Character Name: Kyra Soulstone
Character Race: Human (Oerdian)
Character Class/Level (if multi-class): Swashbuckler 1 / Rogue 1
Alignment: Chaotic Neutral
Deity: None
Gender: Female
Age: 19
Height: 5'9"
Weight: 120 lb.
Eyes: Green
Hair: Burgundy red, long
Character Level: 2
EXP Points Gained: 1375
EXP To Next Level: 3000
Known Languages: Common, Dwarven, Elven
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Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 15 (+2)
Wisdom: 8 (-1)
Charisma: 10 (+0)
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Hit Points: 13
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Armor Class: 18* [
BASE (10) + ARMOR (4) + DEX (3) + SHIELD** (1)]
Flatfooted AC: 15
Touch AC: 13*
AC Penalty: None
Maximum DEX Bonus: +5
Armor Type/Weight: Magical Studded Leather Armor +1 (trimmed in black) [20.0 lb.]
Special Armor Class Notes: *+1 dodge bonus to AC vs.
one opponent each round (Dodge feat); **+1 shield bonus when wielding a
double weapon or
two weapons, this bonus increases to +2 when fighting defensively or
using the total defense action (Two-Weapon Defense feat); +3 dodge AC
bonus when taking a
fight defensively action or +6 AC bonus when taking a full defense
action (5 ranks in Tumble)
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Total Encumbrance: Light Load
Overall AC Penalty: None
Overall Maximum DEX bonus: +5 (Armor)
Base Movement: 30'/round
Encumbered Move: 30'/round
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Save vs. Fortitude: +2 [
BASE (2) + CON (0)]
Save vs. Reflex: +5 [
BASE (2) + DEX (3)]
Save vs. Will: -1 [
BASE (0) + WIS (-1)]
Special Saving Throw Notes: None
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Initiative Modifier: +3 [
DEX (3)]
Melee Attack Bonus: +3 [
BAB (1) + STR (2)]
Ranged Attack Bonus: +2 [
BAB (1) + DEX (3) + FLAW (-2)]
Special Combat Notes: Sneak Attack damage (+1d6) for
melee attacks and ranged attacks under 30' range when opponent is
flanked or
flatfooted; may fight with two weapons at -2 to both attack rolls when
wielding a light weapon in off hand, though damage bonus for off-hand
weapon is halved
(Two-Weapon Fighting feat); DEX modifier applied to attack rolls when
using light weapons, rapier, whip or spiked chain (Weapon Finesse
feat); may reroll a
miss chance percentile roll for concealment (Blind-Fight feat); take a
-2 penalty on all ranged attack rolls (Shaky flaw).
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Attacks:
Rapier (M) / +4 melee attack / 1d6 +2 damage / 18-20 [x2] critical / piercing damage
Use DEX modifier for attack rolls, a shield in off-hand applies AC penalty to attack rolls
Kukri (M) / +4 melee attack / 1d4 +2 damage / 18-20 [x2] critical / slashing damage
Use DEX modifier for attack rolls, a shield in off-hand applies AC penalty to attack rolls
Longspear (M) / +3 melee attack / 1d8 +3 damage / [x3] critical / piercing damage
Two-handed weapon (1.5 x STR modifier to damage bonus); is a reach
weapon (10) that cannot be used against an adjacent foe; may be set
against a charging
foe to deal double damage
Longbow (M) / +2 ranged attack / 1d8 damage / 100' range / [x3] critical / piercing damage
20 standard arrows
Total Weapon Weight: 19.0 lb.
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Skills:
Total Skill Points Earned = 39
Skill Name - Skill Total, number of Ranks and/or Racial Modifier
Appraise: = +2 (INT)
Untrained
Balance: = +8* (DEX)
3 Ranks +2 [synergy bonus from 5+ ranks in Tumble]
Bluff: = +5 (CHA)
5 Ranks
Climb: = +6* (STR)
4 Ranks
Concentration: = +0 (CON)
Untrained
Craft (Trap Making): = +6 (INT)
4 Ranks
Diplomacy: = +6 (CHA)
4 Ranks +2 [synergy bonus from 5+ ranks in Bluff]
Disable Device: = +4 (INT)
2 Ranks
Disguise: = +0 [+2 when acting] (CHA)
Untrained +2 [synergy bonus from 5+ ranks in Bluff when able to act in character with the
target]
Escape Artist: = +4* (DEX)
1 Rank
Forgery: = +2 (INT)
Untrained
Gather Information: = +0 (CHA)
Untrained
Heal: = -1 (WIS)
Untrained
Hide: = +3* (DEX)
Untrained
Intimidate: = +2 (CHA)
Untrained +2 [synergy bonus from 5+ ranks in Bluff]
Jump: = +9* (STR)
5 Ranks +2 [synergy bonus from 5+ ranks in Tumble]
Listen: = -1 (WIS)
Untrained
Move Silently: = +3* (DEX)
Untrained
Open Lock: = +5 (DEX)
2 Ranks
Ride: = +3 (DEX)
Untrained
Search: = +4 (INT)
1 Rank +1 [Nearsighted trait]
Sense Motive: = -1 (WIS)
Untrained
Spot: = -2 (WIS)
Untrained -1 [Nearsighted trait]
Survival: = -1 (WIS)
Untrained
Swim: = +2** (STR)
Untrained
Tumble: = +10* (DEX)
5 Ranks +2 [synergy bonus from 5+ ranks in Jump]
Use Rope: = +6 (DEX)
3 Ranks
* Armor Check Penalty Applies
** Double Armor Check Penalty Applies
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Feats:
Feats = 4 (+1 Bonus Feat)
Feat Name & Description:
Weapon Finesse: Use DEX modifier instead of STR modifier for all attack rolls when using all light weapons, the rapier, the whip and the
spiked chain. If carrying a shield in the off-hand, its AC penalty applies to the attack roll. (Swashbuckler Bonus feat)
Two-Weapon Fighting: Penalties on attack rolls for fighting with two weapons are reduced. The penalty for primary hand lessens by 2 and the
one for off hand lessens by 6.
Two-Weapon Defense: Receives a +1 shield bonus to AC when wielding a double weapon or two weapons, this bonus increases to +2 when fighting
defensively or using the total defense action.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to AC against attacks from that opponent.
Blind-Fight: In melee, every time you miss because of
concealment, you can reroll your miss chance percentile roll one time
to see if you
actually hit. An invisible attacker gets no advantages related to
hitting you in melee. That is, you don't lose your DEX bonus to AC and
the attacker
doesn't get the usual +2 bonus for being invisible. The invisible
attacker's bonuses do still apply for ranged attacks, however. You take
only half the
usual penalty to speed for being unable to see. Darkness and poor
visibility in general reduces your speed to three-quarters normal,
instead of one-half.
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Racial and Class Skills & Abilities:
Sneak Attack: When the target is denied DEX bonus to AC (flatfooted, helpless, etc. see chart in PHB pg. 151) or when the rogue flanks an
opponent in a melee situation, extra damage is applied to any melee or ranged attacks within 30' distance.
(Damage Bonus = +1d6)
Note that this bonus damage is not multiplied in a critical hit.
Trapfinding: May use the Search skill to locate traps when the task has a DC higher than 20.
Extra Feat: Humans gain one bonus feat at 1st level.
Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter.
Proficiencies: Proficient with all simple and martial weapons, and with light armor.
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Traits & Flaws:
Nearsighted (Trait): You have difficulty focusing on distant objects, but your eye for detail is more keen than normal.
Benefit: You gain a +1 bonus to Search checks.
Drawback: You take a -1 penalty on Spot checks.
Shaky (Flaw): You are relatively poor at ranged combat.
Effect: You take a -2 penalty on all ranged attack rolls.
[Feat Taken - Two-Weapon Defense]
Frail (Flaw): You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you gain at
each level. This flaw can reduce the number of hit points you gain to 0
(but not below).
[Feat Taken - Blind-Fight]
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Equipment & Gear:
Traveler's Outfit [0.0 lb.]
2 Boxes of caltrops [4.0 lb.] - carried in pockets
Thieves' Tools [1.0 lb.] - carried in pockets
Backpack [2.0 lb.] holds:
1 Torch [1.0 lb.]
Flint and steel [0.0 lb.]
2 Rolls of twine (50' each) [0.0 lb.]
1 Day of trail rations [1.0 lb.]
Coins [1.0 lb.]
Equipment Weight: 10.0 lb.
Total Weight Carried / Encumbrance Load: 49.0 lb. / Light Load [Max = 58 lb.].
Kyra also keeps the following equipment in saddlebags carried by her pack animal:
Packsaddle [15.0 lb.] holds:
2 Days of feed [20.0 lbs.]
Mess Kit [1.0 lb.]
Percolator [1.0 lb.]
One Person Tent [10.0 lb.]
50' Rope [10.0 lb.]
5 Days of trail rations [5.0 lb.]
1 Waterskin [4.0 lb.]
3 Torches [3.0 lb.]
Bedroll [5.0 lb.]
Winter blanket [3.0 lb.]
Total weight of packsaddle: 77.0 lb.
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Money: 18gp, 10sp, 13cp
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Kyra's Pack Animal:
Mule
Large Animal
Hit Dice: 3d8+9
Hit Points: 24
Initiative: +1
Speed: 30'
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 Hooves +4 melee (1d4 +3)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6; Spot +6
Feats: Alertness, Endurance
Carrying Capacity: Light Load is up to 230 lb., Medium Load is 231 460 lb., Heavy Load is 461 690 lb., Drag up to 3,450 lb.
Mule's AC Penalty: None
Mule's Maximum DEX bonus: No Penalty
Mule's Encumbered Move: 30'/round
Kyra's mule carries the following gear:
Bit and bridle [1.0 lb.]
Packsaddle [77.0 lb.]
Total Weight Carried / Encumbrance Load: 78.0 lb. This is a Light Load [Max = 230 lb.]
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Character History:
Kyra was born a kind and caring enough soul, but she quickly became
the product of society. Growing up in Rookroost seemed to ruin her
chances of becoming the
decent person she was meant to be.
Raised by her four male cousins and mean uncle, Kyra learned to be
a rather abrasive, bossy person, though she could never be cruel like
most of her other
family members were. Her favorite cousin was Karthak who also seemed to
be in the same boat she was in. Neither of them were much into the
family business, who
were a group of hired assassins. Kyra learned from the family the only
thing they could teach her. That was how to use a sword to kill people.
Kyra, being
relativity strong, but more quick and nimble, chose a more refined
fighting style.
Karthak didn't care for her leading this lifestyle and tended to
protect and shelter her whenever possible. Any practice she got with
her sword was just
that, practice. While she learned to find the chinks in people's armor,
she never got the chance to actually use the skill. With the lack of
physical
practice, she turned to books of combat and began reading any book she
could get her hands. This made her very analytical and gave her a good
fighting style in
theory, her street smarts became far less refined. She just didn't see
the whole picture.
She didn't see the fight coming between Karthak and her uncle
either. If she was around when her favorite cousin was thrown out of
the household, she would
have gone with him. Now she was stuck with her less pleasant relatives
and found that her life now made her miserable and unhappy. The others
simply treated
her as their servant. With her commanding attitude, she couldn't take
the abuse but she was simply outnumbered. On a cold and dark night Kyra
stole the
family mule, loaded down with some supplies and ran away, hoping to
make a better life for herself. What she truly hoped for was to find
her cousin.