[sblock=Adalir the Axeman]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 7
Hero Points: ??
Alignment: Neutral Good
Languages: Common
Deity: Vanitthu[/sblock]
[sblock=Abilities]
Code:
STAT PTS START RACE ADJ LVL ADJ MAGIC ADJ TOTAL
STR: 5 14 0 0 0 14
DEX: 7 15 0 +1 0 16
CON: 10 16 +2 0 +2 20
INT: 1 11 0 0 0 11
WIS: 2 12 0 0 0 12
CHA: 0 10 0 0 0 10
[/sblock]
[sblock=Combat]
HP: 105 = [7d10=56] + 35 (CON) + 7 (Toughness) + 7 (Fighter)
AC: 30 = 10 + 10 (armor) + 4 (shield) + 3 (DEX) + 1 (dodge) + 1 (deflection) + 1 (natural)
AC Touch: 15 = 10 + 3 (DEX) + 1 (dodge) + 1 (deflection)
AC Flatfooted: 16 = 10 + 10 (armor) + 4 (shield) + 1 (natural) + 1 (deflection)
INIT: +3 = +3 (DEX)
BAB: ++7/+2 = +7/+2 (Fighter)
CMB: +9 = +2 (STR) + 7 (BAB)
CMD: 22 = 10 + 2 (STR) + 3 (DEX) + 7 (BAB)
Fort: +10 = +5 (Fighter) + 5 (CON)
Reflex: +5 = +2 (Fighter) + 3 (DEX)
Will: +4 = +2 (Fighter) + 1 (WIS) + 1 (trait)
Speed: 30'
Damage Reduction: None
Spell Resistance: None
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
+1 battleaxe(melee):
Attack: +12 = +7 (BAB) + 2 (STR) + 1 (feat) + 1 (magic) + 1 (class)
Damage: 1d8+6(S) = +2 (STR) + 2 (feat) + 1 (magic) + 1 (class); CRIT 20x3
Full attack = +12/+7
+1 throwing axe of returning(melee):
Attack: +11 = +7 (BAB) + 2 (STR) + 1 (magic) + 1 (class)
Damage = 1d6+4(S) = +2 (STR) + 1 (magic) + 1 (class); CRIT 20x2
Full Attack; +11/+6
+1 throwing axe of returning(ranged):
Attack: +12 = +7 (BAB) + 3 (DEX) + 1 (magic) + 1 (class)
Damage = 1d6+4(S) = +2 (STR) + 1 (magic) + 1 (class); CRIT 20x2, Range: 10 ft.
dagger(melee):
Attack: +9 = +7 (BAB) + 2 (STR)
Damage: 1d4+2(SorP) = +2 (STR); CRIT 19-20x2
Full Attack: +9/+4
dagger(ranged):
Attack: +10 = +7 (BAB) + 3 (DEX)
Damage = 1d4+2(P) = +2 (STR); CRIT 19-20x2, Range: 10 ft.[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Humans get a +2 to one ability score of their choice.
Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have the base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait. Skill chosen: Craft(armor) [/sblock]
[sblock=Class Features]
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery +2(Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (-2/+2)(Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes(chosen @ LVL 3): bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe.
Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.
Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.
Double: chain spear, dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Firearms: all one-handed, two-handed, and siege firearms.
Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.
Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.
Spears: amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.
Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, Shoanti bolas, shortspear, shuriken, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.
Siege Engines: all siege engines.[/sblock]
[sblock=Feats & Traits]
Human- Toughness
1st lvl- Dodge
Fighter bonus 1st lvl- Shield Focus
Fighter bonus 2nd lvl- Weapon Focus(battleaxe)
3rd lvl- Endurance
Fighter bonus 4th lvl- Weapon Specialization(battleaxe)
5th lvl- Shield Wall
Fighter bonus 6th lvl- Vital Strike
7th lvl- Diehard
Traits:
a) Armor Expert
b) Indomitable Faith: +1 on Will saves.[/sblock]
[sblock=Skills]
Skill Ranks: 14 = [2 (Fighter) + 00 (INT)] x 07 (LvL) + 00 (favored class bonus)
Max Ranks: 7
ACP: -3
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+00 = Acrobatics +03 +00 +0 +00 -3 DEX
+00 = Appraise +00 +00 +0 +00 INT
+00 = Bluff +00 +00 +0 +00 CHA
+04 = Climb() +02 +02 +3 +00 -3 STR
+08 = Craft():armor +00 +04 +3 +01* INT
+00 = Diplomacy +00 +00 +0 +00 CHA
+00 = Disguise +00 +00 +0 +00 CHA
+00 = Escape Artist +03 +00 +0 +00 -3 DEX
+00 = Fly +03 +00 +0 +00 -3 DEX
+na = Handle Animal()^ +00 +00 +0 +00 CHA
+01 = Heal +01 +00 +0 +00 WIS
+04 = Intimidate() +00 +01 +3 +00 CHA
+na = Know:Duneroneering()^ +00 +00 +0 +00 INT
+na = Know:Engineering()^ +00 +00 +0 +00 INT
+01 = Perception +01 +00 +0 +00 WIS
+00 = Perform: +00 +00 +0 +00 CHA
+05 = Profession()^:soldier +01 +01 +3 +00 WIS
+04 = Ride() +03 +01 +3 +00 -3 DEX
+01 = Sense Motive +01 +00 +0 +00 WIS
+na = Spellcraft^ +00 +00 +0 +00 INT
+00 = Stealth +03 +00 +0 +00 -3 DEX
+07 = Survival() +01 +03 +3 +00 WIS
+04 = Swim() +02 +02 +3 +00 -3 STR
* +3 Heart of the Fields, -2 no artisan's tools
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
+1 battleaxe 2,310gp 6lbs
+1 throwing axe of returning 8,308gp 2lbs
dagger 2gp 1lb
+1 full plate 2,650gp 50lbs
+1 heavy steel shield 1,170gp 15lbs
belt of mighty constitution +2 4,000gp 1lb
amulet of natural armor +1 2,000gp -lb
ring of protection +1 2,000gp -lb
muleback cords 1,000gp .25lbs
Backpack 2gp 2lbs
-bedroll .5gp 5lbs
-trail rations(6 days) 3gp 6lbs
-waterskin 1gp 4lbs
-hammer .5gp 2lbs
-iron spikes(3) .15gp 3lbs
-torches(3) .03gp 3lbs
Belt Pouch 1gp .5lb
-flint and steel 1gp -lb
-potion cure light wounds 50gp -lb
Traveler's Outfit 0gp -lb
Total weight carried: 100.75lbs
Total GP spent: 23,499.18gp
Treasure:
GP: 0
SP: 8
CP: 2
Gems: none
Carrying Capacity:
Code:
Load Normal w/muleback cords
light: 000-058 lbs 000-173 lbs
medium: 059-116 lbs 174-346 lbs
heavy: 117-175 lbs 347-520 lbs
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 23
Height: 6'1"
Weight: 200 lbs
Hair Color: Brown
Eye Color: Brown
Skin Color: Lightly tanned
Appearance: Adalir's wind tossed hair and uncombed beard would almost lead you to believe he was a dwarf. If not for his imposing height and lithe frame the axe carried across his shoulders would and to the deception.
His full plate is well used, muddy and dented, but Adalir says better a dent in the helm than the head. He has yet to decide on a coat of arms so wears a plain brown tabard over his armor and his shield has no device.
Demeanor: Jovial and good natured the only thing that kept Adalir from a life as a divine warrior was his poor background and a sense that sometimes the rules should be bent. He is trustworthy, believing mistrust begets mistrust, but to break that trust with Adlir is to find out why he's called the Axeman.[/sblock]
[sblock=Background]The son of a unknown armorer and blacksmith Adalir grew up helping his father at the family forge. The years of his adolescent he grew up on stories of the Army of Light and the knight Lord Bishu. He would take scraps of armor from around the forge to play at men-and monsters with the other children of the village. Even though the Army was lost Adalir always pretended that he was the last soldier to return from the Desolation with Orcus's head in a sack.
Before he turned fifteen Adalir was taken from his father as payment for a suit of armor he accidentally ruined while trying to repair it. Since his father had no money to replace the armor (indeed he was hoping on getting paid for repairing it) Adalir was taken to work of the debt in the baron's army.
At this time the countryside was still rife with fighting as everyone tried to steal a little piece of old king Graeltor's lands. Adalir learned to fight and the life of a soldier in the years following his new "apprenticeship".
When the fighting stopped and things settled throughout the kingdom Adalir found he couldn't go back to a life of crafting. Though it had served him well when armor needing mending or re-sizing, he found the work restless. His family understanding that the wars had changed him from a bright-eyed boy who loved tales of heroes to a young man that had seen the true horrors that those tales hide. [/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]