Daniel Karpouzian
United States
Waverly
Iowa
flag msg tools
Avatar
mbmbmbmbmb
IC
OOC
Character Depository

Please add your PFS# in this thread with the sheet.
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Austin Fleming
United States
West Covina
California
flag msg tools
badge
Avatar
mbmbmbmbmb
CADE GRIMMOND

Male Halfling Rogue 1
Chaotic Good Small humanoid (Halfling)

Init +4; Senses normal; Perception: +5 (+1 find traps)
XP 2 Fame 4 Prestige 4
PFS # 36699-1 Faction Andoren

DEFENSE
AC 18, touch 15, flat-footed 14 (+3 armor, +4 dex, +1 size)
HP 9 (1d8+1 Con)
Fort +2, Ref +7, Will +0
Defensive abilities +2 save vs. Fear

OFFENSE
Speed 30 ft.
Melee Dagger +5 (1d3, 19-20/x2)
Sap +5 (1d4 nonlethal, 20/x2)
MW Short Sword +6 (1d4, 19-20/x2)
Ranged Sling +5 (1d3, 20/x2, 50')
Special Attacks Sneak Attack: +1d6

STATISTICS
Str 10(+0), Dex 18(+4), Con 12(+1), Int 14(+2) Wis 8(-1), Cha 15(+2)
BAB +0, CMB -1 (+3 on Disarm, Sunder or Trip), CMD 13

Feats
Simple Weapon Proficiency
Rogue Weapon Proficiency
Armor Proficiency (Light)
Weapon Finesse (use DEX mod instead of STR mod on light weapon attacks)

Traits
Magical Knack: +2 Caster Level for Sorcerer (Maximum CL=HD)
Scholar of the Great Beyond (+1 Knowledge (History) & (Planes), and Knowledge(History) is a class skill)

Skills: 8 + 2 Int + 1 FC = 11
+8 1 Acrobatics
+6 1 Appraise
+2 0 Bluff
+4 1 Climb
+2 0 Craft
+2 0 Diplomacy
+9 1 Disable Device (+2 MW thieves tools)
+2 0 Disguise
+4 0 Escape Artist
+4 0 Fly
+2 0 Handle Animal
-1 0 Heal
+2 0 Intimidate
+2 0 Knowledge (Arcana)
+2 0 Knowledge (Dungeoneering)
+2 0 Knowledge (Engineering)
+2 0 Knowledge (Geography)
+7 1 Knowledge (History)
+6 1 Knowledge(Local)
+2 0 Knowledge (Nature)
+2 0 Knowledge (Nobility)
+4 1 Knowledge (Planes)
+2 0 Knowledge (Religion)
+6 1 Linguistics
+5 1 Perception (+1 find traps)
+2 0 Perform
-1 0 Profession
+4 0 Ride
-1 0 Sense Motive
+4 0 Sleight of Hand
+2 0 Spellcraft
+12 1 Stealth
-1 0 Survival
+4 1 Swim
+2 0 Use Magic Device


Languages
Common
Halfling
Elven
Gnome
Auran

SQ
Fearless: +2 to save vs. Fear
Fleet-footed (racial ability, replaces Sure-footed)
Halfling Luck: +1 all saves
Keen Senses: +2 Perception
Trapfinding: +1 to Disable Device & Perception to locate traps
Weapon Familiarity: proficient with slings, all ‘Halfling’ weapons are treated as martial weapons

Combat Gear Small Dagger, Small Sap, MW Small Short Sword, Small Sling & 10 bullets, Small MW Studded Leather Armor

Other Gear backpack, flint & steel, ink vial, inkpen, hooded lantern, 2 lamp oil, 10 sheets parchment, 2 belt pouches, sack, MW thieves tools, whetstone, Holy Water, Courtier’s clothing, emerald armband (35 gp), sapphire ring (15 gp)
(total: 23.875 pounds)
Money 228 gold measures, 7 copper pennies

Background Cade Grimmond is not his real name, but it is what he calls himself now. Cade was strange from the time he was born: sky blue eyes, fair skinned with pale wind-blown hair, thin as a reed. He never really walked. He went straight from crawling to running. As he grew up he was always in motion: running, jumping, climbing, and swimming. His uncle, who was sort of the village lorekeeper, recognized something in him, a link to an ancient bloodline. Whenever he could get Cade to sit still, he would teach him, train him about history and other worlds and try to train him in the magic that was his birthright. But he was not a very good student; he had a mind as agile as his body, but he was too flighty, always looking for something new.

His pleasant life ended the day the village of Wittleshine was attacked by the Chelish renegade pirate Darsiele Du Moire. Most of the clan was killed or captured for slaves. Only a few escaped, Cade among them.

He made his way to the city of Almas and lived on the streets. It wasn't too long before a thief discovered him and his potential. He started training Cade, and found him an apt pupil. Cade was inducted into a local 'family' that watched over criminal activity in the city. But strange things started happening; things would move when no one was watching, there would be strange smells, and food would go bad. Before anyone figured out that the strange occurrences only happened when Cade was around, tragedy struck again. A rival guild moved into the city, and a covert war broke out. Cade's 'family' lost, and once again he was on the run.

Cade changed his name, made his way to Absalom, and found a new family: the Pathfinders.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Terence
Singapore
Singapore
flag msg tools
designer
RPG Geek Rocks!
badge
Mystic
Avatar
mbmbmbmbmb
Tyrol
Oracle 1







PFS#52678-17

Starting Fame/PP: 0/0
0XP
Qadira
Powers for the day
Misfortune: Any creature within 30' reroll any d20
Natural Divination:+10 skill check
Legalistic

Orisons: Mage Hand; Ghost Sound; Guidance; Enhanced Diplomacy; Detect Magic; Resistance

Level 1 (4/day): CLW; Command; Endure Elements

Glitterdust 1/day
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Nebis
msg tools
Avatar
mbmbmbmbmb
Horgrym of Mendev
Male Halfling Fighter 1
Alignment CG
PFS# 69215-2
XP 0
Fame 0
Prestige 0
Small Humanoid (halfling)
Faction Osirion
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC
17, 18 vs. M+, touch 13, flat-footed 16 (+4 armor, +1 Dex, +1 size, +1 trait)
hp 13 (1d10+1+2)
Fort +4, Ref +1, Will -1
--------------------
Offense
--------------------
Speed
20 ft. (15 ft. in armor)
Ranged Small Sling +3 (1d3+3/x2, Range 50 ft.)
Melee Small Greatsword +6 (1d10+4/19-20/x2)
--------------------
Statistics
--------------------
Str
16, Dex 12, Con 15, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Power Attack (-1 to attack, +2 to dmg or +3 to damage 2h), Weapon Focus: Greatsword (+1 to attack)
Traits Defender of the Society (+1 trait bonus on AC with med/hvy armor), Child of the Crusades (Mendev, +2 trait bonus to save vs. fear)
Skills Climb +7(3), Swim +7(3)
Languages Common, Halfling
Gear Small Greatsword, Small Sling, Hide Armor, 85gp
--------------------
Special Abilities
--------------------
Small:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
--------------------
Description
--------------------

Horgrym is an orphan son of crusaders from the Worldwound. He appears portly, as wide as he is tall, but there are substantial muscles hidden underneath his fleshy folds.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Austin Fleming
United States
West Covina
California
flag msg tools
badge
Avatar
mbmbmbmbmb
Your attack should be +6 with the Greatsword (+1 BAB, +3 Str, +1 size, +1 Weapon Focus) and +3 with the Sling (+1 BAB, +1 Dex, +1 size). Your FF AC should be 16 (+4 armor, +1 size, +1 trait).

Halfling Solidarity!
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Nebis
msg tools
Avatar
mbmbmbmbmb
Thanks for the check! Put it together a little bit too quickly.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Ogrim, Lorelord of Toran-naga

Dwarven Ki Mystic of the Sacred Mountain 1
LN Medium Humanoid (dwarf)
Init +2
Senses: Perception +8, Darkvision 60
Faction: Osiron
--------------------
Defense
--------------------
AC 15; touch 15; flat-footed 11 (+3 wis, +2 Dex)

hp (10)

Fort +3, Ref +4, Will +5

--------------------
Offense
--------------------
Speed 20 ft.

Melee:
Unarmed +4 (1d6+4/20/x2)


SQ:
Active:
Flurry of Blows (-1, -1)
Stunning FIst(1/day):Fort Save or stunned 1 rnd
Deflect Arrows (1/round): negate ranged attack
Power Attack:-1 atk, +2 dmg

Passive:
Defense Training:+4 AC v. giants
Lorekeeper: +2 to knowledge(history) on relation to dwarfs, can make check untrained
Hardy: +2 to saves v. poison, SLA, spell
Stability: +4 cmd when on ground vs. bull rush, trip
Stonecutting: +2 to Perception to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Hatred: +1 racial to atk vs gobbos and orcs
Proficiency: monk weapons, (others from dwarf I won't use)
Monk AC bonus: add WIS to AC and CMD


--------------------
Statistics
--------------------
Str 18 (+4) Dex 14(+2) Con 13(+1) Int 7(-2) Wis 16 (+3) Cha 5 (-3)

Base Atk +0; CMB +4; CMD 16+3(wis)=19

Feats:
Improved Unarmed Strike
Stunning Fist
Deflect Arrows
Power Attack

Traits:
Tomb Raider(Knowledge(Dungeoneering))
Honored Fist of the Society

Skills
+8 Perception (1 rank +1 trait+3 class+3 wis)
-1 Knowledge (Dungeoneering)(+1 trait -2 int)
+7 Profession (engineer) (1 rank +3 class +3 wis+2)

Languages: Dwarven, Common

Equipment: Monk Robes
2 Flasks acid -20 gp
100 chalks - 1 gp
Vermin Repellant - 5 gp
Flint and Steel - 1 gp
964 gp
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Vladimir Lehotai
Slovakia
Piešťany
flag msg tools
Avatar
mbmbmbmbmb
PFS# 73392-1




Quick summary:
Thulvar
Faction: Grand Lodge
XP: 2/3
Fame: 4
PP: 2
HP: 9
AC: 15+1 (shield)/10 touch/15+1 (shield) flat
Init: +4
BAB: +0

Weapons:
Scimitar +2 1d6+2

Level 0 spells: Light, Detect Magic, Stabilize
Level 1 spells: Divine Favor, Protection from Evil, Bless
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Benjamin Symons
Belgium
Glabbeek
Vlaams-Brabant
flag msg tools
Avatar
mbmbmbmbmb
I was able to copy-paste my character from another thread...

Aelric Holgarsson
Dwarf Fighter 1
NG Medium Humanoid (dwarf)
Init +3; Senses darkvision; Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 13 (1d10+2)
Fort +4, Ref +1, Will +1; +2 trait bonus vs. illusion, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
. . Dwarven waraxe +5 (1d10+4/x3)
Ranged Sling +2 (1d4+4/x2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 7 (-2)

Base Atk +1; CMB +5; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)

Feats Cleave, Power Attack -1/+2

Traits Reactionary, Skeptic

Skills
Acrobatics -5 (-9 jump),
Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones),
Bluff -2,
Climb +2,
Diplomacy -2,
Disguise -2,
Escape Artist -5,
Fly -5,
Heal +1,
Intimidate +2,
Perception +1 (+3 to notice unusual stonework, such as traps and hidden doors in stone walls or floors),
Ride -5,
Sense Motive +1,
Stealth -5,
Swim -2

Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2

Other Gear
Scale mail,
Heavy wooden shield,
Dwarven waraxe,
Sling,
Sling bullets (10),
62 GP, 9 SP
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Skeptic +2 save vs. illusion.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

PFS number: # 80224-1
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Daniel Karpouzian
United States
Waverly
Iowa
flag msg tools
Avatar
mbmbmbmbmb
What is Ogrim's PFS #?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
64583-1
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls