Caitlyn of Tayne (Khatlin: “The Innocent One”)
XP: 21,500 + ____ Languages: Common. 5'8", 120 lbs. 15 yo.
Female Human, Lawful Good, Fighter 4 / Cleric 1 / Paladin 2
Abilities:
Str 14 +2
Dex 12 +1
Con 12 +1
Int 11 0
Wis 13 +1
Cha 16 +3
HP 53 = 10 Ftr + 07 + 06 + 10 + 8 Clr + 7 Pal + ___ + 07 Con
AC 21 [25] = 10 + 1 Dex + 8 Full Plate + 2 Magic [+4 Tower]
Flat Footed = 20 [24] Touch = 11 Flat Touch = 10
Stud Leather = 14 [15] = 10 + 1 Dex + 3 Stud Leather [+1 Lt Shield]
Fight Defensive: -4 Hit, +2 AC. Total Defense: +4 AC, no threats or AoO’s
Init +5 = +1 Dex +4 Improved Init
Fort +15 = +4 Ftr + 2 Clr + 3 Pal + 1 Con + 3 Cha + 2 Cloak
Ref +07 = +1 Ftr + 0 Clr + 0 Pal + 1 Dex + 3 Cha + 2 Cloak
Will +09 = +1 Ftr + 2 Clr + 0 Pal + 1 Wis + 3 Cha + 2 Cloak
Speed: 20/60 (Base 30, Full Plate)
Melee +08 = + 4 Ftr + 2 Pal + 2 Str
Off Hand +04 = + 4 Ftr + 2 Pal + 2 Str - 4 Off
Damage +02 = + 2 Str
Off Hand +01 = + 2/2 Str
Two Hands +03 = + 2*1.5 Str
Ranged +07 = + 4 Ftr + 2 Pal + 1 Dex
Tower Shield -2 Attack, Mounted +1 higher ground
+2 Holy Longsword +11 (1d8)+6 19-20 x2
“Rosewell” focus, specialization, Good Aligned, +2d6 versus Evil
+2 Heavy Mace +10 (1d8)+4 20 x2
Spiked Gauntlet +08 (1d4)+2 20 x2
Mighty +2Str Longbow +08 (1d8)+2 20 x3 110' 20xMW
Sling (-1 rocks) +06 (1d3)+2 20 x2 50'
Unarmed (nonlethal) +08 (1d3)+2 20 x2
Human Racial Abilities:
+1 starting Feat. +4 starting Skill Points. +1 Skill Point per Level
Base Move 30'. Favored Class: any.
Feats:
1. Weapon Focus - Longsword: +1 to Hit (1st Lev)
2. Animal Affinity: +2 Ride, +2 Handle Animal (Human bonus)
3. Improved Initiative: + 4 Init (Ftr 1st)
4. Mounted Combat: Ride Check -> Mount’s AC (Ftr 2nd)
5. Ride By Attack: Mounted Charge -> Attack in Middle (3rd Lev)
6. Weapon Specialization - Longsword: +2 Dam (Ftr 4th)
7. Spirited Charge: Double Damage on Mounted Charge (6th Lev)
Skills: [4 BG + 12 start + 6 Ftr + 2 Clr + 4 Pal + 6 Hum = 34
Balance -04 = 0 + 1 Dex - 5 MW Plate [-10 Tower]
Bluff +03 = 0 + 3 Cha
Climb +01 = 4 + 2 Str - 5 MW Plate [-10 Tower]
Concentration +01 = 0 + 1 Con
Diplomacy +03 = 0 + 3 Cha
Escape Artist -04 = 0 + 1 Dex - 5 MW Plate [-10 Tower]
Gather Info +03 = 0 + 3 Cha
Handle Animal +10 = 5 + 3 Cha + 2 Affinity
Heal +05 = 4 + 1 Wis
Hide -04 = 0 + 1 Dex - 5 MW Plate [-10 Tower]
Intimidate +03 = 0 + 3 Cha
Jump -03 = 0 + 2 Str - 5 MW Plate [-10 Tower]
Know Religion +05 = 5 + 0 Int
Know Noble cc +02 = 2cc + 0 Int
Listen +01 = 0 + 1 Wis
Move Silent -04 = 0 + 1 Dex - 5 MW Plate [-10 Tower]
Perform +03 = 0 + 3 Cha
Ride +13 = 8 + 1 Dex + 2 Affinity + 2 Handle Synergy
Search +00 = 0 + 0 Int
Sense Motive +01 = 0 + 1 Wis
Spot +01 = 0 + 1 Wis
Survival +01 = 0 + 1 Wis
Swim -04 = 4 + 2 Str - 10 MW Plate [-20 Tower]
Use Rope +01 = 0 + 1 Dex
Background - Healer: Diplomacy, Heal, and Prof. Herbalist are class skills.
Aura of Good.
Turn Undead (Su) as Cleric Level 3 (Cleric 1 + Paladin 2)
Page 159. 3 + 3 Cha = 6 times per day.
Turn Check = d20 + 3 Cha +2 Know Religion Synergy.
Turn Damage = 2d6 + 3 Cha + 3 Clr
60 foot radius. Duration 10 rounds.
Detect Evil (Sp): Cast at will, as the spell. p218
1st rnd, presence. 2nd number, overwhelm. 3rd directions.
Smite Evil (Su): p44, one time per day, +3 Cha to Atk, +2 Pal to Dam. ____
Divine Grace (Su): Cha bonus to all saves,
Lay on Hands (Su): Standard axn, heal 3 Cha x (2 Pal +3) = 15 HP per day
Special Mount (Sp): Full Round axn, as Pal +3 = as Paladin Level 5.
Cast spells as (Cleric 1 + Paladin 1) = as Cleric Level 2.
Domains: Good (Caster Level +1), and Protection (Prot. Ward)
Wis 13 yields +1 First Level Spell
Spells: 4 Zero Level 3+1 First Level
Zero: First:
1) 1)
2) 2)
3) 3)
4) Domain)
Carrying Capacity 58# Light 116# Med(-3) 175# Heavy(-6)
Equipment Carried Weight
Explorer’s Outfit —
Flint & Steel —
Holy Symbol, Wood —
Candle x 8 —
Sling —
Cloak of Resistance —
Ear Ring of Vanity —
Ring of Water Breathing —
Scroll: cure mod, bless weap —
Wand of Cure Light 01.00 37 charges used, 13 left
Magic Full Plate Armor 50.00
+2 Longsword, Rosewell 04.00
+1 Lucky Longsword 04.00
Continual Light torch 01.00
+2 Skull Heavy Mace 08.00
Mighty Comp Longbow +2 03.00
20 MW Arrows 03.00
3x flame arrows
Dagger 01.00
Small Steel Mirror 00.50
Potion: Cure Light x4 04.00
Healer’s Kit (+2) 10 uses 01.00
Tower Shield 45.00
Subtotal 110.50 Lbs Medium Load
Backpack 02.00
Stud Leather (Arm Chk -2) 20.00
Light Steel Shield 06.00
Bedroll 05.00
Rope, Silk 50' (knotted) 05.00
Climber’s Kit (+2) 05.00
Sack 00.50
Waterskin 04.00
Trail Rations x 10 10.00
Tent 20.00
Torches x 8 08.00
Subtotal 85.50 Lbs
TOTAL 196.00 Lbs Over Load
Cash: [50 coins weigh 1 pound; 1 coin weighs 0.02 pounds]
Already Tithed:
Platinum Gold Silver Copper
3 308 22 16
Loot to Tithe:
Platinum Gold Silver Copper
Wish List: magic shield, healing wands, cure disease, neutralize poison, javelin’s of lightning.
Nikolai, the Special Mount (Heavy Warhorse)
Large Magical Beast
Hit Dice 6d8 +18 Con = ____ HP
Init: +1
Speed: 50 feet (10 squares)
Armor Class: 18 (10 -1 size + 1 dex + 8 natural)
Touch 10, Flat 17
BAB/Grapple: +4 / +12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 Hooves +7 melee (1d6+4) AND 1 Bite +2 melee (1d4+2)
Space/Reach: 10 feet / 5 feet
Special Attacks: —
Special Qualities: Low Light Vision, Scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Listen +6, Spot +5
Feats: Endurance: +4 on checks to resist nonlethal
Run: run at 5 times speed, +4 on running jumps
Diehard: remain conscious down to -9 hp
Rider cannot attack & ride unless successful ride check.
Light Load 348, Medium 699, Heavy 1050, Drag 5250
Wallace the Wolf Medium Animal
Hit Dice 2d8 +4 (13 HP)
Init: +2 Speed: 50 feet (10 squares)
Armor Class: 14 (10 +2 dex +2 natural) Touch 12, Flat 12
BAB/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 feet/ 5 feet
Special Attacks: Trip
Special Qualities: Low Light Vision, Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silent +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Environment: Temperate Forests
Organization: solitary, pair, or pack (7-16)
CR 1. Advancement: 3 hd (medium), 4-6 hd (large). Level Adj: —
Trip: successful bite -> free trip attempt, w/o AoO, w/o counter-trip
Skills: +4 racial bonus to survival checks when tracking by scent
Tricks: Attack, Defend, Down, & Guard. Also Track and Attack All.
Kojak and Rambo, the Warhorses Large Animals
Hit Dice 4d8 +12 (30 HP)
Init: +1 Speed: 50 feet (10 squares)
Armor Class: 14 (10 -1 size + 1 dex +4 natural) Touch 10, Flat 13
BAB/Grapple: +3 / +11
Attack: Hoof +6 melee (1d6+4)
Full Attack: 2 Hooves +6 melee (1d6+4) AND 1 Bite +1 melee (1d4+2)
Space/Reach: 10 feet / 5 feet
Special Attacks: —
Special Qualities: Low Light Vision, Scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Rider cannot attack & ride unless successful ride check.
Light Load 300, Medium 600, Heavy 900, Drag 4500
Tricks: Attack, Defend, Down, Guard, Attack All, Track.
Party Chest:
617 gold
21 platinum
60 normal arrows
240 gold
400 gold
300 gold (from pirates)
-60 gold (for alchemist’s fire)
-12 gold (for pitch)
MW Seashell Mail (scale mail) (armor check -1) (for Cassius)
Magic Trident (2 power) (for Cassius)
Magic Sharkskin Belt (significant power, +4 Strength) (for Cassius)