Ember (PolterGhost)

===Basic Information===
 Race: Human
 Class: Fighter
 Level: 1
Experience: 0
 Alignment: Lawful Good
 Languages: Common, Dwarven, Elven
 Deity: Sword Saints of Rorn
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 16 +3 (05pts) +2 racial adjustment
DEX: 12 +1 (02pts)
CON: 13 +1 (03pts)
INT: 14 +2 (05pts)
WIS: 13 +1 (03pts)
CHA: 12 +1 (02pts)
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
* Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
 Max-2 HP: 11 = [1d10 + CON (01) + FC (00)] (Fighter)
 AC: 18 = [10 + DEX (01) + Armor (05) + Shield (02) + Misc (00)]
 AC Touch: 11 = [10 + DEX (01) + Size (00) + Misc (00)]
 AC Flatfooted: 17 = [10 + Armor (05) + Shield (02) + Misc (00)]
 INIT: +01 = [DEX (01) + Misc (00)]
 BAB: +01 = [Fighter (01)]
 CMB: +04 = [BAB (01) + STR (03) + Misc (00)]
 CMD: 15* = [10 + BAB (01) + STR (03) + DEX (01) + Misc (00)]
 Fortitude: +03 = [Fighter (02) + CON (01) + Misc (00)]
 Reflex: +01 = [Fighter (00) + DEX (01) + Misc (00)]
 Will: +01 = [Fighter (00) + WIS (01) + Misc (00)]
 Speed: 20'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
* +1 CMD vs Trips and Grapples
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Longsword: Attack: +4 = [BAB (01) + STR (03) + Misc (00) + Magic (00)]
 Damage: 1d8+3, Crit: 19-20/x2,
Sling: Attack: +2 = [BAB (01) + DEX (01) + Misc (00) + Magic (00)]
 Damage: 1d4+3, Crit: 20/x2, Ammunition: 10, Increment 50
Dagger(melee): Attack: +4 = [BAB (01) + STR (03) + Misc (00) + Magic (00)]
 Damage: 1d4+3, Crit: 19-20/x2
Dagger(range): Attack: +2 = [BAB (01) + DEX (01) + Misc (00) + Magic (00)]
 Damage: 1d4+3, Crit: 19-20/x2, Increment 10
Sap: Attack: +4 = [BAB (01) + STR (03) + Misc (00) + Magic (00)]
 Damage: 1d6+3, Crit: 20/x2, Special: Non lethal
===Racial Features===
Ability Adjustments: +2 (Strength)
 Size: Medium
 Speed: 30'
 Favored Class: Fighter
 Skilled: Humans gain an additional skill rank at first level
 and one additional rank whenever they gain a level.
 Bonus Feat: Humans select one extra feat at 1st level.
 Fighter FC Alt: +1 to CMD vs Trip, +1 to CMD vs Grapple
===Class Features===
Fighter 
Weapon & Armor: Prof. with all simple and martial weapons
 Prof. with all armor and shields (including tower)
 Bonus Feats: Gain one bonus combat feat* at 1st level and every even level
 after first.
* must chose a feat listed as a combat feat 
 
Class 02
Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics
===Feats===
Power Attack (Level 1): You can choose to take a –1 penalty on all melee
 attack rolls and combat maneuver checks to gain a
 +2 bonus on all melee damage rolls. This bonus to
 damage is increased by half (+50%) if you are making
 an attack with a two-handed weapon, a one handed
 weapon using two hands, or a primary natural weapon
 that adds 1-1/2 times your Strength modifier on damage
 rolls. This bonus to damage is halved (–50%) if you
 are making an attack with an off-hand weapon or
 secondary natural weapon. When your base attack bonus
 reaches +4, and every 4 points thereafter, the penalty
 increases by –1 and the bonus to damage increases by 
 +2. You must choose to use this feat before making an
 attack roll, and its effects last until your next
 turn. The bonus damage does not apply to touch attacks
 or effects that do not deal hit point damage.
Combat Expertise (Human): You can choose to take a –1 penalty on melee attack
 rolls and combat maneuver checks to gain a +1 dodge
 bonus to your Armor Class. When your base attack
 bonus reaches +4, and every +4 thereafter, the
 penalty increases by –1 and the dodge bonus
 increases by +1. You can only choose to use this
 feat when you declare that you are making an attack
 or a full-attack action with a melee weapon. The
 effects of this feat last until your next turn.
Improved Sunder (Fighter 1): You do not provoke an attack of opportunity when
 performing a sunder combat maneuver. In addition,
 you receive a +2 bonus on checks made to sunder
 an item. You also receive a +2 bonus to your
 Combat Maneuver Defense whenever an opponent
 tries to sunder your gear. 
===Traits===
Fencer (Combat): You trained with blades for long hours as a youth, either
 taking lessons in the genteel art of fencing from tutors 
 paid for by your parents or by being taken under the wing 
 of a disenfranchised fencer who may have turned to a life 
 of crime. You gain a +1 trait bonus on attacks of 
 opportunity made with daggers, swords, and similar bladed
 weapons.
Scholar of the Great Beyond (Faith): Your great interests as a child did not
 lie with current events or the mundane—
 you have always felt out of place, as if
 you were born in the wrong era. You take
 to philosophical discussions of the Great
 Beyond and of historical events with
 ease. You gain a +1 trait bonus on
 Knowledge (history) and Knowledge
 (planes) checks, and one of these skills
 (your choice) is always a class skill for
 you.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 05 = [Base (02) + INT (02)/Level; FC (00), Misc (01)] (Fighter)
 00 = [Base (00) + INT (00)/Level; FC (00), Misc (00)] (Class 02)
Skills Total Rank CS Ability ACP Misc
Acrobatics -5 0 0 +1 -6 +0
Appraise +2 0 0 +2 +0
Bluff +1 0 0 +1 +0
Climb +1 1 3 +3 -6 +0
Craft ( ) +2 0 Y +2 +0
Diplomacy +1 0 0 +1 +0
Disable Device 0 0 +1 -6 +0
Disguise +1 0 0 +1 +0
Escape Artist -5 0 0 +1 -6 +0
Fly -5 0 0 +1 -6 +0
Handle Animal 0 Y +1 +0
Heal +1 0 0 +1 +0
Intimidate +5 1 3 +1 +0
Knowledge (Arcana) 0 0 +2 +0
Knowledge (Dngnrng) +6 1 3 +2 +0
Knowledge (Engnrng) +6 1 3 +2 +0
Knowledge (Geography) 0 0 +2 +0
Knowledge (History) +6 1 3 +2 +1
Knowledge (Local) 0 0 +2 +0
Knowledge (Nature) 0 0 +2 +0
Knowledge (Nobility) 0 0 +2 +0
Knowledge (Planes) 0 0 +2 +1
Knowledge (Religion) 0 0 +2 +0
Linguistics 0 0 +2 +0
Perception +1 0 0 +1 +0
Perform ( ) +1 0 0 +1 +0
Profession ( ) 0 0 +1 +0
Ride -5 0 Y +1 -6 +0
Sense Motive +1 0 0 +1 +0
Sleight of Hand 0 0 +1 -6 +0
Spellcraft 0 0 +1 +0
Stealth -5 0 0 +1 -6 +0
Survival +1 0 Y +1 +0
Swim -3 0 Y +3 -6 +0
Use Magic Device 0 0 +1 +0
===Spell Lists (Known)===
0 Level Level 01 Level 02
* Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name
===Spell Lists (Prepared)===
0 Level Level 01 Level 02
* Spell Name * Spell Name * Spell Name
* Spell Name * Spell Name * Spell Name
===Equipment===
Equipment Cost Weight
Explorer's Outfit 00 lb
Belt Pouch x4 4 gp 2 lb
Scale Mail 50 gp 30 lb
Heavy Wooden Shield 7 gp 10 lb
 Shield Sconce 1 gp .5 lb
Longsword 15 gp 4 lb
Dagger 2 gp 1 lb
Sap 1 gp 2 lb
Sling 00 gp 00 lb
 Bullets (10) 1 sp 5 lb
Backpack 2 gp 2 lb
 Bedroll 1 sp 5 lb
 Pulley 2 gp 10 lb
 Winter Blanket 5 sp 3 lb
 Map Case 1 gp .5 lb
 Crowbar 2 gp 5 lb
 Fishhook 1 sp 00 lb
 Flint and Steel 1 gp 00 lb
 Grappling Hook 1 gp 4 lb
 Hammer 5 sp 2 lb
 Chalk x3 3 cp 00 lb
 Whetstone 2 cp 1 lb
 Waterskin 1 gp 4 lb
 Shovel 2 gp 8 lb
 Sewing Needle 5 sp 00 lb
 Sack 1 sp .5 lb
 Silk Rope 10 gp 5 lb
 Parchment x20 2 gp 00 lb
 Ink (Black) 8 gp 00 lb
 Inkpen 1 sp 00 lb
 Small Steel Mirror 10 gp .5 lb
 Flask 3 cp 1.5 lb
 Torch x2 2 cp 2 lb
 Cold Weather Outfit 8 gp 7 lb
 Traveler's Outfit 1 gp 5 lb
 Soap 5 sp 1 lb
 Rations x7 3.5 gp 7 lb
 Magnet 5 sp .5 lb
 Iron Spike x2 1 sp 2 lb
 Bell 1 gp 00 lb
 String 1 cp 0.5 lb
 Drill 5 sp 1 lb
 Saw 4 cp 2 lb
 Total Weight: 134.5 lb
 Light Medium Heavy 
Max Weight: 0-76 77-153 154-230
===Finances===
PP: 00
GP: 10
SP: 7
CP: 5
Gems/Jewelry/Other:
0000
===Details===
 Size: Medium
 Gender: Male
 Age: 21
 Height: 6'2"
 Weight: 200
Hair Color: Dark Red
 Eye Color: Green
Skin Color: Pale White
Appearance: A young man of bulky build comparable to a Dhalek player with a
 short mess of deep red hair sprouting across his scalp, the tips
 becoming lighter. He wears a sword either at his hip or on his
 back. Of his face, he has well defined cheekbones and a round
 nose. His eyebrows tend to grow in thick, he keeps his face
 trimmed down to a small goatee, and freckles begin to pop up on
 his body under the neck, sticking mostly to the trunk. He has a
 scar on his right shoulder in the shape of an oak leaf.
 Demeanor: Friendly, yet domineering. Ember keeps a courageous attitude,
 never gives up without a fight, and will prove right over wrong if
 it kills him. He doesn't mind joining in groups, but he expects
 everyone to pull their own weight. He often considers obscure
 approaches to problems to complete his goals.
===Background===
An orphan, Ember's family were casualties of war with Rorn, their house torched to the ground and the bodies with them. Ember's father whisked him off to a soldier's feet and let the army decide what to do with him. Left with a simple scorched piece of paper marked only with the letter S and an infant, the soldiers gave the child to a willing family back in Rorn to raise. The Kaisers were a family of blacksmiths and raised the child Siegfried (filling in the S themselves) in their craft as well as teaching him the arts of warfare. Called Ember for his unusual red hair in the family and his spitfire attitude, Siegfried learned to craft armaments and how to fight with them, and eventually served a short term in the military to obtain citizenship. Now, he sets out as an adventurer and bounty hunter, prepared to handle new challenges by the blade and obtain riches and notoriety for himself.
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen)
 = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (April, 22, 2011) (SJRSamurai, non-judge) level 1
*Approval (April 22, 2011) (HolyMan) level 1
Category:Approved Characters