Here's the character I'll be playing shortly in an Iron Heroes/Song of Ice and Fire game. Going off beyond the Wall to hunt down wildlings, hence why I classify my alias as useless. ("No, I'm not a member of the Night's Watch, I just like gallivanting beyond the Wall dressed entirely in black.")
Name: Daryn Fox (Flowers)
Class: Thief 4/Harrier 1
Age: 26
Gender: Male
ABILITY SCORES
Strength: 13 (+1) [3 pts]
Dexterity: 20 (+5) [9 pts, +1 level, +2 Dextrous]
Constitution: 12 (+1) [4 pts, -2 Dextrous]
Intelligence: 14 (+2) [4 pts]
Wisdom: 10 (+0) [0 pts]
Charisma: 14 (+2) [4 pts]
COMBAT SCORES
Hit Points/Reserve Points: 39
Active Defense: 20 [10+5 base+5 Dexterity], +1 Dodge vs. two opponents, +2 Overwhelming Presence, +4 vs. AoOs for movement
Passive Defense: 10
Damage Reduction: 1d2/magic [Leather]
Speed: 40 feet [8 squares]
Initiative: +5 [Dexterity]
BAB: +4
Melee Attack: +5 (+9 dagger)
Ranged Attack: +9
SAVING THROWS
Fortitude: +6 [+5 base, +1 Constitution]
Reflex: +10 [+5 base, +5 Dexterity]
Will: +5 [+5 base, +0 Wisdom]
ATTACKS
Masterwork dagger +10 melee (1d4+5, 19-20/x2, 10'), full attack +8/+8 melee (1d4+5, 19-20/x2, 10')
Dagger +9 melee (1d4+2, 19-20/x2, 10'), full attack +7/+7 melee (1d4+5, 19-20/x2, 10')
Mighty (+2) composite shortbow +9 ranged (1d6+2, x3, 70')
SKILLS (108 points)
Agility 9 ranks
Tumble +21 [9 ranks, +5 Dexterity, +5 Combat Mobility, +2 synergy from Jump]
Balance +16 [9 ranks, +5 Dexterity, +2 synergy from Tumble]
Escape Artist +14 [9 ranks, +5 Dexterity], +16 vs. ropes [+2 synergy from Use Rope]
Athletics 9 ranks
Jump +16 [9 ranks, +1 Strength, +4 speed, +2 synergy from Tumble]
Climb +12 [9 ranks, +1 Strength, +2 climber's kit], +14 to climb a rope [+2 synergy from Use Rope]
Swim +10 [9 ranks, +1 Strength]
Robbery 9 ranks
Sleight of Hand +16 [9 ranks, +5 Dexterity, +2 synergy from Bluff]
Open Lock +14 [9 ranks, +5 Dexterity]
Disable Device +11 [9 ranks, +2 Intelligence]
Forgery +11 [9 ranks, +2 Intelligence]
Social 9 ranks
Diplomacy +15 [9 ranks, +2 Charisma, +2 synergy from Bluff, +2 synergy from Sense Motive]
Intimidate +13 [9 ranks, +2 Charisma, +2 synergy from Bluff]
Bluff +11 [9 ranks, +2 Charisma]
Gather Information +11 [9 ranks, +2 Charisma]
Stealth 9 ranks
Hide +14 [9 ranks, +5 Dexterity]
Move Silently +14 [9 ranks, +5 Dexterity]
Theatrics 9 ranks
Disguise +11 [9 ranks, +2 Charisma], +13 to act in character [+2 synergy from Bluff]
Perform (oratory) +11 [9 ranks, +2 Charisma]
Search +11 [9 ranks, +2 Intelligence]
Use Rope +10 [5 ranks, +5 Dexterity], +12 to bind someone [+2 synergy from Escape Artist]
Ride +9 [4 ranks, +5 Dexterity]
Listen +9 [9 ranks, +0 Wisdom]
Spot +9 [9 ranks, +0 Wisdom]
Survival +9 [9 ranks, +0 Wisdom]
Sense Motive +8 [8 ranks, +0 Wisdom]
Literacy (Westerosi) 1 rank
LANGUAGES
Westerosi (literate)
CLASS FEATURES
Physical Trait - Dextrous: Gain +2 to Dexterity, -2 to Constitution
Mental Trait - Weapon Bond (dagger): Use Dexterity to attack and damage with daggers.
+2d6 sneak attack: Gain +2d6 sneak attack damage against flanked/flat-footed/feinted opponent
Alias: Can create useless alias
Skill expertise: Max skill ranks equal thief level+5 or character level+3
Honor of thieves: Can make special attack with concealed weapon to start battle
Fast movement: +10 to land speed
Combat mobility: +4 Defense against AoOs from movement, gain double Dex mod to Tumble, can tumble at full speed w/o penalty
FEATS (Masteries - Social 3, Defense 3, Finesse 2, Rest 0)
Dodge 1: +1 dodge bonus to Defense against one target, gain dodge pool
Overwhelming Presence 1: Move action to gain Charisma bonus to active Defense
Razor Fiend 1: Gain Quick Draw with daggers; gain extra attack with dagger while full attacking, at -2 penalty and 1/2 Strength to damage
Dodge 3: +1 dodge bonus to Defense against two targets, dodge pool applies vs. both
For amusement's sake I worked out how hard it would be to get that many skill points in D&D...as a rogue or scout, he'd need a +35.2 Intelligence score
