Herobizkit
Adventurer
My feller is going to have Knowledge: Arcana, Religion, Dungeoneering, and Planes all at +5 to start.
GM's axe-for-hire
- Experience spot not needed
- Why didn't you just keep the stats in order you would have gotten a free +2/+2 feat(athletics, persuasive) one more skill rank(intimidate?) and could have raised the CHA after the first module?? Time to change things if you wish. Nothing in stone till we start.
- INIT should be +3 = + 1 (DEX) + 2 (trait)
- Speed should be 20'
- ACP is -5
- add a * under will saves because of +2 trait bonus vs fear (and later bravery bonus)
- spice item maybe something that helps your character remember his lost family?
HM