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Jerus (Hydrazine) Pathfinder Society
Updated: 9:23 AM 27 June, 2012 View: CHARACTER SHEET, text [stripped]
--- Character Sheet: Jerus (Hydrazine) --- Name: Jerus Shepherd PFS Number: 43545-2 Race: Human Class: Fighter (Polearm Master) Faction: Grand Lodge Alignment: Neutral Good Deity: Domains: Fighters don't get domains! Age: 19 Eyes: Blue Hair: Red and curly, not quite shoulder length Features: curly mop of red hair; missing a tooth, upper left side Height: 6'2" Weight: 190 lb Size: M Gender: M Level: 5 Exp: 13 Mod Str: 23 +6 (+1 at 4th, +2 belt) Dex: 12 +1 Con: 14 +2 Int: 13 +1 Wis: 07 -2 Cha: 07 -2 HP: 48/48 (10level1+6levelx4+2conx5+4favored class) Speed: 30 ft with armor: 20 ft ___________________________________________________________________________________________ SAVES Fortitude: 6 = +4(base) +2 (con) Reflex: 2 = +1(base) +1 (dex) Will: -1 = +1(base) -2 (wis) Base Attack = +5 CMB: 11 = 5(base) + 6(str) + 0(size) CMD: 22 = 5(base) + 6(str) + 0(size) +1(dex) + 10 *CMB: 13 = 5(base) + 6(str) + 0(size)+2(imp trip) *CMD: 25 = 5(base) + 6(str) + 0(size) +1(dex)+2(imp trip)+1(favored class) + 10 *Trip only Favored Class: +1 CMD to Trip and Grapple ATTACKS Totals = Base Abil Size Misc ----------------------------------------------------- Melee: 11 = 5 +6(str) +0 Ranged: 6 = 5 +1(dex) +0 _____________________________________________________ Total AC = Base Shield Dex Armour Size Misc --------------------------------------------------------------- standard: 21 = 10 +x +1 +10 +0 +0 vs Touch: 11 = 10 -- +1 -- +0 +x Flatfooted: 20 = 10 +x -- +10 +0 +x _______________________________________________________________ WEAPONS TAB DMG Crit Range Size Type ------------------------------------------------------------------------------------ MW L. Hammer* +13 1d12+10 x2 reach M B & P (reach, brace) Power Attack +11 1d12+16 x2 reach M B & P Heavy Flail +11 1d10+9 19-20 x2 melee M Bludgeoning (PA) Flail +9 1d10+15 19-20 x2 melee M Bludgeoning Glaive, Silver +11 1d10+10 x3 reach M Slashing (PA) Glaive,(S) +9 1d10+16 x3 reach M Slashing CI Guisarme +12 2d4+10 x3 reach Slashing, trip Longbow +6 1d8 x3 100ft M Piercing ____________________________________________________________________________________ *+2 CMB to sunder med or heavy armor ARMOUR AC Max Dex Check Penalty Spell Failure Speed ------------------------------------------------------------------------ +1 Full Plate +9+1 +1 -5(+1 trait) 35% 20ft ________________________________________________________________________ SKILLS Abil Mod Abil Ranks Misc (details) --------------------------------------------------------------------------- Skill points/level: 4 = 2(class)+1(int)+1(human) Total Spent: 20/20 +0(favoured class) --Class-------------------------------------------------------------------- Climb str* 7 = +6 2 +3(class) -4(AC penalty) Craft int Handle Animal cha Intimidate cha 2 = -2 1 +3(class) Knowledge (dungeoneering) int 5 = +1 1 +3(class) Perception wis 6 = -2 5 +3(class) +0(racial) Profession (soldier) wis 3 = -2 2 +3(class) Ride dex* 0 = +1 1 +3(class) -4(AC penalty) Survival wis 4 = -2 3 +3(class) Swim str* 7 = +6 2 +3(class) -4(AC penalty) --Cross Class---------------- --------------------------------------------- Acrobatics dex* -1 = +1 2 +0 -4(AC penalty) Appraise int 0 = +0 0 +0 Bluff cha -2 = -2 0 +0 Diplomacy cha -2 = -2 0 +0 Disable Device dex* -0(AC penalty) Disguise cha 0 = + 0 +0 Escape Artist dex* -3 = +1 0 +0 -4(AC penalty) Fly dex* 0 = + 0 +0 -0(AC penalty) Heal wis -2 = -2 0 +0(healer's kit) Knowledge (arcana) int 0 = + 0 +0 Knowledge (engineering) int 0 = + 0 +0 Knowledge (geography) int 0 = + 0 +0 Knowledge (history) int 0 = + 0 +0 Knowledge (local) int 0 = + 0 +0 Knowledge (nature) int 0 = + 0 +0 Knowledge (nobility) int 0 = + 0 +0 Knowledge (planes) int 0 = + 0 +0 Knowledge (religion) int 0 = + 0 +0 Linguistics int 2 = +1 1 +0 Perform cha 0 = + 0 +0 Sense Motive wis -2 = -2 0 +0 Sleight of Hand dex* 0 = + 0 +0 -0(AC penalty) Stealth dex* 0 = + 0 +0 -0(AC penalty) Use Magic Device cha ___________________________________________________________________________ *armour check penalty applies FEATS ---------------------------------------------------------------------------------- (Class) Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Human) Cleave You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. (1st) Cleaving finish If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. (2nd) Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (3rd) Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. (4th) Furious Focus When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. (5th) Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. __________________________________________________________________________________ TRAITS ---------------------------------------------------------------------------------- Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Reactionary +2 to Initiative checks __________________________________________________________________________________ LANGUAGES ---------------- Common Ancient Orisiani Azlanti ________________ MISC. BONUSES --------------------------------------------------------------------------------- RACIAL Bonuses CLASS Bonuses Pole Fighting At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery. Steadfast Pike At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. Polearm Training At 5th level a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. DEITY Bonuses etc _________________________________________________________________________________ SPELLS (specialisation/opposed school #1,opposed school #2) Jerus is too much of a motherfuckin' badass for spells, son. Lvl/Dom or School Spell 0 ---------------------------------------------- 3 A Spell (A = Abjuration, c = Conjuration, etc) C Spell En Spell E Spell I Spell T Spell U Spell 1 ---------------------------------------------- 1 + 1(wis) + 1(dom) Spell D Domain Spell D Domain Spell _____________________________________________________________________ INVENTORY Cost Weight ------------------------------------------------------------------ Worn/Wielding Armor +1 Full Plate (2650gp) 50lb Ammo (20) arrows (02gp) 2lb Weaps MW Lucerne Hammer (315gp) 12lb Weap Heavy Flail (15gp) 10lb Weap Silver Glaive (188gp) 10lb Weap Cold Iron Guisarme (18gp) 12lb Weap Longbow (74gp) 3lb Bag - Backpack (2gp) 2lb Outfit - Explorer's Outfit (10gp) 8lb Arms - Back - Face - Head - Neck - Belt - Belt of Giant Strength +2 (4000gp) 1lb Torso - Hands - Weapon Cord LHand - RHand - Feet - In Backpack (1) Flint & Steel (1gp) 0lb (1) Hooded Lantern (7gp) 2lb (3) Pints of oil (3sp) 3lb (1) Grappling Hook (1gp) 4lb (1) Rope, hempen 50' (1gp) 10lb (1) Torch (1cp) 1lb (1) Waterskin (1gp) 4lb (1) charcoal, stick (1sp) 0lb (1) chalk (1cp) 0lb (2) Potion: CLW (50gp) 1lb (1) Wand, CLW (42) (2PA) - (2) Magic Weapon Oil (100gp) - ------------------------------------------------------------------ Total Personal Load: 139lb ------------------------------------------------------------------ (Type of Mount) (???gp) (0) Saddle, (type, if owned) (???gp) xlb (0) Barding (type, if owned) (???gp) xlb In Saddlebags (if owned) (4gp) 8lb (x) ------------------------------------------------------------------ Total Mount Load xxlb + Personal Load xxxlb __________________________________________________________________ ENCUMBERANCE ----------------------------- Personal Encumberance Light Load: 200 lb or less Medium Load: 201 lb - 400 lb Heavy Load: 401 lb - 600 lb ----------------------------- Mount's Encumberance Light Load: xxx lb or less Medium Load: xxx lb - yyy lb Heavy Load: xxx lb - yyy lb _____________________________ COIN AMOUNT ------------- pp 0 gp 3411 sp 0 cp 13 Prestige 7/17 Fame 17 _____________ BOONS --------------------------------------------------------------------------------- Special Copper Coin If Zamir is coerced into joining the Pathfinder Society: Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario. Averted Mauling (Midnight Mauler;3-16) By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry. Master of Blades Saved (Midnight Mauler 3-16): By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon. You rescued the Minotaur Prince (Delirium's Tangle): You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma based checks made while in Absalom. Boon Name (from Scenario x-xx) Boon Description _________________________________________________________________________________ SCENARIO NOTES --------------------------------------------------------------------------------- [Area] Tasks: * * NPC's: * * _________________________________________________________________________________ SCENARIOS COMPLETED --------------------------------------------------------------------------------- (2012-01-31) 0-00: First Steps Pt 1. (2012-02-19) 1-33: Assault on the Kingdom of the Impossible (2012-02-25) 2-02: Before the Dawn Pt 2: Rescue at Azlant Ridge (2012-02-26) 3-05: Tide of Twilight (2012-03-04) 3-09: Quest for Perfection Pt 1 (2012-03-17) 0-05: Mists of Mwangi (2012-03-18) 2-23: Shadow's Last Stand Pt 1 (2012-03-24) 3-11: Quest for Perfection Pt 2 (2012-03-25) 3-16: The Midnight Mauler (2012-03-31) 3-13: Quest for Perfection Pt 3 (2012-04-27) 0-45: Delerium's Tangle (2012-05-26) 1-35: Voice in the Void (2012-06-10) 2-25: You Only Die Twice _________________________________________________________________________________ http://paizo.com/paizo/blog/v5748dyo5lcom