Braddoc Rudenheim
Rod
Dwarf (Shield)
Neutral Good
Bbn1 Ftr5 Fsk2
28000
8
36000
CHARACTER NAME
PLAYER
RACE
ALIGNMENT
CLASS
EXPERIENCE
LEVEL
NEXT LEVEL
ABILITY
NAMEABILITY
SCOREABILITY
MODTEMP
SCORETEMP
MOD
Str
Strength16
+3
Dex
Dexterity10
+0
Con
Constitution18
+4
Int
Intelligence14
+2
Wis
Wisdom13
+1
Cha
Charisma5
-3
INIT
Modifier+0
MOVE
Base Speed Walk 30'
HP
Hit Points 80
AC
Armor Class15
15
10
TOTAL
FLAT
TOUCH
BASE
ARMOR
BONUSSHIELD
BONUSSTAT
BONUSSIZE
BONUSNATURAL
ARMORMISC
BONUSMISS
CHANCEARCANE
FAILUREARMOR
CHECKMAX
DEXSPELL
RESIST
AC Mods
Armor Class10
5
0
0
0
0
0
0
20%
-2
+4
0
SAVING THROWS
TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
RACE
MODIFIER
TEMPORARY
MODIFIERCONDITIONAL
MODIFIERS
Fortitude
Constitution+15
=
+9
+
+4
+
+0
+
+0
+
Reflex
Dexterity+3
=
+1
+
+0
+
+0
+
+0
+
Will
Wisdom+7
=
+4
+
+1
+
+0
+
+0
+
TOTAL
BASE ATTACK BONUS
STR
MODIFIERSIZE
MODIFIERTEMPORARY
MODIFIER
MELEE
ATTACK BONUS+11/+6
=
+8/+3
+
+3
+
0
+
RANGED
ATTACK BONUS+8/+3
=
+8/+3
+
+0
+
0
+
TOTAL
BASE ATTACK BONUS
DEX
MODIFIER
SIZE
MODIFIER
TEMPORARY
MODIFIER
SPECIAL ABILITIES
Rage 1/day Fast healing 1 (10) Forsake magic Spell resistance 12 Ability bonus +2 Damage reduction 3/+1 Magic destruction Stonecunning save +2 vs. poison save +2 vs spells +4 dodge vs giants +2 on Appraise of stone/metal items +2 on stone/metal Craft check
FEATS
NAME
DESCRIPTION
Expertise
In melee you can take as much -5 on your attack (max your attack bonus) and add it to your AC.
Great Fortitude
You get a +2 bonus on all Fortitude checks.
Improved Trip
If you trip an opponent, you immediately get a melee attack against that opponent.
Iron Will
+2 bonus on all Will checks.
Lightning Reflexes
+2 bonus on all Reflex checks.
Weapon Focus (Flail (Heavy))
With a specific weapon you're proficient in, you add +1 to attack rolls.
WEAPON
ATTACK
DMG
CRIT
HAND
RANGE
TYPE
SIZE
Unarmed
+11/+6
1d3+3
20/x2
*Braddoc's Flail
(Flail (Heavy) - Silvered)
+13/+8
1d10+4
19-20/x2
Both
0'
B
L
Shortspear
+11/+6
1d8+3
20/x3
Neither
0'
P
L
Shortspear (Thrown)
+8/+3
1d8+3
20/x3
Neither
20'
P
L
Dagger (Masterwork)
+12/+7
1d4+3
19-20/x2
Neither
0'
P
T
Dagger (Masterwork/Thrown)
+9/+4
1d4+3
19-20/x2
Neither
10'
P
T
Longbow (+2 Mighty/Composite)
+8/+3
1d8+2
20/x3
Neither
110'
P
L
ARMOR
AC BONUS
MAX DEX
SKILL CHECK
SPELL FAILURE
TYPE
*Elven Chain
+5
+4
-2
20%
Light
AMMUNITION
SKILLS
SKILL NAME
ABILITY
TOTAL
MODABILITY
MODRANKS
MISC
MOD Appraise
n
(INT)
4
=
2
+
2.0
+
0
Climb
n
(STR)
1
=
3
+
0.0
+
-2
Craft (Armorsmithing)
(INT)
9
=
2
+
7.0
+
0
Craft (Weaponsmithing)
(INT)
6
=
2
+
4.0
+
0
Hide
n
(DEX)
-2
=
0
+
0.0
+
-2
Intuit Direction
(WIS)
4
=
1
+
3.5
+
0
Jump
n
(STR)
1
=
3
+
0.0
+
-2
Knowledge (Architecture and Engineering)
(INT)
3
=
2
+
1.0
+
0
Listen
n
(WIS)
7
=
1
+
6.0
+
0
Literacy
()
1
=
-5
+
1.0
+
5
Move Silently
n
(DEX)
-2
=
0
+
0.0
+
-2
Search
n
(INT)
3
=
2
+
1.0
+
0
Sense Motive
n
(WIS)
4
=
1
+
3.0
+
0
Spot
n
(WIS)
1
=
1
+
0.0
+
0
Swim
n
(STR)
-6
=
3
+
3.0
+
-12
Wilderness Lore
n
(WIS)
4
=
1
+
3.0
+
0
Skills marked with a
n
may be used untrained
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