Post by searax on Mar 13, 2014 21:57:26 GMT -6
Characterization:
Character Name: Aldrin "Al" Tythus
Alias: Al
Race: Human
Age: 19
Sex: Male
Height: 5 ft. 9 in.
Weight: 160 lbs
Build: Well built from everyday hard work.
Complexion: White skin is tanned from working outside most days.
Hair Color: Auburn Brown
Hair Style: Straight hair that reaches down to near shoulder level is pulled back into a ponytail. Has a slight stubble shaved to resemble a goatee.
Class Information:
ECL: 3
Experience: 5000/9000
Classes: Paladin
Class Archetypes: Divine Hunter
Faith: Sovereign Hosts
Alignment: Lawful Good
Defensive Scores and Skills:
Initiative: 5
Perception: 1
Sense Motives: 4
Languages: Common
HP | 16/16 |
Defense | Score | Math |
AC | 17 | 10+4+3 |
Touch | 13 | 10+3 |
Flat-Footed | 14 | 10+4 |
Special Modifiers: List circumstantial modifiers below.
Save | Modifier |
Fortitude | 5 |
Reflex | 6 |
Will | 5 |
Special Modifiers: List circumstantial modifiers below.
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities: N/A
Combat Statistics:
Combat Statistics | Modifiers | Math |
Base Attack Bonus [BAB] | 3 | |
Combat Maneuver Bonus | 5 | 3+2 |
Combat Maneuver Defense | 18 | 10+3+2+3 |
Movement: [Racial Speed - Armor Penalties + Other Modifiers]
30 ft.
Movement Modifiers:
Weapon | Damage Type | Standard Attack | Full Round Attack | Damage | Range | Critical | Critical Range |
Longbow | Piercing | 1d20+6 | 1d20+6 | 1d8 | 100 ft. | x3 | 20 |
Longsword | Slashing | 1d20+5 | 1d20+5 | 1d8+2 | 10 ft. | x2 | 19-20 |
Dagger | Piercing or Slashing | 1d20+5 | 1d20+5 | 1d4+2 | 10 ft. | x2 | 19-20 |
Damage Modifiers:
Deadly Aim: -1 attack for +2 damage.
Point-Blank Shot: +1 attack and +1 damage on targets within 30 feet.
Rapid shot: take 2 shots on a full round attack. both with a -2 to attack.
Smite Evil: Add [Cha] to attack and damage roll.
Ability Scores:
Ability | Score | Modifier |
Strength | 15 | 2 |
Dexterity | 17 | 3 |
Constitution | 11 | 0 |
Intelligence | 11 | 0 |
Wisdom | 10 | 0 |
Charisma | 14 | 2 |
Racial Qualities:
Subtype: Humanoid
Size: Medium
Speed: 30 ft.
Vision: Normal vision
Immunities: N/A
Resistances: N/A
Stat Benefits: +2 to Dexterity
Skill Benefits: Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.
Other Benefits: Bonus Feat: Humans select one extra feat at 1st level.
Class Qualities:
Weapon Proficiency: Simple & Martial
Armor Proficiency: Light & Medium
Shield Proficiency: All [Except tower shields]
Class Features:
Name | Description |
Aura of Good | Aura of Good equal to paladin level. |
Detect Evil | Free action to detect evil, 3 round study to determine strength of aura. |
Smite Evil | Add [Cha] to attack and damage. |
Shared Precision | Enemies you attack give Precise Shot to any other ranged attack. |
Divine Grace | Add [Cha] to saving throws. |
Lay on Hands | Heal 1d6 with a touch attack |
Divine Health | Immune to diseases. |
Mercy | Fatigue |
Feats & Traits:
Trait Name: List Trait description here.Reactionary: +2 trait bonus to Initiative
Killer: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Feat Name: List feat description here.
Precise Shot: No penalty for shooting into melee
Deadly Aim: Trade ranged attack bonus for damage
Point-Blank Shot: +1 attack and damage on targets within 30 feet
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Skills 9/9
Skill Name | Stat | Class | Score | Ranks | Mod | Trained | AC Penalty | Other |
Acrobatics | Dex | 1 | 3 | 2 | ||||
Appraise | Wis | 0 | 0 | |||||
Climb | Str | 1 | 1 | 2 | 2 | |||
Diplomacy | Cha | 5 | 1 | 2 | 2 | |||
Escape Artist | Dex | 1 | 3 | 2 | ||||
Heal | Wis | • | 4 | 1 | 0 | 3 | ||
Knowledge[Nobility] | Int | • | 0 | 0 | ||||
Knowledge[Religion] | Int | • | 4 | 1 | 0 | 3 | ||
Perception | Wis | 1 | 1 | 0 | ||||
Profession[Farming] | Wis | • | 4 | 1 | 0 | 3 | ||
Ride | Dex | 1 | 3 | 2 | ||||
Sense Motive | Wis | • | 4 | 1 | 0 | 3 | ||
Stealth | Dex | 1 | 3 | 2 | ||||
Survival | Wis | 1 | 1 | 0 | ||||
Swim | Str | 3 | 1 | 2 | ||||
Use Magic Device | Cha | 2 | 2 |
Carrying Capacity and Movement Modifiers:
Current Load: 76 lbs.
Light Load: 66 lbs. or less
Medium Load: 67–133 lbs.
Heavy Load: 134–200 lbs.
Backpack, Masterwork:
Light Load: 76 lbs. or less
Medium Load: 77–153 lbs.
Heavy Load: 154–230 lbs.
Lift Capacity: 200 lbs.
Encumbered Lift: 400 lbs.
Drag Capacity: 1000 lbs.
Inventory:
Platinum Pieces: 0
Gold Pieces: 46
Silver Pieces: 5
Bronze Pieces: 9
Equipment should be listed here.
Item | Equipped | Weight | Description |
Soldiers Uniform | • | 5 lbs. | sturdy boots, leather breeches, a belt, a shirt, gloves,and a cloak. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires. |
Longbow | • | 3 lbs. | |
Arrows, Common [60] | • | 9 lbs. | |
Longsword | • | 4 lbs. | |
Bedroll | 5 lbs. | ||
Chain Shirt | • | 25 lbs | |
Bandolier | • | - | It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. |
Backpack, Masterwork | • | 4 lbs. | |
Canteen [Filled] | 1 lbs. | ||
Trail Rations [5] | 5 lbs. | ||
Sunrod | 1 lbs | This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. | |
Flint & Steel* | 1 lbs. | ||
Fishing Tackle | 5 lbs | More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish. | |
Dagger* | • | 1 lbs. | |
Mirror, Small Steel | 1/2 lbs. | A small steel mirror. | |
Rope, Silk | 5 lbs. | 50-foot length of silk rope. | |
Journal* | 1 lbs. | 50 blank pages. | |
Ink, Black | - | ||
Inkpen* | - | ||
Charcoal* [1 stick] | - | ||
Chalk* [1 piece] | - | ||
Compass* | 1/2 lbs. | An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. | |
Whistle* | - |
[* = Inside bandolier.]
Biography
Aldrin grew up as little more than a middle class farm boy. Born to a retired war veteran and his wife on their small estate in Tronish in 970 YK. There is little of note about his early life, which was spent mostly tilling the fields with his father. However, at the age of 15, Aldrian became fascinated with the bow. Spending what little free time he had working towards mastering the weapon. His father tempered his personal training with running drills aimed towards swordsmanship. Utilizing his own knowledge from the army to teach his son the basics.When Aldrin turned 18 is when the first truly notable thing in his life happened. After coming home from a long day’s toil in the fields, Aldrin spied a figured leaving his family’s house in the distance. The unknown person was darkly clad, dressed in the tatters of an overlapping robe and hunched noticeably as they skittered away. Aldrin quickly went behind the barn where he stored his bow and arrows for practice, staying out of the figures line of sights. A dozen grim ideas popped into his mind. Each one more terrible to contemplate then the last. In fact, with each wild idea he became more and more sure this was some evil being come to harm his family. Convinced, Aldrin knocked his bow in silence, and before he could give one more thought as to what the man could possibly be doing skulking about his family’s home. Let the arrow fly.
Despite his mounting panic and rushing blood, the arrow flew true. Piercing the man with an all too audible ‘thunk’. Aldrin soon calming his breathing slowly approached the man lying dead on the ground in a pool of his own blood. He found a man around the age of 30 inside his robes were three bread loafs freshly made that day presumably for his family to feed off of. Aldrin seeing what he had committed after the rush of trying to protect his family left the farm to go to the police to report the murder. The police after a(n) hour or two of questioning let the boy go, but not before he asked them to at least offer help to the man's family. This event lead Aldrin to seek some way to repent for his sin of murder.
Aldrin decided that to repent for his crime he would join the church of Sovereign Host and toil his days away seeking redemption. Leaving his family with a farewell he set of to make peace with himself. He was not the most religious church member but he studied he manuscripts and texts of the church with a passion seeking how to better his life. learning about the pantheon of deities and how each one represented life in some way. Aldrin never saw himself as a shining example of religion and faith but he did know right from wrong and that was good enough for him.
After a year and some months had passed Aldrin finally felt at peace with the sin of murder he had committed. The memory was still vivid and clear but he knew he was trying his best to do good for the world. Aldrin after leaving the church soon fumbled into Metrol the capital of Cyre. Bumping his way the the crowd with all the grace of a pig in mud Aldrin soon found himself in front of a military recruiter. Seeing this as a sign of the gods for his destiny he once again took up arms to protect Cyre from suffering defeat. This time he would protect those that could not protect themselves.
Aldrin found that military training was about as tasking of the body as farming. A lucky stroke for a farmer child. He had the mindset as well for repetitive actions such as swinging a sword and hearing the dull clang as it bounced off training dummies steel armor. Aldrin's fighting skills were further enhance when it came to the bow, the instructors saw he had a knack for it at least more so than the other trainees who could not fire at a target. The training flew by quickly for Aldrin due to his earlier training with his father. This lasted for less than 2-3 weeks before he was assigned to a squad.