Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Slith


Slith - Chaotic Neutral 20 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Animal11 0 Snake (Viper) Medium / 5 ft. by 5 ft. 0' 0" 0 lbs. Low-light
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
11 220000 0 Male ,
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 20 +5
DEX
Dexterity
24 +7 22 +6
CON
Constitution
13 +1 15 +2
INT
Intelligence
2 -4 2 -4
WIS
Wisdom
17 +3 17 +3
CHA
Charisma
2 -4 2 -4

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
101




  
Walk 20 ft. Climb 20 ft. Swim 20 ft.
AC
Armour Class
27 : 20 : 17 = 10 + 0 + 0 + 6 + 0 + 10 + 1 + 0 + 0
0 +0 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+10 = +6 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+8/+3

SKILLS MAX
RANKS
11/11
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 6 = 6
+ 0.0
+ 0
  Appraise INT -4 = -4
+ 0.0
+ 0
  Bluff CHA -4 = -4
+ 0.0
+ 0
  Climb STR 13 = 5
+ 0.0
+ 8
  Craft (Untrained) INT -4 = -4
+ 0.0
+ 0
  Diplomacy CHA -4 = -4
+ 0.0
+ 0
  Disguise CHA -4 = -4
+ 0.0
+ 0
  Escape Artist DEX 6 = 6
+ 0.0
+ 0
  Fly DEX 6 = 6
+ 0.0
+ 0
  Heal WIS 3 = 3
+ 0.0
+ 0
  Intimidate CHA -4 = -4
+ 0.0
+ 0
  Perception WIS 17 = 3
+ 11.0
+ 3
  Perform (Untrained) CHA -4 = -4
+ 0.0
+ 0
  Ride DEX 6 = 6
+ 0.0
+ 0
  Sense Motive WIS 3 = 3
+ 0.0
+ 0
  Stealth DEX 6 = 6
+ 0.0
+ 0
  Survival WIS 3 = 3
+ 0.0
+ 0
  Swim STR 13 = 5
+ 0.0
+ 8
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+9 = +7 + +2 + +0
+ +0
+ +0
+
Reflex
Dexterity
+13 = +7 + +6 + +0
+ +0
+ +0
+
Will
Wisdom
+6 = +3 + +3 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+13/+8 = +8/+3
+ +5 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+14/+9 = +8/+3
+ +6 + +0
+ +0
+ +0
+
CMB
ATTACK BONUS
+13 = +8
+ +5 + +0
+ +0
+ +0
+
CMB +13 +13 +13 +13 +13 +13
CMD 30 30 30 30 30 30
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+9/+4
1d3+5
20/x2
5 ft.

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+13
1d4+5
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Primary
0 ft.
BPSPo
S
 


HAND TYPE SIZE CRITICAL REACH



/x

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus





 Dam





 Special Properties  


HAND TYPE SIZE CRITICAL REACH



/x

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus





 Dam





 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.

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Slith

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Bite
Equipped
1
0
0
ITEM LOCATION QTY WT. COST
TOTAL WEIGHT CARRIED/VALUE   0 lbs. 0 gp
WEIGHT ALLOWANCE
Light 133 Medium 266 Heavy 400

MONEY

 

 


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.
LANGUAGES

PROFICIENCIES
Bite
SPECIAL ATTACKS
Poison (Ex) Bite-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
ANIMAL TRICKS
Trained for Combat An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Perform The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
SPECIAL QUALITIES
Trained for Combat An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Bonus Tricks 5
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
FEATS
NAME DESCRIPTION
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative You get a +4 bonus on initiative checks.
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. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Spring Attack As a full round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Created using PCGen 5.16.4 on Aug 30, 2011
Player: ; Character Name: Slith

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