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Jerus (Hydrazine) Pathfinder Society

Updated: 9:23 AM 27 June, 2012 View: CHARACTER SHEET, text [stripped]

--- Character Sheet: Jerus (Hydrazine) ---


Name:       Jerus Shepherd
PFS Number: 43545-2

Race:       Human
Class:      Fighter (Polearm Master)
Faction:    Grand Lodge
Alignment:  Neutral Good
Deity:      
Domains:    Fighters don't get domains!
Age:        19
Eyes:       Blue
Hair:       Red and curly, not quite shoulder length
Features:   curly mop of red hair; missing a tooth, upper left side
Height:     6'2"
Weight:     190 lb
Size:       M
Gender:     M
Level:      5
Exp:       13

         Mod
Str: 23  +6  (+1 at 4th, +2 belt)
Dex: 12  +1 
Con: 14  +2 
Int: 13  +1 
Wis: 07  -2 
Cha: 07  -2 

HP:       	 48/48  (10level1+6levelx4+2conx5+4favored class)
Speed:    	 30 ft
 with armor:     20 ft

___________________________________________________________________________________________

SAVES
Fortitude:  6 = +4(base) +2 (con)
Reflex:     2 = +1(base) +1 (dex)
Will:      -1 = +1(base) -2 (wis)

Base Attack = +5
CMB:       11 = 5(base) + 6(str) + 0(size)
CMD:       22 = 5(base) + 6(str) + 0(size) +1(dex) + 10

*CMB:       13 = 5(base) + 6(str) + 0(size)+2(imp trip)
*CMD:       25 = 5(base) + 6(str) + 0(size) +1(dex)+2(imp trip)+1(favored class) + 10
*Trip only

Favored Class: +1 CMD to Trip and Grapple

ATTACKS      Totals  =  Base  Abil    Size  Misc
-----------------------------------------------------
Melee:        11     =  5     +6(str) +0
Ranged:        6     =  5     +1(dex) +0
_____________________________________________________


Total AC        =  Base  Shield  Dex  Armour  Size   Misc
---------------------------------------------------------------
standard:    21 =  10    +x      +1   +10     +0     +0
vs Touch:    11 =  10    --      +1   --      +0     +x
Flatfooted:  20 =  10    +x      --   +10     +0     +x
_______________________________________________________________


WEAPONS         TAB     DMG                   Crit  Range  Size  Type
------------------------------------------------------------------------------------
MW L. Hammer*   +13     1d12+10               x2   reach   M     B & P (reach, brace)
Power Attack	+11 	1d12+16		      x2   reach   M	 B & P
Heavy Flail     +11	1d10+9		19-20 x2   melee   M     Bludgeoning
(PA)  Flail     +9	1d10+15		19-20 x2   melee   M     Bludgeoning
Glaive, Silver  +11	1d10+10 	      x3   reach   M	 Slashing
(PA) Glaive,(S) +9	1d10+16		      x3   reach   M	 Slashing
CI Guisarme 	+12     2d4+10		      x3   reach	 Slashing, trip
Longbow		+6	1d8		      x3   100ft   M	 Piercing
____________________________________________________________________________________
*+2 CMB to sunder med or heavy armor

ARMOUR                AC   Max Dex  Check Penalty  Spell Failure  Speed 
------------------------------------------------------------------------
+1 Full Plate	      +9+1   +1		 -5(+1 trait)    35%      20ft  
________________________________________________________________________


SKILLS                       Abil Mod  Abil  Ranks      Misc (details)
---------------------------------------------------------------------------
Skill points/level: 4 = 2(class)+1(int)+1(human)
Total Spent: 20/20       +0(favoured class)

--Class--------------------------------------------------------------------
Climb                         str*  7 =  +6     2       +3(class) -4(AC penalty)
Craft                         int
Handle Animal                 cha  
Intimidate                    cha   2 =  -2     1       +3(class)
Knowledge (dungeoneering)     int   5 =  +1     1	+3(class)
Perception                    wis   6 =  -2     5       +3(class) +0(racial)
Profession (soldier)          wis   3 =  -2	2	+3(class)
Ride                          dex*  0 =  +1     1       +3(class) -4(AC penalty)
Survival                      wis   4 =  -2     3       +3(class)
Swim                          str*  7 =  +6     2       +3(class) -4(AC penalty)
--Cross Class---------------- ---------------------------------------------
Acrobatics                    dex* -1 =  +1     2       +0 -4(AC penalty)
Appraise                      int   0 =  +0     0       +0
Bluff                         cha  -2 =  -2     0       +0
Diplomacy                     cha  -2 =  -2     0       +0
Disable Device                dex*                         -0(AC penalty)
Disguise                      cha   0 =  +      0       +0
Escape Artist                 dex* -3 =  +1     0       +0 -4(AC penalty)
Fly                           dex*  0 =  +      0       +0 -0(AC penalty)
Heal                          wis  -2 =  -2     0       +0(healer's kit)
Knowledge (arcana)            int   0 =  +      0       +0
Knowledge (engineering)       int   0 =  +      0       +0
Knowledge (geography)         int   0 =  +      0       +0
Knowledge (history)           int   0 =  +      0       +0
Knowledge (local)             int   0 =  +      0       +0
Knowledge (nature)            int   0 =  +      0       +0
Knowledge (nobility)          int   0 =  +      0       +0
Knowledge (planes)            int   0 =  +      0       +0
Knowledge (religion)          int   0 =  +      0       +0
Linguistics                   int   2 =  +1     1       +0   
Perform                       cha   0 =  +      0       +0
Sense Motive                  wis  -2 = -2      0       +0 
Sleight of Hand               dex*  0 =  +      0       +0 -0(AC penalty)
Stealth                       dex*  0 =  +      0       +0 -0(AC penalty)
Use Magic Device              cha   
___________________________________________________________________________
*armour check penalty applies


FEATS
----------------------------------------------------------------------------------
(Class) Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

(Human) Cleave
You can strike two adjacent foes with a single swing. Prerequisites: Str 13, Power Attack, base attack bonus +1. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

(1st)   Cleaving finish
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.


(2nd) Combat Expertise
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

(3rd) Improved Trip
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

(4th) Furious Focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

(5th) Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
__________________________________________________________________________________


TRAITS
----------------------------------------------------------------------------------
Armor Expert	
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Reactionary  
+2 to Initiative checks
__________________________________________________________________________________


LANGUAGES
----------------
Common
Ancient Orisiani
Azlanti
________________


MISC. BONUSES
---------------------------------------------------------------------------------
RACIAL Bonuses
 

CLASS Bonuses

	Pole Fighting
At 2nd level, as an immediate action,
a polearm master can shorten the grip on his spear or
polearm with reach and use it against adjacent targets.
This action results in a –4 penalty on attack rolls with that
weapon until he spends another immediate action to return
to the normal grip. The penalty is reduced by –1 for every
four levels beyond 2nd. This ability replaces bravery.

	Steadfast Pike
At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. 
 
	Polearm Training
At 5th level a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. 


DEITY Bonuses
 

etc
_________________________________________________________________________________


SPELLS (specialisation/opposed school #1,opposed school #2)

Jerus is too much of a motherfuckin' badass for spells, son.

Lvl/Dom or School   Spell
0 ---------------------------------------------- 3
 A  Spell   (A = Abjuration, c = Conjuration, etc)
 C  Spell
 En Spell
 E  Spell
 I  Spell
 T  Spell
 U  Spell
1 ---------------------------------------------- 1 + 1(wis) + 1(dom)
    Spell
 D  Domain Spell
 D  Domain Spell
_____________________________________________________________________


INVENTORY                                      Cost       Weight
------------------------------------------------------------------
Worn/Wielding
 Armor    +1 Full Plate                     (2650gp)      50lb
 Ammo  (20)  arrows                           (02gp)       2lb
 Weaps    MW Lucerne Hammer                  (315gp)      12lb
 Weap     Heavy Flail			      (15gp)      10lb                           
 Weap	  Silver Glaive			     (188gp)      10lb
 Weap	  Cold Iron Guisarme		      (18gp)      12lb
 Weap 	  Longbow			      (74gp)       3lb

 Bag    -  Backpack                            (2gp)      2lb
 Outfit -  Explorer's Outfit                  (10gp)      8lb

 Arms   -  
 Back   - 
 Face   -  
 Head   -  
 Neck   -  
 Belt   - Belt of Giant Strength +2	    (4000gp)       1lb
 Torso  -  
 Hands  - Weapon Cord 
 LHand  -  
 RHand  -  
 Feet   -  

In Backpack
 (1)  Flint & Steel                             (1gp)      0lb
 (1)  Hooded Lantern				(7gp)      2lb
 (3)  Pints of oil				(3sp)	   3lb
 (1)  Grappling Hook                            (1gp)      4lb
 (1)  Rope, hempen  50'                         (1gp)     10lb
 (1)  Torch                                     (1cp)      1lb
 (1)  Waterskin                                 (1gp)      4lb   
 (1)  charcoal, stick				(1sp)      0lb
 (1)  chalk					(1cp)      0lb
 (2)  Potion: CLW			       (50gp)	   1lb
 (1)  Wand, CLW (42)				(2PA)      -
 (2)  Magic Weapon Oil                        (100gp)      -
------------------------------------------------------------------
Total Personal Load:                                    139lb
------------------------------------------------------------------
(Type of Mount)                              (???gp)
(0) Saddle, (type, if owned)                 (???gp)      xlb
(0) Barding (type, if owned)                 (???gp)      xlb

In Saddlebags (if owned)                       (4gp)      8lb
(x)  

------------------------------------------------------------------
Total Mount Load                                         xxlb
 + Personal Load                                        xxxlb
__________________________________________________________________


ENCUMBERANCE
-----------------------------
Personal Encumberance

Light Load:  200 lb or less
Medium Load: 201 lb - 400 lb
Heavy Load:  401 lb - 600 lb
-----------------------------
Mount's Encumberance

Light Load:  xxx lb or less
Medium Load: xxx lb - yyy lb
Heavy Load:  xxx lb - yyy lb
_____________________________


COIN   AMOUNT
-------------
pp     0
gp     3411
sp     0
cp     13

Prestige    7/17
Fame        17
_____________


BOONS
---------------------------------------------------------------------------------
Special Copper Coin
If Zamir is coerced into joining the Pathfinder Society:
Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and
the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.

Averted Mauling (Midnight Mauler;3-16)
 By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a
political favor you can trade in while in Ustalav. Within the Immortal Principality, you
may trade this political favor for any non-magical item worth up to 400 gp, including but
not limited to masterwork weapons and armor and courtier clothing and jewelry.

Master of Blades Saved (Midnight Mauler 3-16): 
By saving the life of famed adventurer and former Master of
Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You
gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with
members of the Pathfinder Society of your level or lower when you mention this boon.

You rescued the Minotaur Prince (Delirium's Tangle):
You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma based checks made while in Absalom.

Boon Name (from Scenario x-xx)
Boon Description
_________________________________________________________________________________


SCENARIO NOTES
---------------------------------------------------------------------------------
[Area]
Tasks:
*
*

NPC's:
*
*
_________________________________________________________________________________


SCENARIOS COMPLETED
---------------------------------------------------------------------------------
(2012-01-31) 0-00: First Steps Pt 1.
(2012-02-19) 1-33: Assault on the Kingdom of the Impossible
(2012-02-25) 2-02: Before the Dawn Pt 2: Rescue at Azlant Ridge
(2012-02-26) 3-05: Tide of Twilight
(2012-03-04) 3-09: Quest for Perfection Pt 1
(2012-03-17) 0-05: Mists of Mwangi
(2012-03-18) 2-23: Shadow's Last Stand Pt 1
(2012-03-24) 3-11: Quest for Perfection Pt 2
(2012-03-25) 3-16: The Midnight Mauler
(2012-03-31) 3-13: Quest for Perfection Pt 3
(2012-04-27) 0-45: Delerium's Tangle
(2012-05-26) 1-35: Voice in the Void
(2012-06-10) 2-25: You Only Die Twice
_________________________________________________________________________________



http://paizo.com/paizo/blog/v5748dyo5lcom