• Megan Ironhelm
Female Tiefling Fighter 7
True Neutral
Representing Steamdriver
Strength 16 (+3)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 7 (-2)
Size: Medium
Height: 5' 3"
Weight: 135 lb
Eyes: Violet
Hair: Black Curly
Skin: Pale
Total Hit Points: 71 [includes toughness]
Speed: 30 feet
Armor Class: 22 = 10 + 5 [scale] + 4 [DW Tower Shield] + 3 [dexterity]
Touch AC: 13
Flat-footed: 17
Initiative modifier: + 7 = + 3 [dexterity] +4 [Improved Initiative]
Fortitude save: + 7 = 5 [base] + 2 [constitution]
Reflex save: + 5 = 2 [base] + 3 [dexterity]
Will save: + 3 = 2 [base] + 1 [wisdom]
Attack (handheld): + 10/ + 5 = 7 [base] + 3 [strength]
Attack (missile): + 10/ + 5 = 7 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 10 = 7 [base] + 3 [strength]
Combat Maneuver Defense: + 23 = 10 + 7 [base] + 3 [strength] + 3 [dexterity]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.
Languages: Common Draconic Abyssal
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Masterwork Cold Iron Long Spear [1d8, crit 20/x3 9 lb, one-handed, piercing]
Scale mail [medium; + 5 AC; max dex + 5; check penalty -2 30 lb.]
Darkwood Tower Shield [ + 4 AC; check penalty -6; hardness 10; hp 20; 22 lb.]
Feats:
Power Attack Take penalty on attack for larger bonus on damage
Cleave One attack, AC-2, make additional attack if first one hits
Improved Initiative +4 initiative
Quick Draw
Toughness +3 hp + 1/level over 3
Grasping Tail [see below]
Weapon Focus x1 +1 to hit; Weapon(s): Long Spear
Shaft and Shield (Use 2 hand spear one handed)
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Acrobatics Dex* -1 = +3 -2 [armor] -2 [shield]
Appraise Int 2 = +2
Bluff Cha 0 = -2 + 2 [tiefling] + 2 [dhampir]
Climb Str* 4 = +3 + 2 + 3 [class skill] -2 [armor] -2 [shield]
Craft_1 Int 9 = +2 + 7 Weapons
Craft_2 Int 9 = +2 + 7 Armor
Craft_3 Int 2 = +2
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 1 = +3 + 2 -2 [armor] -2 [shield]
Fly Dex* -1 = +3 -2 [armor] -2 [shield]
Handle Animal Cha 2 = -2 + 1 + 3 [class skill]
Heal Wis 4 = +1 + 3
Intimidate Cha 4 = -2 + 3 + 3 [class skill]
Perception Wis 1 = +1
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Profession Engraver Wis 3 = +1 + 2
Ride Dex* 4 = +3 + 2 + 3 [class skill] -2 [armor] -2 [shield]
Sense Motive Wis 1 = +1
Stealth Dex* 1 = +3 -2 [armor] -2 [shield] + 2 [tiefling]
Survival Wis 1 = +1
Swim Str** 4 = +3 + 2 + 3 [class skill] -2 [armor] -2 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +4; Skill points +3
Tiefling
Tieflings are people with fiendish heredity and count as native outsiders.
This tiefling was allowed to choose one ability to raise by +2 (already included). Tieflings conventionally get +2 dexterity, +2 intelligence, -2 charisma. Hand-edit if needed.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Grasping tail
Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).
Darkvision to sixty feet
+2 racial bonus to bluff and stealth (already included)
+5 resistance to cold, electricity, and fire
Darkness spell once daily
Fighter
Bonus Feats (already included)
Armor training -- penalties for armor decrease by one each at levels 3, 7, 11, and 15 Tower Shield Training (Ex)
At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.
At level 3, moves at normal speed in medium armor. At level 7, moves at normal speed in any armor.
Burst Barrier (Ex)
At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
This ability replaces bravery.
Tower Shield Specialist (Ex)
At 5th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield’s encumbrance.
This ability replaces weapon training 1.
Tower Shield Defense (Ex)
At 9th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks.
This ability replaces weapon training 2.
Immediate Repositioning (Ex)
At 13th level, as an immediate action, a tower shield specialist can reposition his tower shield to another facing, but he cannot use this ability to interrupt an attack.
This ability replaces weapon training 3.
Tower Shield Evasion (Ex)
At 16th level, while using a tower shield, the tower shield specialist gains evasion, as the rogue class ability. At 20th level, the shield specialist gains improved evasion, as the rogue advanced talent, while using a tower shield.
This ability replaces both weapon training 4 and weapon mastery.
Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 6
Level 3: Fighter 6
Level 4: Fighter 6 + 1 to wisdom
Level 5: Fighter 6
Level 6: Fighter 6
Level 7: Fighter 6
Megan Ironhelm's Equipment:
50 lb
3 lb
5 lb
5 lb
5 lb
1 lb
2 lb
1 lb
3 lb
5 lb
10 lb
1 lb
2 lb
1 lb
4 lb
1 lb
5 lb
5 lb
_____
119 lb Weapons / Armor / Shield (from above)
Throwing daggers x3
Bedroll
Bell
Block and tackle
Chalk
Crowbar
Flint and steel
Ink vial
Ink pen
Locks x1
Manacles x1
Mirror
Pitons x5
Rations (1 day) x5
Rope (50', silk) x2
Spyglass
Torches x2
Vial (for ink or potions) x2
Waterskins x1
Whetstone
Masterwork Smithing tools
Climber's kit
Ioun Torch
Potion of water breathing
Potion of cure disease
Potion of anti venom X2
Silversheen
Alchemist’s fire
Soap
Total
Also...
Handy Haversac
4000 Gold
More about Megan Ironhelm:
Physical:
Hair: Raven black, Curly
Eyes: Vivid Green
Height: 5’7”
Weight: 140 LBS
Skin: Pale Milky White
Horns: Brown to Black tips
Hooves: Same as horns
Bust: 38 DD
Waist: 23
Hips: 36
LP 0
Lust Powers:
She can lactate all she wants but once a day she can make a cure moderate wounds potion once per day of her milk.