Post by Michael7123 on Jan 16, 2015 3:17:53 GMT
Snechtan Rugadh
Played by: Michael7123
Character Sheet: www.myth-weavers.com/sheet.html#id=80482
Other Characters: None
Race: Character Race (Subtype if Applicable)
Classes: Fighter 1 , Battle Sorcerer 4
Effective Character Level: Sum of Character levels, racial HD and Level Adjustment After LA buyoff.
Gender: Male
Age: 32
Alignment: Lawful Good.
Deity: Torm
Height/Weight: 6 ft, 4 in. 235 lb.
Personality: Generally kind, honest, and slow to anger. Having said that, he's the last person you want to see truly angry. His word is his bond, and he will never stop a task he agreed to unless it becomes very morally compromising. Not one to complain himself, he's decent at comforting others.
Also likes a good ale and raw steak. He doesn't get drunk often, but by all accounts he's hilarious when he is.
Snechtan is honest to a fault, and could be called somewhat gullible. He tries to see the best in others, even when there isn't any there. However, the reperrcussions for foiling him in a serious way usually involve a flail to the face.
Appearance: Sneachtan is large and barrel chested, not easily pushed around. Has a moderately large beard and a thick layer of black hair. Eyes are blue, skin is white. Appears to be in late twenties early 30s, or a little bit older. Gruff voice hides a genuinely kind and earnest man. The image above is what I based his appearance on.
History: Was born in Bryn Shander and has lived there for most of his life, the son of a city watchman. His father was killed in the year 1351 DR when barbarians attacked the city in force when he was 11 years old. He vowed to live up to his father's noble example and join the city watch when he came of age.
At the age of sixteen, he signed up and was accepted to the city watch for a period of 10 years. It didn't take him long to find that the city watch was not as glorious as he made it out to be when he was younger. For every good man or woman serving, there were at least two who were apathetic at best or corrupt at worst. He riggorusly devoted himself to rooting out corruption and serving the people of his town, but his efforts were mostly fruitless. However, during this time, he developed unexplained sorcerer abilities. The origins of his power remain a mystery even to him, but he spent much of his free time (which wasn't much) honing his arcane talents.
At the end of his 10 years, when he was 26, his mother fell ill. While he wanted to leave the city and see the rest of the world, he refused to let his mother suffer. She was ill for 3 years before she finally passed away. After her death, he left the city behind and headed west, looking to help others, train his arcane and martial abilities, and make a name for himself (he's not one to showboat, but just wants to leave his mark on the world.)
Threads: None yet.
Party Role Proficiency:
Battlefield Control: 4. Nothing as of yet.
Buffer :3. I have resistance. That's it for now.
Curiosity: 3. Max ranks in use magic device, and a good appraise score.
Debuffer: 3. I'm working towards being able to disarm enemies with greater ease, and the flare cantrip
Dominator 3. I've got a good intimidate score. That's it for now.
Game Changer: 4 Nothing here yet.
Healer: 3. I have a +3 heal modifier. It's something.
Meat Shield: 2 I've got medium armor and a buckler, total AC of 19, good health, and constitution, and combat expertise.
Melee Damage: 1. See my flail. It's awesome for level 5. Not to mention a spell that lets me at +20 to my attack roles (might as well be called overkill: the spell).
Mobility: 4. Not really possible in medium armor. Yet. That will change when I get my third fighter level.
Party Face: 3. I've got a good diplomacy score, and a lot of ranks in Intimidate, but my sense motive is garbage, and i won't invest in it for roleplay purposes. I'd be an okay diplomatic assistant, and great intimidater (even though my character usually doesn't like intimidating people), rather than the sole negotiator.
Ranged Damage: 3. Two ranged damage spells, and not even a back up crossbow. This will improve later.
Sage: 2 All knowledge skills are class skills now, so i can do a bit of everything here.
Scout: 2. My raven can fly ahead and report back. It speaks common.
Thief: 4 Not a chance in hell.
Summoner: 4. No summoning yet. Might change later.
Trapfinder: 3. I have detect magic. Other than that, it's not easy to trap find with a heavy flail.
Racial Abilities:
Extra Feat
Extra skill Points
Feats:
1. (Trait) Stout (Unearthed Arcana): +2 To
1. (Trait) Honest (Unearthed Arcana): +1 to diplomacy, -1 to sense motive and bluff
1. (Human Bonus Feat) Snow Casting (Frostburn): Add snow to spell, make them [Cold]. Spells that are already cold cast at +1 caster level
1 (Fighter level 1) Combat Expertise (Player's hanbook): take up to 5 off base attack bonus, and add it as a dodge bonus to AC.
1. Frozen Magic (Frostburn): Cold spells work at higher caster level in cold weather.
1. Able learner (Fighter Aspect Feat): (Races of Destiny): Cross class skills only cost one skill point per level.
3 Battle Caster (Complete Arcane): Can now wear medium armor instead of just light armor without incurring spell failure penalty.
Class Abilities:
Weapon and Armor Proficiency: Everything Except for Exotics Weapons.
Summon Familiar
First in the fight: Add 1/2 of fighter level as bonus to initiative role.
Aspect [Intelligence]: Gain all knowledge skills, appraise, and speak language as class skills. Gain Able learner as bonus feat.
Combat Versatility (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates three fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style.
For each fighting style, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using.
He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on.
Equipment:
Lesser Cold Energy Assult Augment Crystal (Magic Item Compendium): +1d6 cold damage to a weapon: -3000
+1 Heavy flail (Player's handbook): 1d10 bludgeoning damage, and +6 to disarm checks.: -2,315
+1 Breastplate (Sourcebook): +5 to AC. See myth weavers for details.: -1,350
+1 Mithril Buckler (Sourcebook): +2 to AC: -2,165
Familliar Cost (Magic Item Compendium): Heals 1d8+1 health: -100
Winter Clothing (Player's Handbook): Thick jacket, +5 to fort saves against cold weather, see image for appearance. Worn over armor.: -8
Spell Component Pouch (Player's Handbook): holds all required cheep spell components. -1
Backpack (Player's Handbook.): Holds Items. -2
Flint and Steel (Player's Handbook): Used to stark fires. -1
Crowbar (Player's Handbook) Holds water. -2
Winter Blanket (Players Handbook): Keeps sleeping character warm -0.5
Bedroll (Players Handbook): Use to sleep more comfortably -0.1
Fur Clothing (Player's Handbook): +2 to fortitude saves against cold weather, -2 armor check penalty -8
Snow Goggles (Frostburn): +2 to saves against blinding, -4 spot and search -2
Total Inventory Cost: 8,954.6
Spare Money: 46 gold coins, 4 silver coins (46.4 gold)
Companions: Cillwing, Raven Familiar
Other Misc Information:
OOC: This is my first time using either the fighter or sorcerer classes, so if I made a mistake, please let me know.