional Bonus Feats
- Persuasive (+2 Diplomacy and Intimidate, +4 at 10 ranks)
- Lightning Reflexes (+2 to Reflex save) (from a Professional Development)
- 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 (attracts followers and a cohort) (via Leadership Training Professional Development)
Fighter Bonus Feats
- Combat Expertise (take -1 + (-1 * (BaB / 4)) on attack roll to gain same dodge bonus to DC)
- Blind-fight (re-roll misses due to concealment once, can move full speed while blind, invisible creatures get no advantage related to hitting Kib in melee)
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)
- Simple Weapon Proficiency
- Martial Weapon Proficiency
- Shield Proficiency
- Tower Shield Proficiency
- Insightful Defense (+ 1/2 Prof level rounded down to AC, up to Int bonus)
- Uncanny Dodge
- Bravery +1 to Will Save to resist fear effects
- Lead by Example (floor((FM level + 0.5)/2) + Cha bonus uses per day, floor((FM level + 0.5)/2) targets, floor((FM level + 0.5)/2) + 1 inspirations available) Give a bonus to will saves, dismissable for a variety of effects
- Guiding Light Cast light as a cantrip
- Improved Leadership +2 to leadership bonus
- Heroic Rally (FM level + CH bonus times/day) Cast Remove Fear as a caster equal to three times your Field Marshall class level
- Beacon of Valor (1/day) Can cast continual flame, but casting it when a flame is still active will immediately dismiss the first. Anyone who spends a full day resting in the flame's light gains a new save against a poison or emotion effect, even if they otherwise wouldn't get one, with a +2 bonus.
Level Progression
Level 1: Professional
Base F/R/W: +0/+0/+2
BAB: +0
Feats: Improved Unarmed Strike (regular), Persuasive (professional bonus), Skill Focus (Diplomacy) (human bonus), Light Armor Proficiency, Simple Weapons + Short Sword, Long Sword, Short Bow Proficiency, Shield Proficiency (except tower)
Class Abilities: Universality
Favored Class Bonus: +1 HP
Level 2: Professional
Base F/R/W: +0/+0/+1 ==> +0/+0/+3
BAB: +1 ==> +1
Class Abilities: Insightful Defense, Professional Development (Feat, Lightning Reflexes)
Favored Class Bonus: +1 Skill Point
Level 3: Fighter
Base F/R/W: +2/+0/+0 ==> +2/+0/+3
BAB: +1 ==> +2
Feats: Combat Expertise (fighter bonus), Improved Trip (level 3), Martial weapons, Heavy Armor, Tower shields
Favored Class Bonus: +1 CMD vs Grapple, +1 CMD vs Trip
Level 4: Professional
Base F/R/W: +1/+1/+0 ==> +3/+1/+3
BAB: +1 ==> +3
Feat: Forceful Personality (professional bonus)
Stat Point: +1 Int
Favored Class Bonus: +1 HP
Level 5: Professional
Base F/R/W: +0/+0/+1 ==> +3/+1/+4
BAB: +1 ==> +4
Class Abilities: Professional Development (Uncanny Dodge)
Feat: Mounted Combat (level 5)
Favored Class Bonus: +1 Skill Point
Level 6: Professional
Base F/R/W: +0/+0/+0 ==> +3/+1/+4
BAB: +0 ==> +4
Feat: Hindering Opportunist (professional bonus)
Favored Class Bonus: +1 HP
Level 7: Professional
Base F/R/W: +1/+1/+1 ==> +4/+2/+5
BAB: +1 ==> +5
Class Abilities: Professional Development (leadership training)
Feat: Combat Reflexes (level 7)
Favored Class Bonus: +1 Skill Point
Level 8: Fighter
Base F/R/W: +1/+0/+0 ==> +5/+2/+5
BAB: +1 ==> +6
Class Abilities: Bravery
Feats: Skill Focus (Linguistics) (human bonus), Blind-fight (fighter bonus)
Favored Class Bonus: +1 CMD vs Grapple, +1 CMD vs Trip
Level 9: Field Marshall
Base F/R/W: +2/+0/+2 ==> +7/+2/+7
BAB: +1 ==> +7
Class Abilities: Lead by Example (1 target, 2 inspirations, 4/day), Guiding Light
Feat: Greater Trip (level 9)
Level 10: Field Marshall
Base F/R/W: +1/+0/+1 ==> +8/+2/+8
BAB: +1 ==> +8
Class Abilities: Improved leadership, Heroic Rally (standard action, 5/day)
Level 11: Field Marshall
Base F/R/W: +0/+1/+0 ==> +8/+3/+8
BAB: +1 ==> +9
Class Abilities: Lead by Example (2 targets, 3 inspirations, 5/day), Beacon of Valor, Heroic Rally (6/day)
Feat: Ride-by Attack