Post by jammermoore on Mar 24, 2015 7:59:32 GMT -8
Character Sheet: www.dndsheets.net/view.php?id=73889
ROLL 20 COLOR GREEN
ATTRIBUTES
STR: 17 / +3
DEX: 14 / +2
CON: 11 / +0
INT: 12 / +1
WIS: 20 / +5
CHA: 17 / +3
Classes: Cleric 3
Domain(s): Good, Strength
Level: 3
HP : 8
Base Attack Bonus:2
Melee Attack Bonus:+5
Ranged Attack Bonus:+4
Armor Class:21
Flatfooted Armor Class:18
Touch Armor Class:13
Combat Maneuver Bonus: +3
Combat Maneuver Defense:17
Flatfooted Combat Maneuver Defense: 14
Fortitude Save:+4
Reflex Save:+3
Will Save:+8
Initiative Bonus: +2
Size: M
Type: Human
Base Speed: 20 ft. / 4 squares
WEAPONS
Rapier: 1D6 Crit: 18-20x2
Crossbow, Light: 1D8 Crit: 19-20x2 Range:100 ft. / 20 squares
MorningStar: 1D8 Crit: x2
MasterWork Dagger: 1D4 Crit: 19-20x2
ARMOR
MasterWork Breastplate (agile): AC Bonus: +6 Check Pen: -3 Speed: 20 ft. / 4 squares Max Dex: +3
MasterWork Shield, heavy steel: AC Bonus: +2 Check Pen: -1
EQUIPMENT
Kit, Cleric's: x1
Bolt(s), Crossbow: x60
Cure light wounds potion: x2
Enlarge Person potion: x1
30 charges Moderate cure wounds wand
Outfit, Scholar's
MONEY
CP: 2
SP: 5
GP: 524
PP: 0
SKILLS
Acrobatics:-2
Appraise:+1
Bluff:+3
Climb:-2
Craft:+5 Rank:1
Diplomacy:+8 Rank:2
Disable Device: +2
Disguise:+3
Escape Artist: -2
Fly:-2
Handle Animal:+3
Heal:+10 Rank: 2
Intimidate: +3
Knowledge Arcana: +6 Rank: 2
Knowledge Architecture: +1
Knowledge Dungeoneering:+1
Knowledge Engineering: +1
Knowledge Geography: +1
Knowledge History:+1
Knowledge Local: +1
Knowledge Nature: +1
Knowledge Nobility: +5 Rank: 1
Knowledge Planar:+5 Rank: 1
Knowledge Religion:+5 Rank: 1
Linguistics:+5 Rank: 1
Common, Celestial
Perception:+6 Rank: 1
Perform: +3
Profession Shopkeeper:+9 Rank: 1
Ride:+2
Sense Motive: +5
Sleight of Hand:-2
Spellcraft:+5 Rank: 1
Stealth:-2
Survival:+5
Swim:-5
Use Magical Device:+3
TRAITS & SPECIAL ABILITIES
Drug Addict: (Now Ex-Addict) You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.
Exalted of the Society (Cleric, Society): You may channel energy 1 additional time per day.
Gifted Adept:(Cure Light Wounds) Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
FEATS & CLASS SKILLS
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Dodge: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. (Human Bonus Feat)
Summon Good Monster: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
SPELL DC
Channel DC: 14
LVL 0: DC: 15
LVL 1: DC: 16
LVL 2: DC: 17
LVL 3: DC: 18
LVL 4: DC: 19
LVL 5: DC: 20
LVL 6: DC: 21
LVL 7: DC: 22
LVL 8: DC: 23
LVL 9: DC: 24
Matthew Nash is a 20 year old Shoanti/Varisian male cleric. His mother, Elizabeth is a Shoanti from the Muir tribe and his Father Alfred Nash is a Varisian. The family lives in the South Shore district of Korvosa. They own a trading post named Dejima trading post, where some goods that was overstock in other districts are sold. When Matthew was a teenager he got involved with Gaedren Lamm and started using the Dejima as a place to get drug for Gaedren Lamm, while being a drug runner Matthew started using the drug Shiver. After a couple years of the drug abuse Mathew had a overdose, during that time he saw a deity named Cayden Cailean and Cayden showed Mathew the destruction that Shiver and Gaedren Lamm is causing in Korvosa. Cayden also showed Mathew the power of divine power that is hidden deep within Matthew and told Matthew to follow the path of the Cleric. Matthew survived the overdose and he told his parents of the business with Gaedren Lamm. Matthew stopped the drug trading through Dejima and cut his ties with Gaedren Lamm.
ROLL 20 COLOR GREEN
ATTRIBUTES
STR: 17 / +3
DEX: 14 / +2
CON: 11 / +0
INT: 12 / +1
WIS: 20 / +5
CHA: 17 / +3
Classes: Cleric 3
Domain(s): Good, Strength
Level: 3
HP : 8
Base Attack Bonus:2
Melee Attack Bonus:+5
Ranged Attack Bonus:+4
Armor Class:21
Flatfooted Armor Class:18
Touch Armor Class:13
Combat Maneuver Bonus: +3
Combat Maneuver Defense:17
Flatfooted Combat Maneuver Defense: 14
Fortitude Save:+4
Reflex Save:+3
Will Save:+8
Initiative Bonus: +2
Size: M
Type: Human
Base Speed: 20 ft. / 4 squares
WEAPONS
Rapier: 1D6 Crit: 18-20x2
Crossbow, Light: 1D8 Crit: 19-20x2 Range:100 ft. / 20 squares
MorningStar: 1D8 Crit: x2
MasterWork Dagger: 1D4 Crit: 19-20x2
ARMOR
MasterWork Breastplate (agile): AC Bonus: +6 Check Pen: -3 Speed: 20 ft. / 4 squares Max Dex: +3
MasterWork Shield, heavy steel: AC Bonus: +2 Check Pen: -1
EQUIPMENT
Kit, Cleric's: x1
Bolt(s), Crossbow: x60
Cure light wounds potion: x2
Enlarge Person potion: x1
30 charges Moderate cure wounds wand
Outfit, Scholar's
MONEY
CP: 2
SP: 5
GP: 524
PP: 0
SKILLS
Acrobatics:-2
Appraise:+1
Bluff:+3
Climb:-2
Craft:+5 Rank:1
Diplomacy:+8 Rank:2
Disguise:+3
Escape Artist: -2
Heal:+10 Rank: 2
Intimidate: +3
Knowledge Arcana: +6 Rank: 2
Knowledge Nobility: +5 Rank: 1
Knowledge Planar:+5 Rank: 1
Knowledge Religion:+5 Rank: 1
Linguistics:+5 Rank: 1
Common, Celestial
Perception:+6 Rank: 1
Perform: +3
Profession Shopkeeper:+9 Rank: 1
Ride:+2
Sense Motive: +5
Spellcraft:+5 Rank: 1
Stealth:-2
Survival:+5
Swim:-5
TRAITS & SPECIAL ABILITIES
Drug Addict: (Now Ex-Addict) You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.
Exalted of the Society (Cleric, Society): You may channel energy 1 additional time per day.
Gifted Adept:(Cure Light Wounds) Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
FEATS & CLASS SKILLS
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Dodge: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. (Human Bonus Feat)
Summon Good Monster: When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
SPELL DC
Channel DC: 14
LVL 0: DC: 15
LVL 1: DC: 16
LVL 2: DC: 17
LVL 3: DC: 18
LVL 4: DC: 19
LVL 5: DC: 20
LVL 6: DC: 21
LVL 7: DC: 22
LVL 8: DC: 23
LVL 9: DC: 24
Matthew Nash is a 20 year old Shoanti/Varisian male cleric. His mother, Elizabeth is a Shoanti from the Muir tribe and his Father Alfred Nash is a Varisian. The family lives in the South Shore district of Korvosa. They own a trading post named Dejima trading post, where some goods that was overstock in other districts are sold. When Matthew was a teenager he got involved with Gaedren Lamm and started using the Dejima as a place to get drug for Gaedren Lamm, while being a drug runner Matthew started using the drug Shiver. After a couple years of the drug abuse Mathew had a overdose, during that time he saw a deity named Cayden Cailean and Cayden showed Mathew the destruction that Shiver and Gaedren Lamm is causing in Korvosa. Cayden also showed Mathew the power of divine power that is hidden deep within Matthew and told Matthew to follow the path of the Cleric. Matthew survived the overdose and he told his parents of the business with Gaedren Lamm. Matthew stopped the drug trading through Dejima and cut his ties with Gaedren Lamm.