Player Name: Steve M.

PC Name: Kiwina

Race: Centaur

Class: Ranger

Level: 3

E-mail: grithlough@mindspring.com

Experience points: 5300

Hero points: 2

Alignment: Neutral Good

Deity: What?

Campaign: Taur Islands

Age: 15

Weight: 1485

Height: 7’9”

Base Speed: 50

 

 

Ability

Total

Score

Racial Mod.

Enhancement

Modifier

Additional Information

Strength

14

 

 

+2

 

Dexterity

14

 

 

+2

 

Constitution

16

+2

 

+3

 

Intelligence

12

-2

 

+1

 

Wisdom

16

+2

 

+3

 

Charisma

11

 

 

0

 

 

Hit Points:

Level

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Die

10

9

9

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mod.

3

3

3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Special

+3

--

--

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total

16

28

40

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Armor Class:

 

Total

Base

Armor

Shield

Dexterity

Deflection

Dodge

Size

Natural

Other

AC

14

10

+2

 

+2

 

 

-1

+1

 

Touch

11

10

--

--

+2

 

 

-1

--

 

Flat

12

10

+2

 

--

 

--

-1

+1

 

 

Attacks:

 

Total

Attack Bonus

Ability

Size

Other

Melee

+4

+3

+2

-1

 

Ranged

+4

+3

+2

-1

 

CMB

+6

+3

+2

+1

 

CMD

17

10+4

+3 +2

+1

 

 

Weapon Name

BAB

Enhancement

Damage

Crit. Range

Crit. Dam

Special

Range

Longspear

+4

 

1d8+3

x3

 

reach

 

Shortspear

+5

 

1d6+2

x2

 

 

20 ft.

Shortsword

+4

 

1d6+2

19-20/x2

 

 

 

Hoof (x2)

+4

 

1d6+2

 

 

 

 

 

Saving Throws:

 

Total Bonus

Class

Ability Modifier

Enhancement)

Other

Reflex

+5

+3

+2

 

 

Fortitude

+6

+3

+3

 

 

Will

+4

+1

+3

 

 

 

Damage reduction:                      Spell Resistance:

 

 

 

Languages:

Centaur

Tauric

Common

 

 

 

 

 

 

 

 

 

Skill Points:

Skill Name

Total

Mod / Ability

Ranks

Trained

Special

Acrobatics

+2

+2

 

 

Armor check

Appraise

+1

+1

 

 

 

Bluff

0

0

 

 

 

Climb

+4

+2-2 (race)

 1

+3

Armor check

Craft: ships

+6

+1

2

+3

 

Diplomacy

+2

0+2 (WLA)

 

 

 

Disable Device

---

Trained only

 

 

Armor check

Disguise

0

0

 

 

 

Escape Artist

+2

+2

 

 

Armor check

Fly

0

+2-2 (race)

 

 

Armor check

Handle Animal

+4

Trained only

1

 +3

 

Heal

+8

+3

2

+3

 

Intimidate

+4

0

1

+3

 

Know: Geography

+6

+1

2

+3

 

Know: Nature

+6

+1

2

+3

 

Knowledge

---

Trained only

 

 

 

Knowledge

---

Trained only

 

 

 

Knowledge

---

Trained only

 

 

 

Knowledge

---

Trained only

 

 

 

Linguistics

---

Trained only

 

 

 

Perception

+9

+3

3

+3

 

Perform

0

0

 

 

 

Profession: Sailor

+9

+3

3

+3

 

Ride

+2

+2

 

 

Armor check

Sense Motive

+4

+3

 1

 

 

Sleight of Hand

---

Trained only

 

 

Armor check

Spellcraft

---

Trained only

 

 

 

Stealth

-2

+2-4 (race)

 

 

Armor check

Survival

+11

+3+2 (race)

3

+3

 

Swim

+7

+2

2

+3

Armor check

Use Magic Device

---

Trained only

 

 

 

 

 

Feats, Features, and Abilities:

Feat

Class Features

Racial Features

Special Abilities

Weapon Focus: +1 bonus on attack rolls with shortspear.

Favored enemy (Nawao*): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against these creatures. Also, +2 bonus on weapon attack and damage rolls against them. May make Knowledge checks untrained to identify these creatures.

* Nawao = Ogre, humanoid (giant)

Toughness Feat:+3 hit points, +1 per die beyond 3

Aumakua: Guardian spirit helps Kiwina; in return, certain forms must be upheld.

(No actual game effect.)

 Two weapon fighting:  May make an extra attack with his off hand.  When doing so, he takes a -4 penalty for his primary and secondary attacks, unless the off-hand weapon is light.  If the off-hand weapon is light, the penalty is -2.

Track: +1 to skill checks made to follow tracks.

Low-Light Vision: Can see twice as far as humans in conditions of dim light.

 

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Wild empathy: Improve the initial attitude of an animal, just like a Diplomacy check to improve the attitude of a person. Rolls 1d20 + ranger level + 0 to determine the result. The animal must be within 30 feet under normal visibility conditions. Using this ability to influence a magical beast with Intelligence of 1 or 2 takes a –4 penalty on the check.

Centaurs cannot make use of any footwear and do not have the Foot slot. They may, however, wear magical horse shoes. They also may not wear normal or magical pants.

 

 Favored Terrain:  Water

The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

 

 

 

Two-weapon combat style (bonus feats listed in feat column – feats are lost in heavy armor)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Equipment:

Item Name

Cost

Quantity

Location

Coins: GP

 

551

Belt pouch

Coins: SP

8

Belt pouch

Coins: CP

11

Belt pouch

Longspear

5gp

1

Carried

Shortspear

2gp

2

Holster

Shortsword

10gp

1

Scabbard

Leather Armor

40gp

1

Worn (or stowed shipboard)

Backpack

2gp

1

Back

Belt pouches

2gp

2

Belt

Sling

-

1

Belt

Sling bullets

2sp

20

Belt pouch

Waterskin

1gp

1

Backpack

Lantern, hooded

7gp

1

Backpack

Rope, silk 50’

10gp

1

Backpack

Trail rations

2.5gp

5

Backpack

Oil

1sp

4

Belt pouch

Flint and steel

1gp

1

Belt pouch

Grappling hook

1gp

1

Backpack

Bedroll

1sp

1

Backpack

Block & tackle

5gp

1

Backpack

Fishing net

4gp

1

Backpack

 

 

 

 

 

 

Magic Items:

Item name

Location

Charges / Uses

Anything potion, level 0

Belt pouch

 

Anything potion, lesser

Belt pouch

 

Anything potion, greater

Belt pouch

 

 Wand of CLW

 Backpack

Xxxxxxxooo

Oooooooooo

Oooooooooo

Oooooooooo

Oooooooooo  

 WLA Badge

Worn inside armor

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Magical Body Slots:

Slot

Item

Armor

 

Shield

 

Belt

 

Body: robes and vestments

 

Chest: mantles, shirts, and vests

 

Eyes: eyes, glasses, and goggles

 

Feet: boots, shoes, and slippers

 

Hands: gauntlets and gloves

 

Head: circlets, crowns, hats, helms, masks

 

Headband: headbands and phylacteries

 

Neck: amulets, brooches, necklaces, periapt, and scarabs

 

Rings (one or two)

 

Shoulders: capes and cloaks

 

Wrist: bracelets and bracers

 

 

Appearance:  Kiwina is an unimposing centaur with dark, braided hair and a deep tan.  His most distinguishing feature is a small tattoo on the front of his left shoulder, of one circle offset inside another.

 

History:

Raised on an (uncharted) island far to the west, Kiwina was visited in a dream by an aumakua (spirit or ghostly ancestor of the family).  He followed the aumakua variously in the form of a sea turtle or frigate bird to the Taur Islands.  Kiwina is now learning to fit in on Bridge Island, as he is less uncomfortable among the other taurs than he is on Centaur Isle, where he feels the centaurs find him a bit primitive.

 

While the gods of the Wold are silly gods, Kiwina recognizes the existence of spirits of varying degrees of power.  Only a few are able to have as great an effect as creating islands or new crops.  Most can only cause you to be lucky or unlucky in the areas they are associated with.  The aumakua are stronger than these, but even they only send warnings in dreams or manifest as animals to provide guidance.  Even stronger are the guild masters.

 

The taurs here are too much concerned with rules and laws.  Rules are rules, but guidelines are guidelines, and most of the "rules" in the Taur Isles are really guidelines.  Real rules are simple: don't eat in a room with women, don't touch a chief or a priest, don't take too many fish in one area or on one day, and no romance between siblings or cousins.

 

*  Translations:

Nawao – Ogres

Aumakua – Guardian spirit, most likely an ancestor

Priest – Anyone capable of casting divine spells, especially at a higher level

 

 

This Woldian Pathfinder Player Character Sheet Template was created by Kent and tweaked by Cayzle on 11 Jan 2011. It is Approved for all Wold PCs.