Character Combat Info
HP 51 / 51
Weapon Focus: Longbow - Bow attack +8 strength damage +5
BAB +6 / Basic Melee Attack +6 / Basic Ranged Attack +5
AC [19] = 10 +5 [Scale Mail+1] +1 [Light Wooden Shield] +1 DexTouch AC [11] Flat-Footed [15] +1 shield focus +1 Amulet
Character Description
Zork has shaggy look with unkempt long hair and short beard and mustache. He has an athletic build and tends to be more on the muscular side although not bulky. The only part of him that is well kept is his sword.
Character History
Zork grew up hard and as teen he found himself among thieves. He acquired some of their skills but knew it was not for him because he was more of forward fellow that didn' like operating in the shadows. He became fighter when he teamed up with some soldiers that was on patrol.
Character Magick / Spells / Powers
Vial of orange fluid (from goblin) Alchemist's fire which ignites on contact with the air
5 cold iron arrows
Cold iron sickle
Cure Light Wounds Potion x1
Cure moderate wounds
Potion of Glibness - everyone believes what is said +20 on bluff
2 vials of holy water
Amulet of natural armor +1
Character Notes*
Bear Guardian Shields: The inner thougts of Zork II are protected.
* Protected by Guardian
Familiar / Side Kick / Craft
War dog, Grizzly
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Power Attack -1 penalty to attack for a +3 to damage
attack, come, defend, down, guard, and heel
Skills Acrobatics +6 (+14 jumping), Perception +5, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Stallion
Chain Shirt Barding
Bit and Bridle
Military Saddle
Feed x5
Character Equipment
EQUIPMENT
Gold: 566
Silver: 0
copper: 0
- Scale mail +1
- Masterwork sword +1 attack normal damage 1d8
- Masterwork long bow (d8 +3)
- Silver dagger
- Short sword
- Fighter kit, backpack, bedroll, belt pouch, flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and waterskin
- Chain Shirt
- Shield, light wooden
- Longsword
- Javelin (X2)
- fishing
longbow
short sword
2 days of rations
37 arrows.
tent
30 feet of rope,
whetstone
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Bear Guardian Protects: The secrets dispensed by ICon are protected from prying eyes.
Last nag (warning): 7th Nov, 2016 - 9:45am
* Protected by Guardian
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Zork
Male Human Fighter 6 [True Neutral]
DESCRIPTION
Age 25
Looks dark hair, dark eyes
Height/Weight 6'0" Tall, 175lbs. (Medium)
Homeland Brevoy
Campaign Kingmaker
EXPERIENCE POINTS
17722
STRENGTH 18 (+4)
DEXTERITY 12 (+1)
CONSTITUTION 13 (+1)
INTELLIGENCE 10 (+0)
WISDOM 10 (+0)
CHARISMA 13 (+1)
Initiative +1 = 1 [[Dexterity]]
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +1 = [Dexterity] 1+0+0
Bluff +1 = [Charisma] 1+0+0
Climb* +13 = [Strength] 4+3+3+3 [Skill Focus]
Diplomacy +1 = [Charisma] 1+0+0
Disable Device* +11 = [Dexterity] 1+3+3+1 [Vagabond Child]+3 [Skill Focus]
Escape Artist* +1 = [Dexterity] 1+0+0
Handle Animal +7 = [Charisma] 1+3+3
Intimidate +1 = [Charisma] 1+0+0
Perception +4 = [Wisdom] 0+4+0
Ride +5 = [Dexterity] 1+1+3
Stealth* +1 = [Dexterity] 1+0+0
Survival +5 = [Wisdom] 0+2+3
Swim* +4 = [Strength] 4+0+0
* Armor Check Penalty -1
Trained Only
Base Speed [ 30 (6 sq.) ]
Weapon Sword, Short
Attack Bonus +10/+5
Critical 19-20/x2
Type P
Damage 1d6+4
Weapon Longsword
Attack Bonus +11/+6
Critical 19-20/x2
Type S
Damage 1d8+4
Weapon Silver Dagger Melee
Attack Bonus +10/+5
Critical 19-20/x2
Type P or S
Range 10 ft
Damage 1d4 +3
Weapon Javelin
Attack Bonus +7/+2 (+1 in 30')
Critical x2
Type P
Range 30 ft
Ammo 2
Damage 1d6+4 (+1 in 30')
Weapon Composite Longbow [+4 Strength]
Attack Bonus +9/+4 (+1 in 30')
Critical x3
Type P
Range 110 ft
Ammo Not tracked
Damage 1d8+5 (+1 in 30')
FORTITUDE SAVE
+6 = 5 [base] +1 [Con]
REFLEX SAVE
+3 = 2 [base] +1 [Dexterity]
WILL SAVE
+3 = 2 [base] +0 [Wisdom] +1 [Bastard] (+2 vs Fear)
CMB
+11 = 6 [BAB] +4 [Strength] +0 [size] +1 [Solo Maneuvers]
CMD
+22 = 10 + 6 [BAB] +4 [Strength] +1 [Dexterity] +0 [size] +1 [Solo Maneuvers]
FEATS
Shield Focus
Skill Focus [Climb]
Skill Focus [Disable Device]
Solo Maneuvers
Weapon Focus (Longsword)
Point Blank Shot
Precise shot
Weapon Focus (Longbow)
TRAITS
Hard to Kill
Vagabond Child
Bastard
CARRYING CAPACITY
Light Load: 100lbs.
Medium Load: 200lbs.
Heavy Load: 300lbs.
Lift Over Head: 300lbs.
Lift Off Ground: 600lbs.
Push or Drag: 1200lbs.
LANGUAGES
Common
SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (Except secret languages)
Fighter
4 Bonus Combat Feats
Bravery +2
Armor Training
Weapon Training (Bows)
NOTES
Solo Maneuvers: Whenever you are the only one threatening an opponent, you gain +1 bonus on combat maneuvers against that creature and +1 bonus to CMD against combat maneuvers made by that creature.
Hard to Kill: When you are attempting Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Bastard: You take -1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain +1 trait bonus on Will saves as result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as true noble.)
Vagabond Child: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain +1 trait bonus on checks with that skill, and it is always class skill for you.
Particulars: