Sashera Vastellion | |
---|---|
Aliases | None |
Faction | Harmonium |
Home | Sigil |
Gender | Female |
Age | 15 |
Hair | Brown |
Eye Color | Bright Green |
Height | 6 feet |
Weight | 160 lbs |
Race | Half-Orc |
Class | Fighter 1 |
Level | 1 |
Experience | 1,032/3000 |
Hit Points | 14/14 |
Coin | 432 gp |
Current Status | Active |
Played by | Katrina |
Ability | Score | Mod |
---|---|---|
Strength | 18 | +4 |
Dexterity | 14 | +2 |
Constitution | 16 | +4 |
Intelligence | 10 | 0 |
Wisdom | 10 | 0 |
Charisma | 12 | +1 |
Armor Class | Base | Dex Mod | Armor | Shield | Misc |
---|---|---|---|---|---|
Standard AC | +10 | +2 | +6 | 0 | 0 |
Touch AC | +10 | +2 | N/A | N/A | 0 |
Flat-Footed AC | +10 | N/A | +6 | 0 | 0 |
Saving Throws | Base | Mod | Other |
---|---|---|---|
Fortitude | +2 | +4 | 0 |
Reflex | 0 | +2 | 0 |
Will | 0 | 0 | 0 |
Type | BAB | Mod |
---|---|---|
Melee | +1 | +4 |
Range | +1 | +2 |
Initiative | +2 | +4 |
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Combat Maneuver Bonus | +1 | +4 | 0 |
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Combat Maneuver Defence | +10 | +1 | +4 | +2 | 0 |
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Skills | Class | Mod | Rank | Misc |
---|---|---|---|---|
Acrobatics1 | +0 | +2 | 0 | 0 |
Appraise2 | +0 | 0 | 0 | 0 |
Autohypnosis3 | +0 | 0 | 0 | 0 |
Bluff4 | +0 | +1 | 0 | 0 |
Climb5 | +3 | +4 | +1 | 0 |
Craft6 | +3 | 0 | 0 | 0 |
Diplomacy7 | +0 | +1 | 0 | 0 |
Disable Device8 | +0 | 0 | 0 | 0 |
Disguise9 | +0 | +1 | 0 | 0 |
Escape Artist10 | +0 | +2 | 0 | 0 |
Fly11 | +0 | +2 | 0 | 0 |
Handle Animal12 | +3 | +1 | 0 | 0 |
Heal13 | +0 | 0 | 0 | 0 |
Intimidate14 | +3 | +1 | 0 | +2 |
Knowledge15 | +3 | 0 | 0 | 0 |
Linguistics16 | +0 | 0 | 0 | 0 |
Perception17 | +0 | 0 | 0 | 0 |
Perform18 | +0 | +1 | 0 | 0 |
Profession19 | +3 | 0 | 0 | 0 |
Psicraft20 | +0 | 0 | 0 | 0 |
Ride21 | +0 | +2 | 0 | 0 |
Sense Motive22 | +0 | 0 | 0 | 0 |
Sleight of Hand23 | +0 | +2 | 0 | 0 |
Spellcraft24 | +0 | 0 | 0 | 0 |
Stealth25 | +0 | +2 | 0 | 0 |
Survival26 | +3 | 0 | +1 | 0 |
Swim27 | +3 | +4 | 0 | 0 |
Use Magic Device28 | +0 | +1 | 0 | 0 |
Use Psionic Device29 | +0 | +1 | 0 | 0 |
Total Skill Points Spent | 2 |
Crafting Skills | None |
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Knowledges | None |
Languages Spoken | Common, Orc |
Languages Read | |
Perform Specialties | None |
Professions | None |
Feats:
Power Attack
Improved Initiative
Class Abilities:
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex)
Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
*Axes: bardiche [APG], battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe [UC], knuckle axe [UC], light pick, mattock [UC], orc double axe, pata [UC], and throwing axe.
*Blades, Heavy: bastard sword, chakram [APG], double chicken saber [UC], double walking stick katana [UC], elven curve blade, falcata [APG], falchion, greatsword, great terbutje [UC], katana [UC], khopesh [UC], longsword, nine-ring broadsword [UC], nodachi [UC], scimitar, scythe, seven-branched sword [UC], shotel [UC], temple sword [APG], terbutje [UC], and two-bladed sword.
*Blades, Light: bayonet [APG], butterfly sword [UC], dagger, gladius [UC], kama, kerambit [UC], kukri, pata [UC], quadrens [UC], rapier, short sword, sica [UC], sickle, starknife, swordbreaker dagger [APG], sword cane [APG], and wakizashi [UC].
*Bows: composite longbow, composite shortbow, longbow, and shortbow.
*Close: bayonet [APG], brass knuckles [APG], cestus [UC], dan bong [UC], emei piercer [UC], fighting fan [UC], gauntlet, heavy shield, iron brush [UC], light shield, madu [UC], mere club [UC], punching dagger, sap, scizore [UC], spiked armor, spiked gauntlet, spiked shield, tekko-kagi [UC], tonfa [UC], unarmed strike, wooden stake [APG], and wushu dart [UC].
*Crossbows: double crossbow [APG], hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter [UC].
*Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
*Flails: chain spear [APG], dire flail, double chained kama [UC], flail, flying blade [UC], heavy flail, kusarigama [UC], kyoketsu shoge [UC], meteor hammer [UC], morningstar, nine-section whip [UC], nunchaku, sansetsukon [UC], scorpion whip [UC], spiked chain, urumi [UC], and whip.
*Hammers: aklys [UC], battle aspergillum [APG], club, greatclub, heavy mace, light hammer, light mace, mere club [UC], taiaha [UC], tetsubo [UC], wahaika [UC], and warhammer.
*Monk: bo staff [UC], brass knuckles [UC], butterfly sword [UC], cestus [APG], dan bong [UC], double chained kama [UC], double chicken saber [UC], emei piercer [UC], fighting fan [UC], jutte [UC], kama, kusarigama [UC], kyoketsu shoge [UC], lungshuan tamo [UC], monk's spade [UC], nine-ring broadsword [UC], nine-section whip [UC], nunchaku, quarterstaff, rope dart [UC], sai, sansetsukon [UC], seven-branched sword [UC], shang gou [UC], shuriken, siangham, tiger fork [UC], tonfa [UC], tri-point double-edged sword [UC], unarmed strike, urumi [UC], and wushu dart [UC].
*Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
*Polearms: bardiche [APG], bec de corbin [APG], bill [APG], glaive, glaive-guisarme [APG], guisarme, halberd, hooked lance [UC], lucerne hammer [APG], mancatcher [APG], monk's spade [UC], naginata [UC], nodachi [UC], ranseur, rohomphaia [UC], tepoztopili [UC], and tiger fork [UC].
*Spears: amentum [UC], boar spear [APG], javelin, harpoon [UC], lance, longspear, pilum [APG], shortspear, sibat [UC], spear, tiger fork [UC], and trident.
*Thrown: aklys [UC], amentum [UC], atlatl [UC], blowgun, bolas, boomerang [APG], chakram [APG], club, dagger, dart, halfling sling staff, harpoon [UC], javelin, lasso [APG], kestros [UC], light hammer, net, poisoned sand tube [UC], rope dart [UC], shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield [UC], trident, and wushu dart [UC].
Armor Mastery (Ex)
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex)
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Racial Abilities:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Weapon | Attack Bonus | Damage | Crit | Range | Damage Type |
---|---|---|---|---|---|
Greatsword | 0 | 2d6+4 | 19-20/x2 | Melee | Slashing |
Heavy Mace | 0 | 1d8+4 | 19-20/x2 | Melee | Bludgeoning |
Armor Name | Armor Bonus | Max Dex | Arcane Spell Failure | Movement Speed | Weight |
---|---|---|---|---|---|
Chainmail | +6 | +2 | 40% | 20 ft | 0 lb |
None | 0 | 10 | 0% | 30 ft | 0 lb |
Slot | Item | Description |
---|---|---|
Head | ||
Face | ||
Neck | ||
Shoulders | ||
Torso | ||
Arms | ||
Hands | ||
Right Ring | ||
Left Ring | ||
Waist | ||
Feet | ||
Pack |
Other Possessions
Longspear 1d8+4 x3 Melee Piercing
Raised among her people as a great warrior, she finds herself going from the battle she was born to, to a place she knows nothing about. But after spending a few months adjusting to the new world she has found herself in, she has signed up for the Harmonium, finding comfort in doing what she did before.