Zekmur'ss Godeath | |
Aliases: | Zek |
Age: | 100 |
Hair: | Silver |
Eyes: | gray |
Height: | 6' |
Weight: | 175 |
Race: | Drow |
Class: | Fighter 1 |
Alignment: | Chaotic Neutral |
Level: | 1 |
Experience: | 0 |
Hit Points: | 13/13 |
Gold: | 435 |
Current Status: | Inactive |
DragonSword |
Gallery
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 18 | +4 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 16 | +3 | +0 | +0 |
Intelligence | 10 | +0 | +0 | +0 |
Wisdom | 10 | +0 | +0 | +0 |
Charisma | 12 | +1 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 5 +3 = 18 |
Flat-Footed | 13 |
Touch | 15 |
Saving Throws | Base | Bonus | Total |
Fortitude | +2 | +3 | +5 |
Reflex | +0 | +5 | +5 |
Will | +0 | +0 | +0 |
BAB | Mod | Total Range/Melee |
+1 | +5/+4 | +6/+5 |
Initiative |
Dex = +5 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
c | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
c | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +1 | +4 | +0 | +0 | +5 |
c | Concentration (Con) | +0 | +0 | +0 | +0 | +0 |
X | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
c | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
c | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
c | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
c | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +2 | +1 | +0 | +0 | +3 |
c | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
c | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +4 | +1 | +0 | +0 | +5 |
X | Jump (Str) | +1 | +4 | +0 | +0 | +5 |
c | Knowledge (Stuff) (Int) | +0 | +0 | +0 | +0 | +0 |
c | Listen (Wis) | +0 | +0 | +0 | +2 | +2 |
c | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Search (Int) | +0 | +0 | +0 | +2 | +2 |
c | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
c | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
c | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
c | Spot (Wis) | +0 | +0 | +0 | +2 | +2 |
c | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
c | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
c | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
c | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Sylvan (Drow Dialect), and Undercommon
Skill Tricks:
Skill Tricks go here
Skill Point Total: 8
1st 8
Feats:
Two-Weapon Fighting
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
Two Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. Fighting in this way is very hard,
however, and you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. You can reduce these penalties in two ways: If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.) The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Two weapon fighting penalties:
Circumstances | Primary Hand | Off Hand |
---|---|---|
Normal penalties | –6 | –10 |
Off-hand weapon is light | –4 | –8 |
Two-Weapon Fighting feat | –4 | –4 |
Off-hand weapon is light and Two-Weapon Fighting feat | –2 | –2 |
- Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.
- Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.
Weapon Finesse [Duck Spade]
Type: General
Source: Player's Handbook v.3.5
You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one light weapon. Alternatively, you can choose a rapier, provided you can use it in one hand, or a spiked chain, provided you're at least Medium-size.
Prerequisite: Proficient with weapon, base attack bonus +1 or higher
Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack tolls. Since you need your second hand for balance, if you carry a shield, the shield's armor check penalty apply to your attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.
For Spell Casters: You can designate touch spells as light weapons so as to add your Dexterity modifier on your melee attack rolls with such spells.
Class Abilities:
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats (Found here, although others exist: http://www.dandwiki.com/wiki/SRD:Fighter_Bonus_Feats ). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Racial Abilities:
+2 Dexterity, +2 Charisma, -2 Constitution: Drow characters are nimble and manipulative.
- Darkvision: A Drow has darkvision out to 120 feet
- Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Drow receive a +2 racial bonus on Listen, Spot and Search skill checks.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In subsequent rounds, the drow are dazzled (–1 penalty on attack rolls, Search checks, and Spot checks) as long as they remain in the affected area.
- Spell Resistance: A Drow has spell resistance equal to 6 + character level
- Poison Use: A Drow may handle poisons without risk of poisoning himself.
- Spell-like Abilities: A Drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Duck Spade | +4 | 1d6+4 | 19/20 x2 | S |
Duck Spade | +4 | 1d6+4 | 19/20 x2 | S |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Buckskin | +3 | +6 | - | 10% | 30ft | 15lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Sundark Goggles |
block light.||
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Statistics of Items Here:
Sundark Goggles: The smoked lenses of these goggles
block light. They are typically fixed into a band of canvas
that clasps together at the back to keep the goggles from
falling off. Sundark goggles negate the dazzled condition
experienced by a creature with light sensitivity while in
bright illumination. As a side effect, they grant the wearer
a +2 circumstance bonus on saving throws against gaze
attacks. A creature wearing sundark goggles can’t use a gaze
attack, since other creatures can’t see its eyes. Creatures
without low-light vision or darkvision that wear sundark
goggles take a –2 penalty on Search and Spot check
Spells per Day:
???
Spell DCs:
10+???+Spell Level=???
Spells Known:
Cantrips:
Level 1:
Character History:
Zek was a close personal friend to Rahil's father so when he passed away Zek took it upon himself to look after her and due to their rebellious ways had to leave the underdark area traveling in the land where the sun does shine. Zek bought himself some goggles so he could see fine and not be blinded but due to Rahil's sensitivity to light he must be her eyes until she is able to hold a constant connection with her psicrystal Onyxia.