Zyren+Sheet

Character Sheet

 * Race** - 1/2 elf
 * Class -** Fighter (7)
 * Level** - 10 = 7 / 3
 * Prestige Class -** [|Horizon Walker] (3)
 * Heroic Path -** Steelblooded
 * Alignment** - Neutral Good

Str - 17 (+3) Dex - 16 (+3) Con - 15 (+2) Int - 14 (+2) Wis - 12 (+1) Cha - 13 (+1)**
 * __Abilities and Modifiers__


 * HP = 114

AC =** +13 no armour +19 with armour (Mythril Shirt, & MW Buckler +1)

- Melee +13/+8**
 * __Base Attack Bonus__ +10/+5
 * **+2 Two-Bladed Sword -** (2 Att.) +16/+11/+6 1d8+7 dmg (17-20/x2) (+2 att. Greater Weapon Focus, +2 dmg Weapon Specialization, -1 penalty for Steelblood Skilled Warrior)


 * - Ranged +13/+8**


 * **MW Short Bow -** (2 att.) +13/+8 1d6 dmg (x3) (60 feet)
 * **Daggers** - (2 att.) +13/+8 1d4 dmg (19-20/x2) (10 feet)


 * Initiative + 3

Speed = 30**

Reflex + 5 Will + 4**
 * __Saves__**
 * Fort + 10


 * __Feats__**
 * - Endurance (+4 bonus on checks or saves to resist nonleathal damage)
 * - Diehard (remain conscious at -1 to -9)
 * - Exotic Weapon Proficiency (Two-Bladed Sword)
 * - Two-Weapon Fighting (reduce penalties by 2)
 * - Power Attack (trade attack bonus for damage)
 * - Cleave (Extra melee attack after dropping target)
 * - Mounted Combat
 * - Ride by Attack (move before and after mounted charge)
 * - Improved Critical (Two-bladed Sword)
 * - Weapon Focus (Two-Bladed Sword) (+1 attack roll)
 * - Weapon Specialize (Two-Bladed Sword) (+2 damage)
 * - Greater Weapon Focus (Two-Bladed Sword) (+1 attack roll)

__**Special Abilities**__ (all including racial and class)
 * Half Elf
 * - immune to sleep spells
 * - +2 to save vs enchant
 * - low light vision
 * - +1 to listen, Search & Spot
 * - +2 to diplomacy and Gather Info
 * - Elven blooded
 * - Steelblooded
 * - Offensive tactics +2
 * - Stratigic blow (DR 9)
 * - Skilled Warrior (2) (take half normal penalties)
 * - Fighting Defensively
 * - Two weapon Fighting
 * - Horizon Walker
 * - Terrain Mastery (Mountains)
 * - Terrain Mastery (Plains)
 * - Terrain Mastery (Forest)

__**Skills**__
 * Appraise + 2
 * Balance + 10
 * Bluff + 1
 * Climb + 3
 * Concentration + 2
 * Craft + 2
 * Craft + 2
 * Decipher Script + 2
 * Diplomacy + 10
 * Disable Device + 2
 * Disguise + 1
 * Escape Artist + 3
 * Forgery + 2
 * Gather Information + 3
 * Handle Animal + 6
 * Heal + 1
 * Hide + 5
 * Intimidate + 1
 * Knowledge (Geography), + 10
 * Knowledge, + 2
 * Knowledge, + 2
 * Knowledge, + 2
 * Listen, + 5
 * Move Silently + 3
 * Perform + 1
 * Profession, + 1
 * Ride + 7
 * Search + 3
 * Sense Motive, + 6
 * Sleight of Hand, + 3
 * Spellcraft, + 2
 * Spot, + 5
 * Survival + 4 (+2 synergy for getting lost or falling)
 * Swim + 3
 * Tumble + 3
 * Use Magic Device + 1
 * Use Rope + 3


 * __Languages__**
 * - Common (Sylverna)
 * - Elven
 * - Draconic


 * __Items__**


 * **In Back Pack** -
 * flint & steel
 * waterskin
 * cold weather outfit
 * explorers outfit
 * blanket
 * soap
 * whetstone
 * 8 (50) gp notes
 * 25 gp
 * flask of liquor
 * **On Person** -
 * **Usually Wearing** -
 * belt pouch 79gp, 5sp, 4cp
 * travelers outfit
 * flask (full of Ale)
 * Cloak, regular
 * Cloak of Displacement Minor
 * Cure Light Wound Wand (in boot)
 * **Armor** -
 * Mythril Shirt
 * MW Locked Gauntlets
 * MW Buckler (magically enhanced +1)
 * **Weapons** -
 * +2 Two-Bladed Sword (Wounding & Shocking Burst)
 * **(R) Shocking Burst**: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit. Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.
 * **(L) Wounding**: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.
 * MW Shortbow
 * 60 bolts
 * daggers
 * **Items** -
 * **Rations** -
 * 200 gp Sylverna Bank in Ivycrest
 * 1000 gp Sylverna Bank in Bel Aman'dur
 * 1000 gp Sylverna Bank in Oriscina
 * 1000 gp Sylverna Bank in Kyar
 * **On Horse -**
 * **In Saddle Bags** -
 * map case w/2 maps
 * 50ft silk rope
 * Waterskin
 * bedroll
 * 5 days of feed
 * 8 (50 gp) in notes
 * 25 gp
 * Bullseye latern
 * Tent
 * **At Home** -
 * **In Saddle Bags** -
 * map case w/2 maps
 * 50ft silk rope
 * Waterskin
 * bedroll
 * 5 days of feed
 * 8 (50 gp) in notes
 * 25 gp
 * Bullseye latern
 * Tent
 * **At Home** -
 * **At Home** -


 * __Animal Companion's Stats__

Name** - Rebel
 * Race** - Heavy Warhorse

Str - 18 (+4) Dex - 13 (+1) Con - 17 (+3) Int - 2 (-4) Wis - 13 (+1) Cha - 6 (-2)**
 * __Abilities and Modifiers__


 * HP = 44** (4d8+12 HD)


 * AC +14** (-1 Size, +1 Dex, +4 Natural)

Damage - Hoof 1d6+4
 * Weapons - 2 hooves +6 melee; Bite 1d4+2

Initiative +1

Speed = 50

__Saves__ Fort +7 Reflex +5 Will +2

__Feats__**
 * - x


 * __Special Abilities__**
 * **-** Scent
 * - Carrying Capacity
 * - up to 450 pounds max.
 * - can drag up to 2,250 pounds


 * __Skills__**
 * **-** Listen +7
 * **-** Spot +7


 * __Languages__**
 * **-** x


 * __Items__**
 * **-** Bit and Bridle
 * **-** Military Saddle
 * - Saddle bags
 * - blanket
 * - Barding MW Chainmail

Description - These animals are similar to heavy horses, but are traned and bred for strength and aggression.

Combat - A heavy warhorse can fight while carrying a rider, but the rider cannt also attack unless he or she succeeds at a Ride Check (DC 10).

http://www.d20srd.org/srd/prestigeClasses/horizonWalker.htm