Nikko
Nikko Stavlos Chaotic Good 45
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Rogue5 Fighter2 Shadowdancer2 36000 Human M 5' 5" 157 lbs. Darkvision (60'), Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
9 45000 25 Male Brown Black; braided ponytail
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
18 +4 18 +4
CON
Constitution
14 +2 14 +2
INT
Intelligence
18 +4 18 +4
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
13 +1 13 +1

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
59




  
Walk 30'
AC
Armour Class
22 : 22 : 15 = 10 + 5 + 0 + 4 + 0 + 1 + 2
10 +0 +6 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+4 = +4 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+6/+1

SKILLS MAX
RANKS
12/6
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT 4 = 4
+ 0.0
+ 0
u   Balance DEX 18 = 4
+ 12.0
+ 2
u   Bluff CHA 1 = 1
+ 0.0
+ 0
u   Climb STR 2 = 2
+ 0.0
+ 0
u   Concentration CON 2 = 2
+ 0.0
+ 0
u   Craft (Untrained) INT 4 = 4
+ 0.0
+ 0
u   Diplomacy CHA 3 = 1
+ 0.0
+ 2
  Disable Device INT 16 = 4
+ 10.0
+ 2
u   Disguise CHA 1 = 1
+ 0.0
+ 0
u   Escape Artist DEX 12 = 4
+ 8.0
+ 0
u   Forgery INT 4 = 4
+ 0.0
+ 0
u   Gather Information CHA 1 = 1
+ 0.0
+ 0
u   Heal WIS 0 = 0
+ 0.0
+ 0
u   Hide DEX 16 = 4
+ 12.0
+ 0
u   Intimidate CHA 1 = 1
+ 0.0
+ 0
u   Jump STR 4 = 2
+ 0.0
+ 2
u   Listen WIS 8 = 0
+ 8.0
+ 0
u   Move Silently DEX 16 = 4
+ 12.0
+ 0
  Open Lock DEX 16 = 4
+ 10.0
+ 2
  Perform (Dance) CHA 9 = 1
+ 8.0
+ 0
u   Ride DEX -1 = 4
+ 0.0
+ -5
u   Search INT 14 = 4
+ 10.0
+ 0
u   Sense Motive WIS 9 = 0
+ 9.0
+ 0
  Sleight of Hand DEX 14 = 4
+ 10.0
+ 0
u   Spot WIS 8 = 0
+ 8.0
+ 0
u   Survival WIS 0 = 0
+ 0.0
+ 0
u   Swim STR 2 = 2
+ 0.0
+ 0
  Tumble DEX 16 = 4
+ 12.0
+ 0
u   Use Rope DEX 4 = 4
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+8 = +4 + +2 + +2
+ +0
+ +0
+
Reflex
Dexterity
+13 = +7 + +4 + +2
+ +0
+ +0
+
Will
Wisdom
+3 = +1 + +0 + +2
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+8/+3 = +6/+1
+ +2 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+10/+5 = +6/+1
+ +4 + +0
+ 0
+ +0
+
GRAPPLE
ATTACK BONUS
+8/+3 = +6/+1
+ 2 + +0
+ 0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+10/+5
1d3+2
20/x2

*Kukri (Keen/Masterwork/+1 (Enhancement to Weapon or Ammunition))
HAND TYPE SIZE CRITICAL
Primary
S
M
15-20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +12/+7
+12/+7
+12/+7
+8/+3
+10/+5
+10
 Dam 1d4+3
1d4+2
1d4+3
1d4+3
1d4+3
1d4+2
 Special Properties  threat range doubled

Shortbow (Composite/Masterwork/+2)
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30''
70''
140''
210''
280''
 Hit +11/+6
+11/+6
+9/+4
+7/+2
+5/+0
 Dam 1d6+2 1d6+2 1d6+2 1d6+2 1d6+2
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 STR bonus to damage

Dagger
HAND TYPE SIZE CRITICAL
Carried
PS
M
19-20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +10/+5
+10/+5
+10/+5
+6/+1
+8/+3
+8
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10''
20''
30''
40''
50''
 Hit +10/+5
+8/+3
+6/+1
+4/-1
+2/-3
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Leather (Masterwork/+3 (Enhancement to Armor))
TYPE ARMOR BONUS MAX DEX BONUS
Light
+5
+6
CHECK PENALTY SPELL FAILURE SPECIAL PROPERTIES
+0
10


EQUIPMENT
ITEM LOCATION QTY WT. COST
 Kukri (Keen/Masterwork/+1 (Enhancement to Weapon or Ammunition))
(threat range doubled)
Equipped
2
2
8308
 Amulet of Natural Armor +1
Equipped
1
0
2000
 Shortbow (Composite/Masterwork/+2)
(STR bonus to damage)
Carried
1
2
575
 Arrows (50)
Carried
1
7.5
2.5
 Backpack

1
2
2
 Cloak of Resistance +2
Equipped
1
1
4000
 Flint and Steel
Backpack
1
0
1
 Horse (Light)

1
0
75
 Leather (Masterwork/+3 (Enhancement to Armor))
Equipped
1
15
9160
 Mirror (Small/Steel)
Backpack
1
0.5
10
ITEM LOCATION QTY WT. COST
 Outfit (Cold Weather)
( +5 circumstance bonus on Fort saves vs cold)
Backpack
1
7
8
 Outfit (Explorer's)
Equipped
1
8
0
 Potion of Cure Light Wounds
Carried
1
0
50
 Rations (Trail/Per Day)
Backpack
4
1
0.5
 Ring of Protection +1
Equipped
1
0
2000
 Saddle (Riding)
Horse (Light)
1
25
10
 Saddlebags
Horse (Light)
1
8
4
 Thieves' Tools (Masterwork)
Equipped
1
1
100
 Waterskin
Carried
1
4
1
 Dagger
Carried
6
1
2
TOTAL WEIGHT CARRIED/VALUE   40.5 lbs. 26371.1 gp
WEIGHT ALLOWANCE
Light 58.0 Medium 116.0 Heavy 175.0

MONEY


LANGUAGES
Common
PROFICIENCIES
Axe (Throwing), Battleaxe, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Crossbow (Repeating Heavy), Crossbow (Repeating Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace, Mace (Heavy), Mace (Light), Mind-blade, Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Energy Missile), Spells(Ray), Spells(Touch), Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven/Martial), Warhammer
SPECIAL ABILITIES
Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny Dodge (can't be flanked except by a rogue of 11 level), Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding
FEATS
NAME DESCRIPTION
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
Dodge During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.
Two Weapon Defense When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two Weapon Fighting You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Kukri) You gain a +1 bonus on all attack rolls you make using the selected weapon.