Male Human Fighter 6
Lawful Good
Representing Scorch
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 15 (+2)
Wisdom 10 (+0)
Charisma 15 (+2)
Size: Medium
Height: 6' 2"
Weight: 260 lb
Skin: Tan
Eyes: Blue
Hair: Black; Straight; Beardless
Total Hit Points: 70
Speed: 30 feet
Armor Class: 20 = 10 +1 [dex in armor] +9 [full plate]
Touch AC: 12
Flat-footed: 10
BAB: +6/+1
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +9 = 5 [base] +4 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +10/+5 = 6 [base] +4 [strength]
Attack (unarmed): +10/+5 = 6 [base] +4 [strength]
Attack (missile): +6/+1 = 6 [base] +2 [dexterity] -2 [shaky]
Grapple check: +10/+5 = 6 [base] +4 [strength]
MW Charging-Changeling Greatspear: +12/+7 2d6+6 ×3 10 ft. 9 lb. Piercing
Restful full plate +1 [medium; +9 AC; max dex +1; check penalty -2; 30 lb.]
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Languages: Common Dwarven Elven
Feats:
Exotic Weapon Proficiency Weapon: Greatspear (Complete Warrior)
Mounted Combat - ride check to negate damage to mount.
Ride by Attack - move again after charge, up to double your move speed.
Spirited Charge - double damage on a charge.
Trample - defender can't avoid on overrun attempt. Hoof attack vs them if trampled.
Power Attack
Cleave
Terrifying Warrior (DR343 p93) - If you drop a creature with a Cleave attack (i.e., you dropped two creatures in a row), all opponents within your reach are Panicked for 1d4 rounds (WillNeg, DC is Charisma-based). Creatures with HD equal or greater than you are not effected. This is an Extraordinary Mind-Affecting Fear Effect.
Weapon Specialization x1 Weapon: Greatspear. +2 to damage rolls
Weapon Focus x1 Weapon: Greatspear. +1 to attack rolls
Murky-Eyed [flaw]
Shaky [flaw]
Traits:
Relentless
Saddleborn
Skills (45)
Appraise Int 2 =
+2
Balance Dex* 2 =
+2
Bluff Cha 2 =
+2
Climb Str* 11 =
+4
+7
Concentration Con 4 =
+4
Diplomacy Cha 2 =
+2
Disguise Cha 2 =
+2
Escape Artist Dex* 2 =
+2
Forgery Int 2 =
+2
Gather Information Cha 2 =
+2
Handle Animal Cha 10 =
+2
+9 -1 [saddleborn]
Heal Wis 0 =
+0
Hide Dex* 2 =
+2
Intimidate Cha 11 =
+2
+9
Jump Str* 10 =
+4
+6
Knowledge (taken separately)
*(tactics) Int 3 = +2+1
(history) Int 3 = +2+1
(religion) Int 3 = +2+1
(philosophy) Int 3 = +2+1
(nobility) Int 3 = +2+1
Listen Wis 0 =
+0
Move Silently Dex* 2 =
+2
Ride Dex 14 =
+2
+9 +2 [handle animal] +1 [saddleborn]
Search Int 2 =
+2
Sense Motive Wis 0 =
+0
Spot Wis 0 =
+0
Survival Wis 0 =
+0
Swim Str** 4 =
+4
Use Rope Dex 2 =
+2
* = check penalty for wearing armor
Relentless trait: +2 on all fortitude checks for "endurance-feat" situations; if fail, exhausted rather than fatigued.
Human:
* 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)
Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 10
Level 3: Fighter 10
Level 4: Fighter 5 +1 to strength
Level 5: Fighter 10
Level 6: Fighter 1
Nakashima Taiki's Equipment:
Restful fullplate armor +1: 2500gp
Masterwork Charging Changeling Greatspear - When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge attack.
Change length and appearance of spear at will; spears, shortspears, and longspears only. 4,250gp
Ring of vengeance 3/day when critical hit is scored on you, attacker takes 5d6 points of damage 4,500
Healing belt: 1 charge: 2d8, 2 charges: 3d8, 3 charges: 4d8, positive energy, so
it will harm undead if touch attack made. 750gp
Total - 12,000gp
1,000gp stored.
Backpack 2g
flint and steel 1g
map case 1g
50ft hemp rope 1g
grappling hook, collapseable 4gp
bedroll 1sp
iron rations x10 5g
water skin x10 10g
chalk, 1cp
Heavy Warhorse
Size/Type: Large Animal
Hit Dice: 4d8+12 (35 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Military Saddle - +2 ride checks to staying in the saddle. 75% to remain in saddle if knocked unconcious.
More about Nakashima Taiki:
Born into a family of diplomats, it seemed Naka would eventually follow suit into the same profession. He was raised a pacifist, well educated in his youth, finding a particular interest in philosophy. By the age of 6 Naka had learned to ride extremely well, he had innate flare for it and his father made sure to nurture that skill. His family was wealthy enough to pay for anything they saw as beneficial to their children. He was the second eldest in a family of four, with two younger sisters and an older brother - all of whom he loves dearly.
Ironically, it was his good education and further reading that caused Naka to turn away from pacifism. He grew interested with historical leaders, famous battles and the writings of those who fought and led. His beliefs had now formed around the same ideas and beliefs of those he read about. Selflessness, honor, strength of heart, sacrifice - these were all words that had deep meaning to Nakashima. When he explained to his father that he wanted to learn how to fight in order to protect, his father hesitantly accepted to have him trained - persuaded by the respectable reasons and mentality. It was clear through education, Naka had matured much faster than his peers, partly due to his fascination of literature.
Now twenty years of age, Nakashima has grown into a strong, handsome, intelligent young man. It is his third year of service to a venerable lord (that his father once acted as an advisor to in his younger days) that makes good use of his skills and holds him in high regard. Naka has remained very respectful of royalty and nobility, often accompanying nobles as a guard. Nakashima serves his lord loyally and will do so until he is released from service or if his lord passes away.
He has just been ordered to accompany a caravan as an escort, the life of a noble's son being very important. This mission is quite special because it is the first time Naka has a number of men under his command. This doesn't scare him, Naka knows just to rely on his instinct and training to make sure his men and the caravan are protected.
Edited by Mercenary_Leader, 27 November 2009 - 11:28 PM.



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