...sorry for posting again so soon. I couldn't go to sleep at this point in time, so I figured I'd share what Dario's Pathfinder sheet looks like, at least as of before the last session that was played in this particular campaign (my group alternates between campaigns every so often):
Character Name: Dario Caesar Alignment: Chaotic Good Player: Xamusel (would've used my real name here if I wasn't being careful to edit that out right now)
Character Class / Level: Rogue (knife master) Lv 6
Race: Human Size: Medium Gender: Male Age: 18
Languages: Common, Elven, Celestial
Strength 15 (+2)
Dexterity 18 (+4)
Constitution 9 + 2 = 11 (+0)
Intelligence 14 (+2)
Wisdom 17 (+3)
Charisma 15 (+2)
HP: 55
Current HP: 55
Nonlethal Damage:
Base speed: 30 ft.
Initiative modifier: +6
Armor Class: 23 (+4 Dex, +5 armor, +1 ring, +1 shield, +2 deflection), touch 15, flat-footed 18
Base Attack Bonus: +4
Spell Resistance: none
CMB: Base 4 + Str modifier 2 = +6
CMD: Base 4 + Str mod 2 + Dex mod 4 + 10 = 20
Saving Throws
Fortitude (Con): Base 2 + Con bonus 0 + feat 2 + cloak 1 = +5
Reflex (Dex): Base 5 + Dex bonus 4 + cloak 1 = +10
Will (Wis): Base 2 + Wis bonus 3 + cloak 1 = +6
SKILLS
Acrobatics: 6 + 3 trained + 4 Dex = +13
Bluff: 6 + 3 trained + 2 Cha = +11
Diplomacy: 6 + 3 trained + 2 Cha = +11
Disable Device: 6 + 3 trained + 4 Dex = +13
Escape Artist: 6 + 3 trained + 4 Dex = +13
Knowledge (local): 6 + 3 trained + 2 Int = +11
Linguistics: 4 + 3 trained + 2 Int = +9
Perception: 6 + 3 trained + 3 Wis = +12
Profession (cook): 5 + 3 trained + 2 Int = +10
Sense Motive: 6 + 3 trained + 3 Wis = +12
Sleight of Hand: 6 + 3 trained + 4 Dex = +13
Survival: 2 + 3 trained + 1 trait + 3 Wis = +9
Stealth: 6 + 3 trained + 4 Dex = +13
FEATS
Extra Rogue Talent: Gain a bonus rogue talent
Great Fortitude: +2 bonus on Fortitude saves
Toughness: +3 hp at level 1, +1 hp every level beyond 3rd
Two-Weapon Defense: Gains a +1 shield bonus to AC when fighting with two weapons.
Two-Weapon Fighting: Lessens penalties for two-weapon fighting (-2 for each hand)
Weapon Finesse: Use Dex bonus instead of Str bonus on attack rolls for light weapons
Weapon Focus (dagger): +1 bonus on attack rolls with daggers
ATTACK
+1 Daggers (2): +9 to attack roll (+7 with two weapons); 1d4+5 damage; type Piercing; critical 19-20 (x2); range 10 ft.
Heavy Crossbow: +8 to attack roll; 1d10 damage; type Piercing; critical x3; range 120 ft. (16 quarrels)
Rapier: +6 to attack roll; 1d6+2 damage; type Piercing; critical 18-20 (x2)
Short Sword: +6 to attack roll; 1d6+1 damage; type Piercing; 1d6+1 damage; critical 19-20
AC Items:
+1 Glaremed Chain Shirt: +5 to AC, +5 maximum Dex bonus, armor check penalty -2
Ring of Protection +1: +1 to AC
Bracers of Armor +2: +2 to AC
Gear:
backpack, bedroll, flint and steel, trail rations (7 days), traveler’s outfit, waterskin, torches (3)
Cloak of resistance +1: Gives a +1 bonus to all saving throws
Potion of Neutralize Poison (9): Neutralizes poison
Potion of Cure Moderate Wounds: Restores 2d8+3 hp
Potion of Cure Light Wounds (2): Restores 1d8+1 hp
ABILITIES:
- Finesse Training: Dario gains Weapon Finesse as a bonus feat. When he makes a successful attack roll with a dagger, he adds his Dexterity bonus instead of his Strength bonus to the damage roll.
- Sneak Attack: Dario's attack deals +3d4 damage to opponents that are denied a Dex bonus to AC. (+3d8 when using a dagger)
- Trapfinding: Dario adds +3 on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disable magical traps.
- Evasion: If Dario succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he takes no damage instead.
- Rogue Talents:
* Trap Spotter: Whenever Dario comes within 10 feet of a trap, he can attempt an immediate Perception check to notice it.
* Combat Trick: Dario gains a bonus combat feat
* Minor Magic: Dario can cast mage hand at will (see below)
* Coax Information: Dario can use Bluff or Diplomacy instead of Intimidate in order to force an opponent to act friendly towards him.
- Danger Sense: Dario has a +2 bonus on Reflex saving throws to avoid traps, and a +2 dodge bonus to AC against attacks made by traps. He also gains a +2 bonus on Perception checks to avoid being surprised by a foe.
- Uncanny Dodge: Dario cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible.
- Debilitating Injury: Whenever Dario deals sneak attack damage, he can also choose to bewilder the target of his attack for 1 round. The target takes a -2 penalty to AC (-4 against attacks made by Dario).
TRAITS:
Orphaned (Ex): Dario grew up separated from his birth parents, and had to learn to watch out for himself. He gains a +1 trait bonus on Survival checks, and Survival is always a class skill for him.
Reactionary (Ex): Dario's life as a street urchin taught him to anticipate sudden attacks and react to danger quickly. He gains a +2 bonus on Initiative checks.
That Which Should Not Be Alive Should Die (Ex): Dario has spent exhausting amounts of time learning about evil aberrations, their strengths and weaknesses. He gains a +2 trait bonus on his AC against evil-aligned aberrations, and a +1 trait bonus to any damage roll he makes against them.
MONEY:
55 gp
300 sp
1,250 cp
52 pp
XP: 24,160 To Next Level: 35,000
MAGE HAND
Casting Time 1 standard action
Components V, S
Range close (35 ft.)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
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Now, I know this isn't an Epic Level character sheet, but that's alright. I wanted to use a character that had room to grow as a warrior in d20 rules.
With that said... what do you guys think?