Bartholemew Sebastian Kanrik    
CHARACTER NAME PLAYER CAMPAIGN
3 Rogue Cheetah Anthro Chaotic Good
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

14 +2

HP
hit points

17     30ft.

DEX
dexterity

16 +3

AC
armor class

17 = 10 + 4 + 0 + 3 + 0 + 0 + 0 + 0

CON
constitution

10 +0 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

14 +2

TOUCH
armor class

13

FLAT-FOOTED
armor class

14
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  Appraise¤ int 2 = 2 + 0 + 0
  Balance¤ dex 3 = 3 + 0 + 0
  Bluff¤ cha 6 = 3 + 3 + 0
  Climb¤ str 2 = 2 + 0 + 0
  (cc)Concentration¤ con 0 = 0 + 0 + 0
  Craft¤ int 2 = 2 + 0 + 0
  Decipher Script int 5 = 2 + 3 + 0
  Diplomacy¤ cha 3 = 3 + 0 + 0
  Disable Device int 6 = 2 + 4 + 0
  Disguise¤ cha 4 = 3 + 1 + 0
  Escape Artist¤ dex 3 = 3 + 0 + 0
  Forgery¤ int 2 = 2 + 0 + 0
  Gather Information¤ cha 3 = 3 + 0 + 0
  (cc)Handle Animal cha 3 = 3 + 0 + 0
  (cc)Heal¤ wis 1 = 1 + 0 + 0
  Hide¤ dex 7 = 3 + 4 + 0
  Intimidate¤ cha 3 = 3 + 0 + 0
  Jump¤ str 2 = 2 + 0 + 0
  (cc)Knowledge (arcana) int 3 = 2 + 1 + 0
  (cc)Knowledge (architecture & engineering) int 3 = 2 + 1 + 0
  (cc)Knowledge (dungeoneering) int 3 = 2 + 1 + 0
  (cc)Knowledge (geography) int 3 = 2 + 1 + 0
  (cc)Knowledge (history) int 3 = 2 + 1 + 0
  Knowledge (local) int 4 = 2 + 2 + 0
  (cc)Knowledge (nature) int 3 = 2 + 1 + 0
  (cc)Knowledge (nobility and royalty) int 3 = 2 + 1 + 0
  (cc)Knowledge (religion) int 4 = 2 + 2 + 0
  (cc)Knowledge (the planes) int 2 = 2 + 0 + 0

WIS
wisdom

13 +1         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

16 +3

INITIATIVE
modifier

+3 = 3 + 0
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

1 = 1 + 0 + 0 + 0 +

REFLEX
dexterity

6 = 3 + 3 + 0 + 0 +

WILL
wisdom

2 = 1 + 1 + 0 + 0 +
BASE ATTACK BONUS 2 SPELL RESISTANCE 0

GRAPPLE
modifier

4 = 2 + 2 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Thundering Rapier +2 4 1d6+4 18-20/x2
RANGE TYPE NOTES
-   2lb, Med, dual wielding,
ATTACK ATTACK DAMAGE CRITICAL
Dagger 2 1d4+1 19-20/x2
RANGE TYPE NOTES
10   1lb, Med, dual wielding,   (cc) crossclass skill
¤ can be used untrained
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Chain shirt armor (masterwork)   25 Thundering Rapier +2   2
Artisan's outfit   4 Backpack (empty)   2
Bedroll   5 2 x Candle   0
2 x Dagger   2 Flask   0
3 x Pouch, belt   9 5 x Rations, trail (per day)   5
Rope, silk (50 ft.)   5 Soap (per lb.)   1
Tent   10 Thieves tools   1
3 x Torch   3 Traveler's outfit   5
Whetstone   1 Whip   2
   
   
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  Listen¤ wis 5 = 1 + 4 + 0
  Move Silently¤ dex 7 = 3 + 4 + 0
  Open Lock dex 7 = 3 + 4 + 0
  Perform (Keyboard instruments)¤ cha 5 = 3 + 2 + 0
  Perform (Sing)¤ cha 4 = 3 + 1 + 0
  Profession wis 1 = 1 + 0 + 0
  (cc)Ride¤ dex 3 = 3 + 0 + 0
  Search¤ int 4 = 2 + 2 + 0
  Sense Motive¤ wis 1 = 1 + 0 + 0
  Sleight of Hand dex 6 = 3 + 3 + 0
  (cc)Speak Language int 2 = 2 + 0 + 0
  (cc)Spellcraft int 2 = 2 + 0 + 0
  Spot¤ wis 5 = 1 + 4 + 0
  (cc)Survival¤ wis 1 = 1 + 0 + 0
  Swim¤ str 2 = 2 + 0 + 0
  Tumble dex 3 = 3 + 0 + 0
  Use Magic Device cha 4 = 3 + 1 + 0
  Use Rope¤ dex 3 = 3 + 0 + 0
        =   +   +  
        =   +   +  
        =   +   +  
1-58lb. 59-116lb. 117-175lb. 175lb. 350lb. 350lb.   PLATINUM 2
  GOLD 6
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 7
COPPER 9
FEATS, LANGUAGES & ABILITIES
       
Feats Rogue abilities    
Two-Weapon Fighting Sneak attack +2d6    
Dodge Trap sense +1    
Run Evasion    
Armor Proficiency (light) Trapfinding    
       
Languages Cheetah Anthro abilities    
Celestial 4 legged running    
Undercommon Low light vision    
Common      
Felid      
Appearance, Traits + Disadvantages

Bart is highly attractive, with flowing hair and soft yellow fur, speckled with black spots. His tail is just slightly more bushy than most cheetahs. He is lithe of form and frame, his underside a brilliant white color, the tip of his tail trimmed in black. Bart's most distguishing feature are his aurburn eyes, which seem to glow softly with an inner passion. He wears a long cloak to obscure himself, complete with hood. Although it does make him look rather suspicious, he also carries no apparent weapons, his daggers hidden in his sleeves and his whip hidden behind his back. Bart is friendly, if somewhat fixated on gold. He has a genuine mischievious side at times, but has been so thoroughly decieved by Gustav that he thinks of little else besides gold. If he could be shown the truth, likely he would become much more pleasant, something of a happy jokester.

History

Parents, Leopold Kanrik, Jessabella Morgance Both are priests at an isolated cathedral, located not surprisingly, in the region Bart's race hails from. His parents are simple priests, doing their part to ensure the continuation of knowledge and good will. They do normal priestly things, like contribute money to the poor, help refugees, etc. They taught Bart the history of their people and their region. Unfortunately, young Bart was also taught by some of the other priests of the cathedral, many of whom were not as morally righteous as his own parents. They filled Bart's head with stories of how the region used to be much stronger, until a great war swept through, and left them struggling. Bart heard that story at every interval, and group up wanting nothing more than to restore the power and dignity he feels his people have been robbed of. The wicked priests have instilled in him a love of gold, which they manipulatively told him would help their people. Gather enough gold for them, and they would be able to help everyone. It put Bart in a tricky position, knowing that stealing is wrong, but also with a burning desire to help those he believes have not had their due. Eventually, Bart was turned by the silk tongue of a priest named Gustav, and became a thief, stealing and raiding right under his parent's noses. He sends most of what he manages to pillage back to Gustav, the foul corrupter giving Bartholemew praise, and telling stories of how it is helping the people. In reality, Gustav and his wicked priests keep the money for themselves, urging Bart to remain out adventuring, so he does not return and see the truth.

Goals

Bart foolishly believes that he is out helping his people by stealing things left and right. But truthfully, what he is doing would break his parents heart, and he struggles with that. Assuming he finds out the truth, it would take an act of god to save Gustav from Bart's righeous fury. But with his infamy and the price on his head growing everday, Bart plays a dangerous game. Will his parents learn of his deeds? Will Gustav be exposed as the foul money worshipper he is?

ATTACK ATTACK DAMAGE CRITICAL
Dagger 4 1d4+2 19-20/x2
RANGE TYPE NOTES
10   1lb, Med,
 
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ATTACK ATTACK DAMAGE CRITICAL
Whip 0 1d2+3 20/x2
RANGE TYPE NOTES
15   2lb, Med, twohanded wielding,
 
ATTACK ATTACK DAMAGE CRITICAL
       
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