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

          Languages: Common. 5'8", 120 lbs. 15 yo.

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


          Abilities:

          Str     14                +2

          Dex   12                +1

          Con   12                +1

          Int     11                 0

          Wis   14                +2

          Cha   16                +3

          HP     76 = 10 Ftr + 07 + 06 + 10 + 8 Clr + 7 + 6 + 7 + 6 + 9 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 [19] = 10 + 1 Dex + 4 armor [+4 Tower]

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

 

          Init    +05 = +1 Dex + 4 Improved Initiative

          Fort   +14 = +4 Ftr + 2 Clr + 4 Pal + 1 Con + 3 Cha

          Ref    +06 = +1 Ftr + 0 Clr + 1 Pal + 1 Dex + 3 Cha

          Will   +09 = +1 Ftr + 2 Clr + 1 Pal + 2 Wis + 3 Cha

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

          Melee                    +10/05         = + 4 Ftr + 0 Clr + 4 Pal + 2 Str

             Off Hand             +06/01      = + 4 Ftr + 0 Clr + 4 Pal + 2 Str - 4 Off

          Damage                 +02              = + 2 Str

             Off Hand             +01              = + 2/2 Str

             Two Hands          +03              = + 2*1.5 Str

          Ranged                  +09/04         = + 4 Ftr + 0 Clr + 4 Pal + 1 Dex

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

                    Bless +1 atk. Inspire Courage +1 atk/dam

 

          +2 Holy Longsword        +13/08 (1d8)+6    19-20 x2

             “Rosewell” focus, specialization, Good, +2d6 vs. Evil, +1d6 Fire

          MW Longsword              +12/07 (1d8)+4   19-20 x2

          Spiked Gauntlet               +10/05 (1d4)+2    20 x2

          Mighty +2Str LBow        +09/04 (1d8)+2    20 x3           110'   20xNorm __

          Sling (-1 rocks)                +08/03 (1d3)+2    20 x2           50'




          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)

          9.       Leadership: one Cohort and eight Followers.

 

          Skills:                    [4 BG + 12 start + 6 Ftr + 2 Clr + 8 Pal + 7 Hum = 39

          Balance                   -04   = 0 + 1 Dex - 5 MW Plate

           Climb                    +06    = 4 + 2 Str +5 ring - 5 MW Plate

          Concentration        +01    = 0 + 1 Con

           Escape Artist          -04   = 0 + 1 Dex - 5 MW Plate

          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

          Intimidate              +03    = 0 + 3 Cha

          Jump                       -03   = 0 + 2 Str - 5 MW Plate

          Know Religion      +07    = 7 + 0 Int

          Know Noble cc     +02    = 2cc + 0 Int

          Listen                    +01    = 0 + 1 Wis

          Move Silent            -04   = 0 + 1 Dex - 5 MW Plate

          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

          Use Rope               +01    = 0 + 1 Dex



          Aura of Good.

          Turn Undead (Su): as Cleric Level 5 (Cleric 1 + Paladin 4)

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

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

                    Turn Damage = 2d6 + 3 Cha + 5 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, +4 Pal to Dam. ____

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

          Lay on Hands (Su): Standard axn, heal 3 Cha (4 Pal +3) = 21 HP/day ____

          Special Mount (Sp): Full round summon, free dismiss. As Pal +3 = Pal 7.

                    2 x Pal = 14 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.

          Remove Disease (Sp): as the spell, once per week


          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)

                                                                                                      2d8+lev

          4)                                                Dom)

                                                             1d8+lev





 

 

          Carrying Capacity 58# Light         116# Med(-3)        175# Heavy(-6)

          Equipment Carried                     Weight

          explorer 0utfit, flint/steel, holy symbol-wood, sling, candle x8, silver shrimp

          Amulet of Darkvision, Ear Ring of Vanity, Ring of Water Breathing,

          Ring of Climbing (+5)

          Mithril Shirt (Arm Chk 0)         10.00

          +2 Longsword, “Roswell”        04.00

          MW Longsword, Jhenavi’s       04.00

          Mighty Comp Longbow +2       03.00

          20 Arrows                                  03.00

          Dagger                                       01.00

          Potion: Cure Light x4              04.00

          Small Steel Mirror                     00.50

                              Total                      29.50 lbs                Light Load

 

          +2 Full Plate Armor                 50.00

          Tower Shield (+4 AC, -2 atk)    45.00 

                              Subtotal                 95.00

                              Total             124.50 Lbs               Heavy Load

 

          Backpack                                   02.00

          Bedroll                                       05.00

          Rope, Silk 50' (knotted)             05.00

          Climber’s Kit (+2)                     05.00

          Healer’s Kit (+2) 10 uses          01.00

          Continual Light torch              01.00

          Sack                                           00.50

          Waterskin                                   04.00

          Trail Rations x 10                      10.00

                              Subtotal               33.50 Lbs

 

                    GRAND TOTAL   158.00 Lbs              Heavy Load


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

 

          Platinum      Gold            Silver           Copper

                35            300              36              00


 

          Four Party Chests:

          166 platinum, 6021 gold, 908 silver

          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

                              Tent                                            20.00

                              Torches x 8                                08.00

                                                                                  28.00 lbs


          Wallace the Wolf:  

          Tricks: Attack, Defend, Down, & Guard. Also Track and Attack All.


          Kojak and Rambo, Heavy Warhorses:

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