Lem Finnegan | LN | ||
Character Name | Alignment | ||
Knight 1 | |||
Character Level | |||
Tiefling | M | ||
Race | Size | ||
Male | 57 | ||
Gender | Age | ||
5'2" | 125 | ||
Height | Weight | ||
Black | Blood Red | ||
Hair | Eyes |
Ragathiel | Wall Maria |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +5 | +2 | CON +3 | +0 | +0 | +0 |
Reflex | +3 | +0 | DEX +3 | +0 | +0 | +0 |
Will | +1 | +0 | WIS +1 | +0 | +0 | +0 |
Lem gains no bonuses from flanking opponents. A dishonorable attack is defined as an attack against an opponent who is surprised or helpless, who cannot see the attacker due to total concealment, involves poison, is a ranged attack against a foe who has no ranged weapon or special abilities or uses lethal force against an opponent who cannot respond in kind (lacking a weapon, natural weapon, or other credible ability such as spellcasting or a monk's unarmed abilities).
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+4 | +1 | +3 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
27 | 10 | +1 | +3 | +3 | +0 | +10 |
Common, Infernal
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | +5 | (CHA) +3 | +0 | +2 | |
Climb | +3 | (STR) +3 | +0 | +0 | |
Diplomacy | +5 | (CHA) +3 | +0 | +2 | |
Disguise | +3 | (CHA) +3 | +0 | +0 | |
Escape Artist | +3 | (DEX) +3 | +0 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +5 | (CHA) +3 | +2 | +0 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Perception | +1 | (WIS) +1 | +0 | +0 | |
Ride | +4 | (DEX) +3 | +1 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Stealth | +5 | (DEX) +3 | +0 | +2 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | +3 | (STR) +3 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Handle Animal* | +5 | (CHA) +3 | +2 | +0 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Perform:Oratory | +3 | (CHA) +3 | +0 | +0 | |
Profession:Soldier | +1 | (WIS) +1 | +0 | +0 |
Call Out: As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC.
Darkvision 60 ft., Can cast Darkness 1/day as a spell-like ability, Pass For Human, Bully: +1 to Disarm and Steal checks, Fiendish Resistance, Resplendent Powers
Honorable, Calm, will not fight dishonorably no matter how necessary it may be.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Longsword | +4 | 18-20/x2 | Slashing/Piercing | 1d8 | ||
Sword Cane | +4 | x2 | Slashing/Piercing | 1d6 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Breastplate | +6 | Medium | -4 | 30 lbs. | Max Dex +3 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
1d20 | Background |
---|---|
1 | A nasty fight left you scarred. |
2 | You were seduced by a devil. Gain 1 Corruption. |
3 | You spent a few years in the wilderness. Gain a random wilderness profession. |
4 | You killed someone in cold blood. Gain 1 Corruption. |
5 | You fell in love with a human and had a child. |
6 | You were raised by priestesses of the Moon Maiden. |
7 | You stumbled into a hidden kingdom and remained there for 1d6 years. |
8 | Someone important to you died; the loss haunts you still. |
9 | Some rotten child mistook you for a cat and took you home. You only just escaped with your life. |
10 | You earned a living working in one of your professions. |
11 | You traveled extensively. You can speak one additional language. |
12 | Someone discovered your true nature and mistook you for a skinchanger. You left everything behind to start over somewhere else. |
13 | You received an education. You know how to read the Common Tongue. |
14 | You helped defend your community from a beastmen attack. |
15 | You found a scroll containing an incantation of a rank 0 spell (chosen by the GM). |
16 | You unmasked a killer or a cultist at large in your community. |
17 | You created a lasting piece of art. Add artist to your list of professions. |
18 | You found a potion (of the GM’s choice). |
19 | Someone important owes you a big favor. |
20 | You came into money. Start the game with 2d6 cp. |