Caitlyn of Tayne          (Khatlin: “The Innocent One”)

          XP: 28,500 + ____ Languages: Common. 5'8", 120 lbs. 15 yo.

          Female Human, Lawful Good, Fighter 4 / Cleric 1 / Paladin 3


          Abilities:

          Str     14                +2

          Dex   12                +1

          Con   12                +1

          Int     11                 0

          Wis   14                +2

          Cha   16                +3

          HP     ____ = 10 Ftr + 07 + 06 + 10 + 8 Clr + 7 + 6 + ____ + 08 Con

          AC    21 [25] = 10 + 1 Dex + 8 Full Plate + 2 Magic [+4 Tower]

                              Flat Footed = 20 [24]       Touch = 11            Flat Touch = 10

                    Mithril Shirt = 15 [16] = 10 + 1 Dex + 4 armor [+1 Lt Shield]

          Fight Defensive: -4 Hit, +2 AC. Total Defense: +4 AC, no threats or AoO’s

          Init    +5 = +1 Dex + 4 Improved Initiative

          Fort   +15 = +4 Ftr + 2 Clr + 3 Pal + 1 Con + 3 Cha + 2 Cloak

          Ref    +08 = +1 Ftr + 0 Clr + 1 Pal + 1 Dex + 3 Cha + 2 Cloak

          Will   +11 = +1 Ftr + 2 Clr + 1 Pal + 2 Wis + 3 Cha + 2 Cloak

                    Speed: 20/60 (Base 30, Full Plate)

          Melee                    +09/04         = + 4 Ftr + 0 Clr + 3 Pal + 2 Str

             Off Hand             +05 = + 4 Ftr + 0 Clr + 3 Pal + 2 Str - 4 Off

          Damage                 +02    = + 2 Str

             Off Hand             +01    = + 2/2 Str

             Two Hands          +03    = + 2*1.5 Str

          Ranged                  +08    = + 4 Ftr + 0 Clr + 3 Pal + 1 Dex

Tower Shield => -2 Attack. Mounted = higher ground => +1 Attack.

                    Bless +1 hit. Courage +1 hit/dam

          +2 Holy Longsword        +12/07 (1d8)+6    19-20 x2

             “Rosewell” focus, specialization, Good Aligned, +2d6 versus Evil

          +1 Def Morningstar         +10/05 (1d8)+4    20 x2

          Spiked Gauntlet               +09/04 (1d4)+2    20 x2

          Mighty +2Str Longbow   +09/04 (1d8)+2    20 x3           110'   18x MW __

          Sling (-1 rocks)                +07/02 (1d3)+2    20 x2           50'

          Unarmed (nonlethal)       +09/04 (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.

          Background - Healer: Diplomacy, Heal, and Prof. Herbalist are class skills.


          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 + 6 Pal + 7 Hum = 37

          Balance                   -04   = 0 + 1 Dex - 5 MW Plate [-10 Tower]

          Bluff                      +03    = 0 + 3 Cha

          Climb                    +06    = 4 + 2 Str +5 ring - 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                      +16    = 11 + 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

          Aura of Good.

          Turn Undead (Su): as Cleric Level 4 (Cleric 1 + Paladin 3)

                    Page 159, 3 + 3 Cha = 6 times per day.

                    Turn Check = d20 + 3 Cha +2 Know Religion Synergy.

                    Turn Damage = 2d6 + 3 Cha + 4 Clr

                    60 foot radius. Duration 10 rounds.

          Detect Evil (Sp): p218, Cast at will, as the spell.

                    1st round: presence. 2nd: number, overwhelm. 3rd: directions.

          Smite Evil (Su): p44, one time per day, +3 Cha to Atk, +3 Pal to Dam. ____

          Divine Grace (Su): add Cha bonus to all saves,

          Lay on Hands (Su): Standard axn, heal 3Cha(3 Pal +3) = 18 HP/day _____

          Special Mount (Sp): Full round summon, free dismiss. As Pal +3 = Pal 6.

                    2 x Pal = 12 hours per day

          Aura of Courage (Su): Immune to Fear. Allies w/n 10' +4 versus Fear

          Divine Health (Ex): Immune to all disease inc magical and supernatural.


          Cast spells as (Cleric 1 + Paladin bonus 2) = as Cleric Level 3.


                    Domains: Good (Caster Level +1), and Protection (Prot. Ward)

                    Wis 14 yields +1 First Level Spell +1 Second Level Spell

 

          Spells: 4 Zero Level               3+1 First Level                2+1 Second Level

 

          Zero:                                          First:                                Second:

 

          1)                                                1)                                     1)

 

          2)                                                2)                                     2)

 

          3)                                                3)                                     Dom)


          4)                                                Dom)







 

          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          Amulet of Darkvision, Cloak of Resistance, Ear Ring of Vanity, Ring of

          Water Breathing, Ring of Climbing +5 comp

          Scroll: cure mod, bless weap   

          Wand of Cure Light                01.00           42 charges used, 8 left

          Wand of Cure Light                01.00           0 charges used, 50 left

          Wand of Detect Magic             01.00           5 charges used, 45 left

          Magic Full Plate Armor          50.00

          +2 Longsword, “Roswell”        04.00

          Continual Light torch              01.00

          +1 Defending Morningstar      06.00

          Mighty Comp Longbow +2       03.00

          18 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        111.50 Lbs               Medium Load

 

          Backpack                                   02.00

          Mithril Shirt (Arm Chk 0)         10.00

          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               75.50 Lbs

                    TOTAL                  187.00 Lbs              Over Load by 12 lbs


          Cash: [50 coins weigh 1 pound; 1 coin weighs 0.02 pounds]


          Already Tithed:

          Platinum      Gold            Silver           Copper

                35            380             36              30


          Loot to Tithe:

          Platinum      Gold            Silver           Copper

 

          Four Party Chests:

          147 platinum, 6023 gold, 778 silver

          60 normal arrows, Ashoka’s Books, Broken magic sword: dust


          Nikolai, the Special Mount (Heavy Warhorse)

          Large Magical Beast

          Hit Dice 6d8 +18 Con = 48 HP

          Init: +1      Speed: 50 feet (10 squares) / run 250 feet (50 squares)

          Armor Class: 22 (10 -1 size + 1 dex + 4 natural + 4 bonus + 4 chain)

Touch 10, Flat 21

          BAB/Grapple: +4 / +12

          Attack:         Hoof (base 4 + 4 Str -1 Large) = +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

          Fort   +12    = base 9 (shared, would have been 5) + 3 Con

          Ref    +06    = base 5 + 1 Dex

          Will   +03    = base 2 + 1 Wis

          Abilities: Str 19 (18+1), 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

          Empathetic Link: 1 mile. Share Spells. Share Base Saves.

          Improved Evasion: Ref success => no damage, failure => half damage.


          Rider cannot attack & ride unless successful ride check (warhorse DC 10).

          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 (warhorse DC 10).

          Light Load 300, Medium 600, Heavy 900, Drag 4500

          Tricks: Attack, Defend, Down, Guard, Attack All, Track.