CHO-SEN CAMPAIGN CHARACTER SHEETS

EDITED for level 7!
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EUN - Level 5 Shaman, Level 2 Battle Sorcerer
Healing and Ancestor Domains

RACE: human female
AGE: 22
HEIGHT: 5’3"
WEIGHT: 112 lbs

Constitution: 14
(+2)
Charisma: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Dexterity: 14 (+2)
Strength: 13 (+1)[/b]
Total Hit Points: 50

Speed: 30 feet

Armor Class: Studded Leather
AC: 15 (+3 armor, +2 DEX)
Tch: 12
*what the heck is Tch? I just copied this from a generator here*
Flat Footed: 13
Weapon: Long Sword Attack +3 (+4 class, +1 STR, -2 clumsiness with weapons)
damage roll: 1d8 +1
(19-20 crit. threshhold. Crit rolls 1d8 x 2)

FEATS:
Improved Initiative. Character gets +4 circumstantial bonus on Initiative checks
Alertness: +2 bonus to Spot and Listen Checks
Greater Fortitude: +2 bonus on Fort. checks
Augment Healing:Your Conjuration [Healing] spells are more effective. Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat)Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.

Initiative: +8 (+4 Improved Init. feat, +4 WIS)
Fort Save: +11 (+4 class, +2 feat, +2 CON, +3 spirit’s favor(+3CHA))
Will Save: +14 (+7 class, +4 WIS, +3 spirit’s favor)
Reflex save: +6 (+1 class, +2 DEX, +3 spirit’s favor)

SPECIAL SHAMAN ABILITIES:

Inspire Courage: Must have at least 3 ranks in Dance
Fascinate: Must have 3 ranks in Dance
Spirit Sight seems to mean in this context that I can see into the spirit world. Also not quite controllable yet
Turn or Rebuke Evil

SKILL POINTS: 76
Skills after cut

[spoiler]
5 - SPOT (WIS) +11 (+4 WIS, +2 feat)
5 - LISTEN (WIS)+11 (+4 WIS, +2 feat)
5 - DANCE (CHA) +8
5 - CONCENTRATION (CON) +7
4 - CRAFT - SEAMSTRESS (INT) +7
2 - CRAFT - PAINTING (INT) +5
2 - DIPLOMACY (CHA) +5
7 - HEAL (WIS) +11
1 - KNOWLEDGE ARCANA (INT) +4
1 - KNOWLEDGE RELIGION (INT) +4
5 - KNOWLEDGE SPIRITS (INT) +8
0 - PROFESSION (WIS) +4
4 - SCRY (INT) +7
0 - SPELLCRAFT (INT) +3 - must have skillpoints to use ?
0 - INTIMIDATE (CHA) +3

1 - APPRAISE (INT) +4
4 - BALANCE (DEX) +7 (-1 AC, +2 feat)
1 - BLUFF (CHA)+4
1 - CLIMB (STR)+1 (-1 AC)
1 - DISGUISE (CHA)+4
1 - ESCAPE ARTIST (DEX) +5 (-1 AC, +2 feat)
0 - FORGERY (INT) +3
1 - GATHER INFO (CHA) +4
2 - HIDE (DEX) +2 (-1 AC)
1 - JUMP (STR) +1 (-1 AC)
5 - MOVE SILENTLY (DEX) +6 (-1 AC)
1 - RIDE (DEX) +3
3 - SEARCH (INT) +6
3 - SENSE MOTIVE (WIS) +7
2 - SURVIVAL (WIS) +6
1 - SWIM (STR) no modifier (-2 AC)
2 - TUMBLE (DEX)+4
1 - USE ROPE (DEX) +3[/spoiler]

Who is Eun and what does she look like?

[spoiler]BUILD - Medium: close to average height and a little thin. Skinny is a good description. Eun is not very muscular, but more the tough and wirey type. I would say built similar to an endurance runner.

SKIN: pale complexion. Eun tends to burn and wears long sleeves and hats whenever possible to counteract that.

HAIR:
black and straight. She used to wear it very long but due to neglect it was mostly cut off two years ago. Since then it has grown to just past her shoulders. Eun generally wears her hair braided in a tail. If it is hot, she pins it up under her hat. Though her hair sometimes appears wavy due to braiding, it is very straight normally.

EYES: dark brown. They are usually a warm shade but darken to near black when she is angry or upset.

DRESS: Eun generally wears baggy pants and a loose long sleeved light weight tunic in white or light beige. She tends to wear a floppy hat to protect her face from the sun. Her clothes are more for comfort and practicality than any sort of style.
Of course these details are changed by whatever the military uniform is.

In contrast, her ceremonial shaman dress is very colorful and ornate. It is vibrant blue and green silk. There is also heavy embroidery and bright yellow tassels. Eun made and decorated her shaman outfit herself.
She is a talented seamstress though she rarely sews–especially not now. Her ceremonial garb pulls heavily from noble dress with a few concessions made for ease of movement.

OVERALL LOOK:
Eun does not impress one as being a beauty. She is not ugly, just average looking.

Her large brown eyes are her one beautiful feature. Eun has very thick lashes and strong brows that frame them well. Otherwise her face is a bit plain and narrow with a pointed chin. Her hands are small and delicate, but they are also scarred and a bit neglected looking. It is obvious she tends to bite her nails. She is graceful in the way she moves. This comes across more strongly when she is dancing in a shamanistic ritual than in everyday life.

TEMPERAMENT:
Once she notices a person is talking to her, Eun can be very direct in her speech. However what she says might be hard to understand. She has her own weird way of describing the world.

She tends to stare into space a lot and often appears distracted. Maybe Eun is actually seeing things or maybe she isn’t…but her attention to invisible things can seem rather odd and misplaced. She also talks to things no one else can hear. Again perhaps she is talking to herself or a spirit. It is hard for a non-shaman to tell. These traits could possibly make others feel uneasy in her presence.

Eun seems a bit childish and silly. She does notice things around her though and sees more than you would think from her odd comments. She cares deeply for people in general which is why she is a healer. But that same caring causes her to build walls to protect herself for when the idiots she heals invariably get themselves killed or hurt again.

She is also easily scared and particularly scared of fighting. Eun would rather avoid violence and hide than actively participate in it. As a result she is a reluctant soldier. Killing something upsets her deeply and she has a tendency to cry and shut her eyes while blindly swinging a weapon. Her clumsiness with a weapon makes her almost as dangerous to herself and her comrades as to the enemy.[/spoiler]

And this is her (long ass) backstory. Why is she a shaman? Find out!

[spoiler]
PAST: Eun grew up in a semi-noble family. She once had a high rank and a well known noble family name. As a child she learned to sew and paint and demonstrated artistic skill in both mediums. Eun often amused her mother and sister by designing fanciful clothes for her dolls. She was a younger daughter, but still prized by her parents. There was a promise that she would be wed once she came of age to the heir of another noble family in order to bring more wealth and honor to her family. Eun grew up with this knowledge and was content with her place in life. She did not love her betrothed, but she liked him. She worked hard to be the daughter her parents expected her to be.

Unfortunately at the age of thirteen Eun grew ill. It started with not being able to eat and increasing bad dreams. Soon she became wasted and talked to things that weren’t there. Most of the time she seemed unaware of anything around her and stared into space. Instead of abating, her illness grew increasingly worse and the months of sickness extended to years. This caused talk about “bad luck” amongst gossips when her family was mentioned. Eventually her parents hid her away in a remote village to lesson the embarrassment of such a daughter. The marriage offer was quietly dropped.

Eun did not die, but continued to grow sicker and more wild as the years passed. Despite hiding her away, her parents did send many physicians to their daughter in an attempt to heal her. No doctors could find a cure. By the time she was seventeen, several different doctors had mentioned that Eun perhaps had spirit sickness. Her parents refused to consider that diagnosis. Her father did not want to admit the disgrace of a shaman in their family.

After five years they continued to pay retainers to care for her, but no longer considered Eun as their daughter. Publicly her parents referred to Eun–if she was mentioned at all–as deceased. Meanwhile Eun suffered with her mysterious ailment. She was considered quite mad and was soon avoided by everyone in the remote village. Her caretakers were not happy to be there and treated her with neglect. One day when she was almost nineteen, Eun escaped from her confinement and ran off screaming into the hills.

She spent an uncountable time to her there talking with odd creatures. Some scared her and caused her to flee blindly. Some made her laugh. Eun was ill and increasingly mad with small times of lucidity where she wondered how she came to be lost in a forest. She only remembered the skills of city life and did not learn anything from the spirits regarding life in the wild. Somehow she survived, a walking skeleton of a girl with a wild tangled mass of black hair and raggedy clothes. Her past life seemed like a dream.

One day an old woman found her. This lady was called Hye and she was a shaman. Luckily this coincided with a fairly lucid moment. Eun was directed to “go talk to her!” by a tree imp and she did–at first presuming the lady before her was another spirit. Hye recognized immediatly that the girl was suffering from spirit sickness. She was able to win Eun’s trust by talking to the spirits that up until then Eun thought only she could see. It relieved Eun to find that Hye could also hear them.

A naerim-gut was performed with Hye officiating. Eun fully met the brightest spirit she had yet seen. She allowed Grandmother to walk with her and learned many things though most faded beyond recall later. She came out of the ritual as a shaman with most of her health and sanity restored.

However she was much wasted from her years of sickness and travels in the wild. Eun was shocked to learn the year and realize she was over twenty years old. Her last clear memory being from the age of thirteen. Her hair was so clumped that it had to be cut off to a very short unflattering length. She was very upset and disappointed when she tried to contact her family. They were not happy to hear of her recovery and refused to allow her more than a moment’s time. Eun realized she had been disowned by them because they did not want the taint of a shaman in the family. People she had known before her illness either acted like they did not see her or like she was a ghost. Eun quickly fled back to the country.

Hurt, she devoted a year to learning the rites of the shaman from Hye. Gradually she regained physical strength though she remained thin and retained the tendency to forget to eat. She grew out her hair and eventually was able to style it in a normal manner. Creating shamanistic outfits for her and Hye was a pleasant occupation in between rites.

The loss in social status was hard for her to accept at first. Though shaman were allowed in all towns, they were not regarded well. Everyone wanted a shaman when there was illness to be cured or a crop to bless but after that they wanted that same shaman to go far away. Talking with spirits was not a comfortable thing for society to deal with.

Eun slowly adapted to spirit talking as she became skilled at healing. In the back of her mind lingered a doubt that perhaps her family was right after all and she was crazy. There had to be something very shameful with shamanism for them to be so opposed to it…

But that way of thinking only led her to despair. Instead, Eun determined to make the best of her life and heal since the spirits encouraged her to do so. The mysterious Grandmother spirit who continually reappeared after the ritual demanded it be so. Eun doubted the motivation of that spirit. Based on her treatment by her living family, why should she trust some dead relative? However Grandmother was very strong and she found herself following the spirit’s guidance more than once.

Shortly before the present, her mentor died and left her once again alone. Eun did not deal with Hye’s death very well. She has reverted back a bit to the way she was when ill with the spirit sickness. This is most likely a form of self protection cloaked in slight madness. Eun does remember acting more adult when Hye was alive and she knows she was once better. At the moment though she is functioning the best she can.[/spoiler]

Eun can cast five level 0 shaman spells a day. She can also cast four level 1 shaman spells, four level 2 shaman spells and three level 3 shaman spells per day. She also gets five domain spells a day.

These are all the spells for my own reference and backup.

[spoiler]
HEALING DOMAIN:
Granted Power: You cast spells at a +1 caster level

  1. Cure light wounds. Cures 1 d8 + 1/level damage (max +5)

  2. Cure moderate wounds. Cures 2 d8 + 1/level damage (max +10)

  3. Cure serious wounds. Cures 3 d8 + 1/level damage (max + 15)

  4. Cure critical wounds. Cures 4 d8 + 1/level damage (max + 20)

  5. Healing Circle. Heals 1 d8 + 1/level damage in all directions

  6. Heal. Cures all damage, diseases, and mental conditions

  7. Regenerate. Subject’s severed limbs grow back

  8. Mass Heal. A heal, but with several subjects

  9. True Resurrection: A resurrection but remains aren’t needed

    ANCESTOR DOMAIN:

    Granted Power: A number of times per day equal to your Charisma bonus (minimum one), you can summon an ancestor and channel some of their karmic power onto yourself. This guidance grants you a +4 Insight Bonus on an skill check.

  10. Detect Undead: This spell reveals any undead within 60 feet

  11. Ancestral Vengeance. Ancestral spirit deals 1 d6 / 2 levels damage (max 5 d6), or 1 d6 /level (max 10d6) to undead

  12. Speak With Dead. Corpse answers one question per 2 levels

  13. Divination. Provides useful advice for specific proposed actions

  14. Atonement. Removes burden of misdeeds from the subject

  15. Geas/Quest. A lesser geas that affects any creature

  16. Legend Lore. Learn tales about a person, place, or thing.

  17. Compel. Changes the alignment of one creature

  18. Foresight. Sixth Sense warns of impending danger

    SHAMAN SPELLS:

    0 - Level can cast 5/day

Cure Minor Wounds. Cures 1 point damage
Detect Disease. Detects diseases in one creature or object
Detect Magic. Detects spells and magic items within 60 feet
Detect Poison. Detects poison in one creature or object
Guidance. +1 on one roll, save, or check
Inflict Minor Wounds. Touch attack, 1 point of damage
Mending. Makes minor repairs on an object
Purify food and drink. Purifies 1 cubic foot / level of food or water
Read Magic. read scrolls or spellbooks
Resistance. Subject gains +1 on saving throws
Virtue. subject gains +1 temporary hp


1 - Level
can cast 4/day

Attraction. Attacks are drawn to the subject creature, dealing more damage.
Bane. Enemies suffer -1 attack and -1 on saves against fear
Bless. Allies gain +1 attack and +1 on saves against fear.
Bless Water. Makes holy water
Calm Animals. Calms 2d4 + 1/level HD of animals, beasts and magical beasts
Cure Light Wounds. Cures 1d8 + 1/level damage (max +5)
Curse water. Makes unholy water
Deathwatch. Sees how near death subjects within 30ft are
Detect Evil. Reveals creatures, spells or objects
Detect Undead. Reveal undead within 60ft
Doom. One subject suffers -2 on attacks, damage saves and checks
Endure Elements. Ignores 5 damage / round from one energy type
Entropic Shield. Ranged attacks against you suffer 20% miss chance
Inflict Light Wounds. Touch. 1d8 + 1/level damage (max +5)
Invisibility to Undead. Undead can’t percieve one subject/level
Obscuring Mist. Fog surrounds you
Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders
Shield of Faith. Aura grants +2 or higher deflection bonus
Speak with Animals. You can communicate with natural animals
Trance. Meditate to learn about nearby spirits
Summon Nature’s Ally I. Summons creatures to fight.
Weapon Bless. Prepare one weapon for combat against a particular foe

2 - Level can cast 4/day

Aid. +1 attack, +1 on saves against fear. 1d8 temporary hit points
Ancestral Vengeance. Ancestral spirit deals 1 d6/ 2 levels damage (max 5d6) 0r ad6 / level (max 10d6) to undead.
Augery. Learns whether an action will be good or bad
Bull’s Strength. Subject gains 1d4 + 1 STR for 1 hour per level
Calm Emotions. Calms 1d6 subjects/level, negating emotion effects
Commune with Lesser Spirit. Lesser spirit answers one question/ two levels
Cure Moderate Wounds. Cures 2d8 +1/level damage (max+10)
Delay Poison. Stops poisons from harming the subject for 1 hour/level
Enthrall. Captivates all within 100ft + 10ft/level
Ghoul Touch. Paralyzes one subject, who exudes stench (-2 penalty) nearby
Hold Person. Holds 1 person helpless. 1 round/level
Inflict Moderate Wounds. Touch Attack. 2d8 +1/level damage (max +10)
Invisibility to Spirits. Spirits can’t perceive 1 subject/level
Know Motivation. Sense basic needs and emotions of creatures
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage
Protection from Spirits. Keeps spirits at bay
Rebuke. Verbal rebuke stuns 1 creature for 1 round
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow
Speak with Plants. You can talk to plants and plant creatures
Summon Nature’s Ally II. Summons creatures to fight.
Warning. Subject gets +4 to Listen and Spot and retains DEX bonus to AC when flat footed.

3 - Level can cast 3/day

Bestow Curse. -6 to an ability, -4 on attacks, saves and checks; or 50% chance of losing each action.
Blindness/Deafness. Makes subject blind or deaf
Castigate. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Contagion. Infects subject with chosen disease.
Cure Serious Wounds. Cures 3d8 +1/level damage (max+15)
Detect Curse. Detects curses on one person or object.
Dispel Magic. Cancels magic spells and effects
Inflict Serious Wounds. Touch Attack. 3d8 + 1/level damage (Max + 15)
Invisibility to Enemies. works like invisibility to spirits but all hostile creatures are affected.
Levitate. Subject moves up and down at your direction.
Locate Object. Senses direction toward object (specific or type)
Magic Circle. As protection spells, but 10ft radius and 10min/level
Magic Vestment. Armor or shield gains +1 enhancement/three levels
Mental Strength. Recipient gains +4 bonus on Will Saves
Mental Weakness. Subject suffers -4 penalty on Will Saves.
Possess Animal. Your soul inhabits and controls an animal’s body.
Prayer. Allies gain _1 on most rolls and enemies suffer -1
Protection from Elements. Absorbs 12 damage/level from one kind of energy.
Remove Blindness/Deafness. Cures normal or magical conditions.
Remove Curse. Frees object or person from curse.
Remove Disease. Cures all diseases affecting object.
Speak with Dead. Corpse answers one question/two levels.
Substitution. Half the damage you take is transferred to a figure of a spirit or deity.
Summon Nature’s Ally III. Calls creatures to fight.
Tongues. Speak any language.[/spoiler]

Eun knows four 0 level sorcerer spells and one 1st level.
She can cast six 0 level spells and four 1st level sorcerer spells a day.

Again the spells are here mainly for my reference.


0 LEVEL SORC. SPELLS

Dancing Lights.
creates torches or other lights
Acid Splash. Orb deals 1d3 acid damage
Daze. Humanoid creature of 4HD or less loses next action
Resistance. Subject gains +1 on saving throws

1 LEVEL SORC. SPELLS


Color Spray.
Knocks unconscious, blinds, and/or stuns weak creatures


POSSESSIONS:
Standard pack, with tent, rations, etc.
Healing Mace + 1 --adds 1d6 to all healing spells
Bag of holding: It weighs 15 pounds and can carry up to 250 lbs and 30 cubic feet without any extra weight.
chain shirt +1
She also has her shaman outfit. She has a small sewing kit. (2 Needles, 1 spool thread and tiny scissors)
If allowed, she will also have a few rolls of bandage material and a small jar of salve. Kind of a primitive first aid kit.

[size=“4”]Yon Dae[/size]
Ranger 4/Bard 3
Human Female
Lawful Good

Age 19
Height 4’8"
Weight 90 pounds
Pale, smooth complexion
Long straight shiny black hair, worn in a braid that hangs down to her waist
Very dark, almost black eyes

16 CHA
18 INT
14 STR
16 DEX
16 WIS
14 CON

HP 56
AC 17
BAB +9

Spells Per Day

Ranger

Level 1: 3

http://www.dandwiki.com/wiki/SRD:Ranger\_Spell\_List

Bard Spells

0: 9
1: 4

http://www.dandwiki.com/wiki/SRD:Bard\_Spell\_List

Bow +8
Sword +7

Fort:7
Ref: 9
Will: 6

Movement 30

Feats

Point Blank Shot
Precise Shot
Mounted Combat
Mounted Archery

Animal Companion
Horse, Jung

Favored Enemy
Human

SKILLS

Okay, I can’t get the spreadsheet to copy and paste correctly; here’s a plain text version but it’s kinda hard to read >_<

SKILL ABILITY ABILITY MODIFIER SKILL POINTS OTHER TOTAL
Balance DEX 4 3 7
Bluff CHA 3 3 6
Craft: Alchemy INT 4 4 8
Craft: Textiles INT 4 4 8
Craft: Bowmaking INT 4 1 5
Diplomacy CHA 3 4 7
Gather Information CHA 3 4 7
Hide DEX 3 2 5
Listen WIS 3 2 5
Move Silently DEX 3 2 5
Perform (vocal) CHA 3 9 12
Sense Motive WIS 3 2 5
Tumble DEX 3 9 12
Handle Animal CHA 3 9 12
Heal WIS 3 4 7
Hide DEX 3 2 5
Knowledge: Geography INT 2 2 4
Knowledge: Nature INT 4 9 13
Knowledge: History INT 4 2 6
Ride DEX 3 9 2 14
Search INT 4 6 10
Survival WIS 3 6 9
Use Rope DEX 3 3
Spot WIS 3 3
Concentration CON 2 2
Appraise INT 4 4
Climb STR 2 2
Decipher Script INT 4 4
Disguise CHA 3 3
EscapeArtist DEX 3 3
Jump STR 2 2
Profession WIS 3 3
Sleight of hand DEX 3 3
Speak Language
Spellcraft INT 4 4
Use Magic Device CHA 3 3
Knowledge: Dungeoneering INT 4 4
Swim STR 2 1 3
99

Equip (Pending DM approval.. None of these items are in any way gamebreaking, mostly for roleplay purposes)

5x healing potions 2d10 +5

2 bone combs
bone needles
hand spindle
incense
writing paper in scoll case
chalk
brushes
block of ink
ribbons
utility knife
scissors
flint & tinder
soap
small mortar & pestle
tea
salt
cooking spices
small container honey
2 cooking pots
small lacquer box with chopsticks
twine
small empty flasks
spare everyday hanbok and chinma
entertainer’s outfit
wool cloak
perfume (oil infused with jasmine)
bowls
candles
flint & tinder
fish hooks and small net
lamp and oil
empty spare waterskin
rice
healing kit (bandages, herbs, tweezers, acupuncture needles, etc)
Pojang wrapping cloths
Saddlebags
Tack (saddle, stirrups, bridle, bit, etc)
Rope
Spare blanket
spare pair of shoes
Bedroll & tent
extra rations and water (in saddlebags)
unspun wool and/or hemp fiber
a couple plain sacks
a few books

bottle of spiderweb goo

Desired Weapons:

Short bow & 2 quivers arrows
Wal Do (greatsword)
quarterstaff/walking stick

I could use a bit of help with saving throws and BAB and such. In other words y’all will need to tell me what to roll >_<

All approved, current weapons will be a composite short bow and a shortsword. what are the levels for ranger/bard? BAB would probably be 4 or 5 + bonus

Level 6 Jae ^_^

Jae
Female Human Fighter 2 / Monk 4
True Neutral

Strength 19 (+4)
Dexterity 17 (+3)
Constitution 16 (+3)
Intelligence 9 (-1)
Wisdom 17 (+3)
Charisma 14 (+2)

Size: Medium
Height: 5’ 10"
Weight: 180 lb
Skin: Tan
Eyes: Light Brown
Hair: Black Wavy

Total Hit Points: 59

Speed: 40 feet [monk]

Armor Class: 16 = 10 +3 [dexterity] +3 [wisdom]

Touch AC: 16
Flat-footed: 13

Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +10 = 7 [base] +3 [constitution]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +7 = 4 [base] +3 [wisdom]
Attack (handheld): +9 = 5 [base] +4 [strength]
Attack (unarmed): +9 = 5 [base] +4 [strength]
Flurry of Blows: +7/+7 [includes strength modifier]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +8 = 4 [base] +4 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
116 lb. or less
117-233 lb.
234-350 lb.
350 lb.
700 lb.
1750 lb.

Languages: Common (? 1 more)

Unarmed Damage: 1d8 + 4 [strength]
Longspear Damage: 1d8 + 6 [strength]

Feats:

Combat Reflexes [monk]
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Power Attack
Cleave
Great Cleave
Acrobatic Charge
Leap of the Heavens

Traits:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int 1 =
+1

Balance Dex* 14 =
+3
+9 +2 [tumble]
Bluff Cha 2 =
+2

Climb Str* 7 =
+4
+3

Concentration Con 3 =
+3

Craft_1 Int 1 =
+1

Craft_2 Int 1 =
+1

Craft_3 Int 1 =
+1

Diplomacy Cha 2 =
+2

Disguise Cha 2 =
+2

Escape Artist Dex* 3 =
+3

Forgery Int 1 =
+1

Gather Information Cha 2 =
+2

Heal Wis 3 =
+3

Hide Dex* 3 =
+3

Intimidate Cha 4 =
+2
+2

Jump Str* 19 =
+4
+9 +2 [tumble] +4 [speed 40]

Listen Wis 12 =
+3
+9

Move Silently Dex* 3 =
+3

Perform_1 Cha 2 =
+2

Perform_2 Cha 2 =
+2

Perform_3 Cha 2 =
+2

Perform_4 Cha 2 =
+2

Perform_5 Cha 2 =
+2

Ride Dex 3 =
+3

Search Int 1 =
+1

Sense Motive Wis 5 =
+3
+2

Spot Wis 3 =
+3

Survival Wis 3 =
+3

Swim Str** 4 =
+4

Tumble Dex* 14 =
+3
+9 +2 [jump]
Use Rope Dex 3 =
+3

* = check penalty for wearing armor

Human:

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Fighter:

Bonus Feats (already included)

Monk:

AC Bonus for Wisdom

AC Bonus for level (begins level 5)

Flurry of Blows

Unarmed Strike

Fast Movement (already included)

Bonus Feats (levels 1 2 & 6)

Evasion (level 2)

Fast Movement (level 3)

Still Mind level 3)

Ki Strike (level 4)

Slow Fall (level 4)

Purity of Body (level 5)

Wholeness of Body (level 7)

Improved Evasion (level 9)

Diamond Body (level 11)

Quivering Palm (level 15)

Timeless Body (level 17)

Tongue of Sun and Moon (level 17)

Empty Body (level 19)

Perfect Self (level 20)

Class HP rolled
Level 1: Fighter 10
Level 2: Monk 7
Level 3: Monk 5
Level 4: Monk 7 +1 to strength
Level 5: Fighter 6
Level 6: Monk 9

Equipment:

0 lb
_____
0 lb Weapons / Armor / Shield (from above)

Total

More about this character:

Zora’ s sheet

[spoiler]Zorachi the Mighty
Male Human Barbarian 4 / Fighter 2
Neutral Good
Representing Charles
Strength
16
(+3)
Dexterity
15
(+2)
Constitution
16
(+3)
Intelligence
13
(+1)
Wisdom
13
(+1)
Charisma
13
(+1)
Size:
Medium
Height:
6’ 0"
Weight:
200 lb
Skin:
Tan
Eyes:
Blue
Hair:
White Wavy; Average Beard

Total Hit Points: 63
Speed: 40 feet [barbarian]
Armor Class: 14 = 10 +2 [leather] +2 [dexterity]
• Touch AC: 12
• Flat-footed: 14 [uncanny dodge]
Initiative modifier:
+6
= +2 [dexterity] +4 [improved initiative]
Fortitude save:
+10
= 7 [base] +3 [constitution]
Reflex save:
+3
= 1 [base] +2 [dexterity]
Will save:
+2
= 1 [base] +1 [wisdom]
Attack (handheld):
+9/+4
= 6 [base] +3 [strength]
Attack (unarmed):
+9/+4
= 6 [base] +3 [strength]
Attack (missile):
+8/+3
= 6 [base] +2 [dexterity]
Grapple check:
+9/+4
= 6 [base] +3 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:
Common Chinese
Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
Greatsword +2 [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Feats:
• Combat Expertise

• Combat Reflexes

• Improved Initiative

• Power Attack

• Cleave

• Great Cleave

Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise
Int
1 =
+1

Balance
Dex*
2 =
+2

Bluff
Cha
1 =
+1

Climb
Str*
9 =
+3
+6

Concentration
Con
3 =
+3

Craft_1
Int
1 =
+1

Craft_2
Int
1 =
+1

Craft_3
Int
1 =
+1

Diplomacy
Cha
1 =
+1

Disguise
Cha
1 =
+1

Escape Artist
Dex*
2 =
+2

Forgery
Int
1 =
+1

Gather Information
Cha
1 =
+1

Heal
Wis
1 =
+1

Hide
Dex*
2 =
+2

Intimidate
Cha
7 =
+1
+6

Jump
Str*
13 =
+3
+6
+4 [speed 40]
Listen
Wis
7 =
+1
+6

Move Silently
Dex*
2 =
+2

Perform_1
Cha
1 =
+1

Perform_2
Cha
1 =
+1

Perform_3
Cha
1 =
+1

Perform_4
Cha
1 =
+1

Perform_5
Cha
1 =
+1

Ride
Dex
7 =
+2
+5

Search
Int
1 =
+1

Sense Motive
Wis
1 =
+1

Spot
Wis
3 =
+1
+2

Survival
Wis
7 =
+1
+6

Swim
Str**
8 =
+3
+5

Use Rope
Dex
2 =
+2

* = check penalty for wearing armor

Human:

• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Barbarian:

• Illiteracy (2 skill points to learn to read)

• Rage

• Fast Movement (already included)

• Uncanny Dodge (level 2)

• Trap Sense (level 3)

• Improved Uncanny Dodge (level 5)

• Damage Reduction 1/- (level 7)

• Damage Reduction 2/- (level 10)

• Greater Rage (level 11)

• Damage Reduction 3/- (level 13)

• Indominitable Will (level 14)

• Damage Reduction 4/- (level 16)

• Tireless Rage (level 17)

• Damage Reduction 5/- (level 19)

• Mighty Rage (level 20)

Fighter:

• Bonus Feats (already included)

Class
HP rolled

Level 1:
Fighter
10

Level 2:
Fighter
9

Level 3:
Barbarian
11

Level 4:
Barbarian
7
+1 to constitution
Level 5:
Barbarian
3

Level 6:
Barbarian
5

Zorachi’s Equipment:

• 29 lb
• 5 lb
• 10 lb
• 4 lb
• _____
• 48 lb
• Weapons / Armor / Shield (from above)
• Bedroll
• Rations (1 day) x10
• Waterskins x1

• Total
• [/spoiler]

Jae 7 ^_^

Jae
Female Human Fighter 2 / Monk 5
True Neutral

Strength 19 (+4)
Dexterity 17 (+3)
Constitution 16 (+3)
Intelligence 9 (-1)
Wisdom 17 (+3)
Charisma 14 (+2)

Size: Medium
Height: 5’ 10"
Weight: 180 lb
Skin: Tan
Eyes: Light Brown
Hair: Black Wavy

Total Hit Points: 67

Speed: 40 feet [monk]

Armor Class: 19 = 10 +3 [dexterity] +3 [wisdom] +1 [monk] +2 [ring]

Touch AC: 19
Flat-footed: 14

Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]
Fortitude save: +10 = 7 [base] +3 [constitution]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +7 = 4 [base] +3 [wisdom]
Attack (handheld): +9 = 5 [base] +4 [strength]
Attack (Ranseur): +10 = 5 [base] +4 [strength] +1 [enhancement]
Flurry of Blows: +8/+8 [includes strength modifier]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +8 = 4 [base] +4 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
116 lb. or less
117-233 lb.
234-350 lb.
350 lb.
700 lb.
1750 lb.

Languages: Common (? 1 more)

Unarmed Damage: 1d8 + 4 [strength]
Ranseur Damage: 2d4 + 6 [strength] + 1 [enhancement]

Feats:

Combat Reflexes [monk]
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Power Attack
Cleave
Great Cleave
Acrobatic Charge
Leap of the Heavens

Traits:

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int 1 =
+1

Balance Dex* 15 =
+3
+10 +2 [tumble]
Bluff Cha 2 =
+2

Climb Str* 7 =
+4
+3

Concentration Con 3 =
+3

Craft_1 Int 1 =
+1

Craft_2 Int 1 =
+1

Craft_3 Int 1 =
+1

Diplomacy Cha 2 =
+2

Disguise Cha 2 =
+2

Escape Artist Dex* 3 =
+3

Forgery Int 1 =
+1

Gather Information Cha 2 =
+2

Heal Wis 3 =
+3

Hide Dex* 3 =
+3

Intimidate Cha 4 =
+2
+2

Jump Str* 20 =
+4
+10 +2 [tumble] +4 [speed 40]

Listen Wis 12 =
+3
+10

Move Silently Dex* 3 =
+3

Perform_1 Cha 2 =
+2

Perform_2 Cha 2 =
+2

Perform_3 Cha 2 =
+2

Perform_4 Cha 2 =
+2

Perform_5 Cha 2 =
+2

Ride Dex 3 =
+3

Search Int 1 =
+1

Sense Motive Wis 5 =
+3
+2

Spot Wis 4 =
+3
+1

Survival Wis 3 =
+3

Swim Str** 4 =
+4

Tumble Dex* 15 =
+3
+10 +2 [jump]
Use Rope Dex 3 =
+3

* = check penalty for wearing armor

Human:

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Fighter:

Bonus Feats (already included)

Monk:

AC Bonus for Wisdom

AC Bonus for level (begins level 5)

Flurry of Blows

Unarmed Strike

Fast Movement (already included)

Bonus Feats (levels 1 2 & 6)

Evasion (level 2)

Fast Movement (level 3)

Still Mind level 3)

Ki Strike (level 4)

Slow Fall (level 4)

Purity of Body (level 5)

Wholeness of Body (level 7)

Improved Evasion (level 9)

Diamond Body (level 11)

Quivering Palm (level 15)

Timeless Body (level 17)

Tongue of Sun and Moon (level 17)

Empty Body (level 19)

Perfect Self (level 20)

Class HP rolled
Level 1: Fighter 10
Level 2: Monk 7
Level 3: Monk 5
Level 4: Monk 7 +1 to strength
Level 5: Fighter 6
Level 6: Monk 9
Level 7: Monk 8