Of course I had to get the crunch done right away. So here is most everything. As to what he has been up to the past week? Probably playing bodyguard for his "little brudder" but shhh! he's in disguise and on some secret mission again.
[sblock=Brititus "Brick"]
[sblock=Game Info]
Race: Human
Class: Rogue(Scout/Thug)
Level: 1
Experience: 0
Languages: Common (broken a bit)
Deity: ???[/sblock]
[sblock=Abilities]
Code:
STAT START MISC ADJ RACE ADJ MAGIC ADJ TOTAL
STR: 15 +1 +2 0 18
DEX: 13 +0 0 0 13
CON: 14 +2 0 0 16
INT: 08 +0 0 0 08
WIS: 10 +0 0 0 10
CHA: 12 +0 0 0 12
[/sblock]
[sblock=Combat]
HP: 15 = [1d8=08] + 03 (CON) + 03 (MISC) + 01 (favored class)
AC: 14 = 10 + 3 (armor) + 0 (shield) + 1 (DEX) + 0 (MISC)
AC Touch: 11 = 10 + 1 (DEX) + 0 (MISC)
AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield) + 0 (MISC)
INIT: +1 = +1 (DEX) + 0 (MISC)
BAB: +0 = +0 (Rogue)
CMB: +4 = +4 (STR) + 0 (BAB)
CMD: 15 = 10 + 4 (STR) + 1 (DEX) + 0 (BAB)
Fort: +2 = +0 (Rogue) + 2 (CON) + 0 (MISC)
Reflex: +2 = +2 (Rogue) + 1 (DEX) + 0 (MISC)
Will: +0 = +0 (Rogue) + 0 (WIS) + 0 (NISC)
Speed: 30'
Damage Reduction: None
Spell Resistance: None
Spell Failure: 00%[/sblock]
[sblock=Weapon Stats]
Spiked Gauntlet(melee):
Attack: +4 = +0 (BAB) + 4 (STR) + 0 (MISC)
Damage: 1d4+4(P) = + 4 (STR) + 0 (MISC); CRIT20x2
Spear(melee):
Attack: +4 = +0 (BAB) + 4 (STR) + 0 (MISC)
Damage: 1d8+6(P) = + 4 (STR) + 2 (Two Handed); CRIT20x3
Morningstar(melee):
Attack: +4 = +0 (BAB) + 4 (STR) + 0 (MISC)
Damage: 1d8+6(BorP) = +4 (STR) + 2 (Two Handed); CRIT20x2
Dagger(melee):
Attack: +4 = +0 (BAB) + 4 (STR) + 0 (MISC)
Damage: 1d4+4(PorS) = + 4 (STR) + 0 (MISC); CRIT 19-20x2
Spear(ranged):
Attack: +1 = +0 (BAB) + 1 (DEX) + 0 (MISC)
Damage = 1d8+4(P) = +4 (STR) + 0 (MISC); CRIT 20x3, Range: 20 ft.
Dagger(ranged):
Attack: +1 = +0 (BAB) + 1 (DEX) + 0 (MISC)
Damage = 1d4+4(P) = +4 (STR) + 0 (MISC); CRIT 19-20x2, Range: 10 ft.[/sblock]
[sblock=Racial Traits]
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.[/sblock]
[sblock=Feats & Traits]
Human B: Toughness
1st lvl: Intimidating Prowess
Traits:
a) Bully(social) + 1 to Intimadate and is a class skill
b) Militia Veteran(regional) +1 to Survival and is a class skill[/sblock]
[sblock=Skills]
Skill Ranks: 07 = [8 (Class) - 1 (INT)] x 1 (LvL) + 0 (favored class bonus)
Max Ranks: 1
ACP: -1
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+00 = Acrobatics() +01 +00 +0 +00 -1 DEX
-01 = Appraise() -01 +00 +0 +00 INT
+01 = Bluff() +01 +00 +0 +00 CHA
+07 = Climb() +04 +01 +3 +00 -1 STR
-01 = Craft():_______ -01 +00 +0 +00 INT
+01 = Diplomacy() +01 +00 +0 +00 CHA
+na = Disable Device()^ +01 +00 +0 +00 -1 DEX
+01 = Disguise() +01 +00 +0 +00 CHA
+00 = Escape Artist() +01 +00 +0 +00 -1 DEX
+00 = Fly +01 +00 +0 +00 -1 DEX
+na = Handle Animal^ +01 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+10 = Intimidate() +05* +01 +3 +01 CHA
+na = Know:Arcana^ -01 +00 +0 +00 INT
+na = Know:Duneroneering()^ -01 +00 +0 +00 INT
+na = Know:Engineering^ -01 +00 +0 +00 INT
+na = Know:Geography^ -01 +00 +0 +00 INT
+na = Know:History^ -01 +00 +0 +00 INT
+na = Know:Local()^ -01 +00 +0 +00 INT
+na = Know:Nature^ -01 +00 +0 +00 INT
+na = Know:Nobility^ -01 +00 +0 +00 INT
+na = Know:Planes^ -01 +00 +0 +00 INT
+na = Know:Religion^ -01 +00 +0 +00 INT
+na = Linguistics()^ -01 +00 +0 +00 INT
+04 = Perception() +00 +01 +3 +00 WIS
+01 = Perform():________ +01 +00 +0 +00 CHA
+04 = Profession()^:soldier +00 +01 +3 +00 WIS
+00 = Ride +01 +00 +0 +00 -1 DEX
+00 = Sense Motive() +00 +00 +0 +00 WIS
+na = Sleight of Hand()^ +01 +00 +0 +00 -1 DEX
+na = Spellcraft^ -01 +00 +0 +00 INT
+04 = Stealth() +01 +01 +3 +00 -1 DEX
+05 = Survival() +00 +01 +3 +01 WIS
+07 = Swim() +04 +01 +3 +00 -1 STR
+na = Use Magic Device()^ +01 +00 +0 +00 CHA
*STR/CHA modifiers added to Intimidate
-
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
studded leather 25gp 20lbs
guantlet, spiked 5gp 1lb
morningstar 8gp 6lb
spear 2gp 6lb
dagger 2gp 1lb
Backpack 2gp 2lbs
-bedroll .5gp 5lbs
-trail rations(6 days) 3gp 6lbs
-waterskin 1gp 4lbs
-torches(3) .03gp 3lbs
-thurible 50gp 3lbs
-common herbs(3 uses) .6gp -lb
-cooking kit 1gp 1lb
-stove can 10gp 1lb
Belt Pouch 1gp .5lb
-flint and steel 1gp -lb
-whetstone .02gp 1lb
-potion:stabilize 25gp -lb
Traveler's Outfit 0gp -lb
Total weight carried: 60.5lbs
Total GP spent: 137.15gp
Treasure:
GP: 2
SP: 8
CP: 5
Gems: none
Carrying Capacity:
Code:
Load Normal
light: 000-100 lbs
medium: 101-200 lbs
heavy: 201-300 lbs
[/sblock]
[sblock=Details]
Size: medium
Gender: male
Age:
Height: 6'-1"
Weight: 245lbs
Hair Color: diry brown
Eye Color: brown
Skin Color: light
Appearance:
Demeanor:[/sblock]
[sblock=Background]...[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level ??
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]