4. Erynion Lanthir
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4. Erynion Lanthir
General Information
Player: Παναγιώτης
Character: Erynion Lanthir
Alignment: Neutral Good
Race: Human
Class: Swordsman
Career: Archaeologist
Prestige Class: -
Prestige Career: -
Devil Fruit: Mind Mind no Mi
Size: Medium
Disadvantage 1: Manipulative
Disadvantage 2: Nightmares
Disadvantage 3: Rationalist
Level: 1
Available Beli: 100.000
Experience: 0/1000
Player: Παναγιώτης
Character: Erynion Lanthir
Alignment: Neutral Good
Race: Human
Class: Swordsman
Career: Archaeologist
Prestige Class: -
Prestige Career: -
Devil Fruit: Mind Mind no Mi
Size: Medium
Disadvantage 1: Manipulative
Disadvantage 2: Nightmares
Disadvantage 3: Rationalist
Level: 1
Available Beli: 100.000
Experience: 0/1000
Re: 4. Erynion Lanthir
Vital Stats
Attribute | Attribute Score | Attribute Modifier | Temporary Score | Temporary Modifier |
Strength | 20 | +5 | ||
Dexterity | 18 | +4 | ||
Constitution | 18 | +4 | ||
Intelligence | 16 | +3 | ||
Wisdom | 18 | +4 | ||
Charisma | 16 | +3 |
Defense | Total | Touch | Flat-Footed | Base | Armor | Att. Mod | Bonus |
AC | 22 | 16 | 16 | 10 | 6 | 6 | 0 |
Stats | Total | Current Value |
HP | 11 | 11 |
Non-Lethal HP | 11 | 11 |
Damage Reduction | 1 | |
Land Speed | 30ft | |
Water Speed | 0ft |
Resistance | Total Value |
Cold | 0 |
Corrosive | 0 |
Electric | 0 |
Energy | 0 |
Heat | 0 |
Sonic | 0 |
Last edited by Erynion Lanthir on Sat Nov 01, 2014 6:44 am; edited 4 times in total
Re: 4. Erynion Lanthir
Primary Skills
Skill Name | Favored | Base Att. | Total | Rank | Att Mod. | Bonus |
Weapon Attack | Yes | Strength | 9 | 4 | 5 | - |
Unarmed Strike | No | Strength | 6 | 1 | 5 | - |
Ranged Shot | No | Dexterity | 5 | 1 | 4 | - |
Initiative | No | Dexterity | 5 | 1 | 4 | - |
Fortitude Save | Yes | Constitution | 8 | 4 | 4 | - |
Reflex Save | Yes | Dexterity | 8 | 4 | 4 | - |
Will Save | Yes | Wisdom | 8 | 4 | 4 | - |
Secondary Skills
Skill Name | Favored | Base Att. | Total | Rank | Att Mod. | Bonus |
Appraise | No | Intelligence | 4 | 1 | 3 | 0 |
Balance | Yes | Dexterity | 8 | 4 | 4 | 0 |
Climb | No | Strength | 6 | 1 | 5 | 0 |
Concentration | Yes | Constitution | 8 | 4 | 4 | 0 |
Diplomacy | No | Charisma | 4 | 1 | 3 | 0 |
Gather Information | No | Charisma | 4 | 1 | 3 | 0 |
Hide | No | Dexterity | 5 | 1 | 4 | 0 |
Intimidate | No | Charisma | 4 | 1 | 3 | 0 |
Invent | Yes | Intelligence | 7 | 4 | 3 | 0 |
Jump | No | Strength | 6 | 1 | 5 | 0 |
Knowledge Arcana | Yes | Wisdom | 8 | 4 | 4 | 0 |
Knowledge Architecture | Yes | Wisdom | 8 | 4 | 4 | 0 |
Knowledge History | Yes | Wisdom | 8 | 4 | 4 | 0 |
Research | Yes | Wisdom | 8 | 4 | 4 | 0 |
Search | No | Intelligence | 4 | 1 | 3 | 0 |
Sense Motive | No | Wisdom | 5 | 1 | 4 | 0 |
Spot | No | Wisdom | 5 | 1 | 4 | 0 |
Trapping | No | Dexterity | 5 | 1 | 4 | 0 |
Tumble | No | Dexterity | 5 | 1 | 4 | 0 |
Re: 4. Erynion Lanthir
Equipment
Weapon | Damage | Type | Range | Critical |
Longsword | 1d8+7 | Melee | 5ft | 19-20, x2 |
Slot | Type | Defense Bonus | Max Dexterity Bonus | Armor Check Penalty | Speed Adjustment |
Body | Light, Leahter | +2 | +6 | - | - |
Head | Light, Leather | +1 | - | - | - |
Legs | Light, Leather | +1 | - | - | - |
Feet | Light, Leather | +1 | - | - | - |
Hands | Light, leather | +1 | - | - | - |
Re: 4. Erynion Lanthir
General Feats
Armor Proficiency: Light (Misc) (Free)
When you first take this feat you gain access to light armor.
Weapon Proficiency: Swords (Misc) (Free)
You are now proficient with this weapon category of your choice. This type must be listed in your class's description. You no longer suffer any penalties when using these weapon types.
Armor Proficiency: Leather (Misc) (Level 1)
The character gains +1 defense for each piece of Leather they are wearing.
Blooded (Stat Bonus) (Level 1)
Add +2 HP to your total HP each time you level-up.
Intelligent Defense (Skill Bonus) (Level 1)
You may add your INT modifier to your defense rolls as well as your DEX modifier.
Power Attack (Damage) (Level 1)
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your relevant attack skill ranks. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. You may treat it as a two-handed weapon by attacking only with one end.)
Class Feats
Blade Guard (Misc) (Free)
As a standard action the swordsman may ready their blade in a defensive posture. They cannot attack while in this posture but gain a +4 defense bonus and may leave this posture as a free action.
Power (Stance) (Level 1)
Entering and exiting this stance is a standard action. The swordsman gains a +1 damage bonus plus 1 more per 5 character levels. However, the swordsman also takes a -2 defense penalty.
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