Yep. You know the drill. Just copy-paste your character sheet here. Preferably in one post. Like this. Maybe. :P
====
Name: Joshua Wren
Height/Weight/Age: 5'7/58kg/21
Race: Human
Class: MUNCHKIN
Alignment: ...SOMETHING Good.
-Stats-
STR: (24)[+7]
DEX: (20)[+5]
CON: (20)[+5]
INT: (18)[+4]
WIS: (18)[+4]
CHA: (14)[+2]
HP:30 HP
AC:(23)=10+[+5]+{+4}+{+4}
[Saves]
Fortitude:(10)=3+[+6]
Reflex:(5)=3+[4]
Will:(3)=3+[+2]
BAB:4
Move-Speed: 30ft. 20 while wearing Heavy Armor.
----
Equipment
Light Chain-Mail Shirt: +4 AC, ACP -1, 15lbs.
Light Long-Sword - 2d6, 19-20 Crit/x2, 'Two Handed'.
Gear: Travelling Backpack, sleeping roll, hand-charged/kinetic torch, Nintendo DSi (IMPORTANT), Lunch Box with 4 days of food and water, matches and a few books.
...Starts with a grand total of ZERO Gold.
====
Feats, Skills, EXTRA Stuff~
----
...He has no real class, so he gets feats every second level instead of every third. So, 4 Feats, plus 3 Bonus Feats from his flaws.
[Feats]
Improved Initiative - Joshua gets a +4 to Initiative Rolls.
Cleave - If Joshua slays a creature (i.e. it hits 0HP or dies) in melee, he can immediately make a melee attack with the same weapon and at the same attack bonus against a creature within attack reach. This ability may be used once per round.
Great Cleave - The same as Cleave, only there's no limit. If Joshua drops a monster and another's in range, he may attack it and if he kills THAT...you get the idea.
Power Attack - On his round before making an attack, Just may choose a number to subtract from all melee attacks rolls and add it to his damage (2X damage bonus, using a one-handed weapon with two hands) until his next round. The number X may be no more than his Base Attack Bonus.
Dodge - Each turn, Joshua may pick a foe and gain a +1 to AC in dodging that foe's attacks.
Mobility - Joshua gets a +4 dodge bonus to AC against attacks of opportunity caused when he moves in or out of said areas. If his DEX Modifier isn't usable (ie, he's flat-footed), he doesn't get this +4 to AC.
Diehard - ...I think we know what this does by now. :P
[FREE Feats]
Weapon Focus - Joshua gets a +1 to all Attack Rolls involving any type of swords.
Weapon Specialization - Joshua gets +2 to damage rolls if they involve sword-based attacks.
----
[SKILLS]
Joshua's skills consist of Appraise, Balace, Bluff, Climb, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim and Use Rope.
C-Appraise - 3
C-Balance - 5
C-Bluff - 5
C-Climb - 5
C-Diplomacy - 4
C-Gather Information
C-Heal - 5
C-Hide - 4
C-Intimidate
C-Jump - 4
C-Listen - 5
C-Move Silently - 3
C-Search - 5
C-Sense Motive - 4
C-Spot - 5
C-Survival - 3
C-Swim - 3
C-Use Rope - 1
He gets 4+4 x 4 = 32 + 4 + 24 = 60 Skill points.
[EXTRA]
Stick To What You Know - Joshua is restricted to using one-handed swords with two hands. In exchange, he gets Weapon Focus and Weapon Specialization for one-handed swords of all types for free.
Not Exactly Healthy Living - Joshua automatically gets a 6(5, actually.) with his HP die roll. However, he DOES NOT get to add his CON modifier to this total.
Can't Quite Catch Up - Every 4th Level, where everyone may add +1 to an Attribute, Joshua cannot do so.
And Then Joshua Was A GM - ...Unless Joshua reaches Level 20, don't worry about this one. <_<
[FLAWS]
THE MUNCHKIN GENE - If Joshua rolls a Failure, he may roll again. Regardless of the result, he must take this second roll, for better or worse. (Although if he rolls a 20, he doesn't get a Critical Hit on an attack.)
Fleet, But Frail - Joshua gains a bonus +2 to his AC, however, he gets 1 less HP every time he levels up.
Asperger's Syndrome (Modified) - Joshua gets a +4 to a skill of his choice that ignores the Level Cap. However, he suffers a -3 penalty to Sense Motive and Diplomacy checks.
LUCKY BASTARD - Joshua gains a further +4 to his AC. Although as, a result, he takes a permanent -2 penalty to Diplomacy & Gather Information checks, and a -2 circumstance penalty to Disguise checks since people his luck doesn't extend to people skills or dressing up.
Comfort Object - Joshua kind of needs his DSi to feel secure in this world (or anywhere else, really). Any time he tries to sleep without it, must make a Will save (DC 10 + half his CHA Modifier) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor. Also, if the object in question is taken away mid-battle, he enters 1d3 rounds of panic. ...He gets one Feat of his Choice for this flaw.
Verbal Tic - Joshua must speak and act pretty much like his player does. If he fails to do so, horrible...things will happen to him. But funny ones, too. He gets a Feat for this.
Acrophobia - Basically, See this link. Joshua gets another feat, yup.
====
Name: Joshua Wren
Height/Weight/Age: 5'7/58kg/21
Race: Human
Class: MUNCHKIN
Alignment: ...SOMETHING Good.
-Stats-
STR: (24)[+7]
DEX: (20)[+5]
CON: (20)[+5]
INT: (18)[+4]
WIS: (18)[+4]
CHA: (14)[+2]
HP:30 HP
AC:(23)=10+[+5]+{+4}+{+4}
[Saves]
Fortitude:(10)=3+[+6]
Reflex:(5)=3+[4]
Will:(3)=3+[+2]
BAB:4
Move-Speed: 30ft. 20 while wearing Heavy Armor.
----
Equipment
Light Chain-Mail Shirt: +4 AC, ACP -1, 15lbs.
Light Long-Sword - 2d6, 19-20 Crit/x2, 'Two Handed'.
Gear: Travelling Backpack, sleeping roll, hand-charged/kinetic torch, Nintendo DSi (IMPORTANT), Lunch Box with 4 days of food and water, matches and a few books.
...Starts with a grand total of ZERO Gold.
====
Feats, Skills, EXTRA Stuff~
----
...He has no real class, so he gets feats every second level instead of every third. So, 4 Feats, plus 3 Bonus Feats from his flaws.
[Feats]
Improved Initiative - Joshua gets a +4 to Initiative Rolls.
Cleave - If Joshua slays a creature (i.e. it hits 0HP or dies) in melee, he can immediately make a melee attack with the same weapon and at the same attack bonus against a creature within attack reach. This ability may be used once per round.
Great Cleave - The same as Cleave, only there's no limit. If Joshua drops a monster and another's in range, he may attack it and if he kills THAT...you get the idea.
Power Attack - On his round before making an attack, Just may choose a number to subtract from all melee attacks rolls and add it to his damage (2X damage bonus, using a one-handed weapon with two hands) until his next round. The number X may be no more than his Base Attack Bonus.
Dodge - Each turn, Joshua may pick a foe and gain a +1 to AC in dodging that foe's attacks.
Mobility - Joshua gets a +4 dodge bonus to AC against attacks of opportunity caused when he moves in or out of said areas. If his DEX Modifier isn't usable (ie, he's flat-footed), he doesn't get this +4 to AC.
Diehard - ...I think we know what this does by now. :P
[FREE Feats]
Weapon Focus - Joshua gets a +1 to all Attack Rolls involving any type of swords.
Weapon Specialization - Joshua gets +2 to damage rolls if they involve sword-based attacks.
----
[SKILLS]
Joshua's skills consist of Appraise, Balace, Bluff, Climb, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim and Use Rope.
C-Appraise - 3
C-Balance - 5
C-Bluff - 5
C-Climb - 5
C-Diplomacy - 4
C-Gather Information
C-Heal - 5
C-Hide - 4
C-Intimidate
C-Jump - 4
C-Listen - 5
C-Move Silently - 3
C-Search - 5
C-Sense Motive - 4
C-Spot - 5
C-Survival - 3
C-Swim - 3
C-Use Rope - 1
He gets 4+4 x 4 = 32 + 4 + 24 = 60 Skill points.
[EXTRA]
Stick To What You Know - Joshua is restricted to using one-handed swords with two hands. In exchange, he gets Weapon Focus and Weapon Specialization for one-handed swords of all types for free.
Not Exactly Healthy Living - Joshua automatically gets a 6(5, actually.) with his HP die roll. However, he DOES NOT get to add his CON modifier to this total.
Can't Quite Catch Up - Every 4th Level, where everyone may add +1 to an Attribute, Joshua cannot do so.
And Then Joshua Was A GM - ...Unless Joshua reaches Level 20, don't worry about this one. <_<
[FLAWS]
THE MUNCHKIN GENE - If Joshua rolls a Failure, he may roll again. Regardless of the result, he must take this second roll, for better or worse. (Although if he rolls a 20, he doesn't get a Critical Hit on an attack.)
Fleet, But Frail - Joshua gains a bonus +2 to his AC, however, he gets 1 less HP every time he levels up.
Asperger's Syndrome (Modified) - Joshua gets a +4 to a skill of his choice that ignores the Level Cap. However, he suffers a -3 penalty to Sense Motive and Diplomacy checks.
LUCKY BASTARD - Joshua gains a further +4 to his AC. Although as, a result, he takes a permanent -2 penalty to Diplomacy & Gather Information checks, and a -2 circumstance penalty to Disguise checks since people his luck doesn't extend to people skills or dressing up.
Comfort Object - Joshua kind of needs his DSi to feel secure in this world (or anywhere else, really). Any time he tries to sleep without it, must make a Will save (DC 10 + half his CHA Modifier) or be fatigued the next day due to a restless night. This fatigue stacks and may result in exhaustion if combined with another fatigue factor. Also, if the object in question is taken away mid-battle, he enters 1d3 rounds of panic. ...He gets one Feat of his Choice for this flaw.
Verbal Tic - Joshua must speak and act pretty much like his player does. If he fails to do so, horrible...things will happen to him. But funny ones, too. He gets a Feat for this.
Acrophobia - Basically, See this link. Joshua gets another feat, yup.