I considered taking a rank in Knowledge (Religion), but then I thought Mykael's faith does not come so much from his knowledge of the religion, and really beyond the basics he wouldn't have a great deal of information regarding the the things covered by this skill such as mythic history, ecclesiastic tradition, etc.
As a paladin I figured that his power would come from his zeal toward the goddess rather than his knowledge/understanding of the Church's rituals, doctrine, etc. He knows how he feels and that he believes that the goddess is calling him to her service, but he he doesn't really know a great deal about the faith beyond that which would be commonly known to most people; At least that's how I interpret it.
I took Handle Animal because he has spent a little time anyway with his horse and might be learning how to work with it and begin to train the animal. I took sense motive since it would help him discern the motivations/motives of those he interacts with (Relating the acquisition of this skill to some of the time he spent with Piter and Burke).
I try to put ranks in skills that my character has used or may have been exposed to, and beyond the core code that Brother Haines presented I just didn't feel that Mykael had been significantly exposed to any knowledge of religion at this point. I hope this is ok?
That's sensible enough. Note that Brother Haines is/will be teaching Mykael for 3 days and nights. 1 rank isn't all that much (Especially considering 0 intelligence bonus).
So add that 1 missing hit point. And I neglected to notice your Favoured Class Bonuses. At level 1 you pick a favoured class (Fighter or Paladin). You pick one hit point or one skill rank (Or even a racial bonus as listed on the Human race) but only when you take a level of the chosen class.
Icon has suggested "Huntmaster" as a skill Zork should acquire. I really dislike the leveling up procedure as there is too many things to take into account so i'm looking for tips. Can anyone look at my sheet and tell what else I should / can upgrade within the limits of moving to level 5?
Firstly, I forgot to remind you about your ability score increase at level 4. You mentioned increasing Strength up to 18, but it was only recorded in the longsword attack on the character sheet. It affects so many other things which we can update in a few posts' time.
So straight up, could you update your XP to 10009 and Strength 18 (+4), just for now.
First increase HP by 6 + constitution modifier.
You also gain skill points like so: 2 + intelligence from Fighter and an extra 1 from Human. Remember the maximum ranks in a skill is equal to your level. Currently the totals you have are correct, but all the pluses don't add up. If you pick the 3 skill ranks you want (Or put all your ranks into Handle Animal maybe?) I can correct and shorten the list for you to copy.
Then pick your Favoured class bonus of 1 extra HP or 1 extra skill rank.
Following the class progression table for a fighter, Zork's BAB increases by 1 to +5. This affects melee and ranged attacks as well as CMB and CMD.
Saves remain the same as level 4, but it seems that you haven't updated them since the start.
Next, gain Class Features. I can't see these recorded except at the very bottom where you've written "1 bonus combat feat". You should have more abilities, Bravery +1 and Armor Training 1. At fifth you gain the fighter's Weapon Training. Pick one group/category of weapons for a bonus. I'm sure you can find the rules for exactly what these abilities do.
And following the table for Character Advancement and Level-Dependant Bonuses you gain one more feat (Of any kind) at level 5. There are a lot of choices there, I recommend searching online for "Pathfinder guide to fighters". There's also one feat you neglected to take last level.
I can't check items and money until I update my spreadsheet, and I've been lazy in that regard. We'll deal with that in a few days if you don't mind.
If anything is even slightly unclear, just ask.
AC: 18 touch: 14 flat-footed:14
HP: 29
Initiative: 5
CMB: 3
CMD: 16
Fort: 4 Ref: 6 Will: 4
Strength: 10 +0
Dexterity: 16 +3
Constitution: 14 +2
Intelligence: 10 +0
Wisdom: 16 +3
Charisma: 6 -2
Craft(Firearms): 7
Craft(Alchemy): 7
Perception: 9
Sense Motive: 4
Survival: 9
Musket: +6(+7 at 30ft or less) 1d12(+1 at 30ft or less) 40ft range B&P 20/x4
Feats:
Gunsmithing
Rapid Reload(Musket)
Point-Blank Shot
Precise Shot
Racial Abilities:
Darkvision 60ft
+4 dodge to AC against Giant type
+2 to appraise with nonmagical precious metals and gems
+1 to attack against orcs and goblinoids
+2 to saves against poisons, spells, and spell-like abilities
+4 to CMD to resist bull rush and trip
+2 to perception for stonework
Class Features:
Grit(3/day) nimble +1 quick clear
Steady Aim
Deadeye
Gunslinger's Initiative
Pistol whip
Fast Musket
Favored Class(Misfire chance x3)
Traits:
Unlearned(Arcana)
Adopted
Rich Parents
World Traveler(Sense motive)
Brigand unblemished barrel
I placed the +5 on hit points and the +2 half elven to the strength ability so that is a plus 2 now being 15. I put mobility on White Fang and modified the melee and ranged attack bonuses. Plus modified the AC by 1 and touch by 1 for the dodge feat.
Theaton
Male Half-Elf Ranger 5 | [Neutral Good]
Description
Age 23
Looks Blonde hair, Blue eyes
Height/Weight 5' 6" Tall, 145 lbs. (Medium)
Representing Kntoran
Strength 15 (+2) Hit Points: 44 Current HP: 44
Dexterity 12 (+1)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 10 (+0)
Initiative +1 +2 +1 = 4 (Dexterity, elvan reflex and survivor)
Skill focus will be tracking.
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics*+1 = [Dexterity] 1+0+0
Appraise+0 = INT 0+0+0
Bluff+0 = [Charisma] 0+0+0
Climb*+8 = [Strength] 1+4+3
Craft+0 = INT 0+0+0
Diplomacy+0 = [Charisma] 0+0+0
Disable Device*" +1 = [Dexterity] 1+0+0
Disguise+0 = [Charisma] 0+0+0
Escape Artist*+1 = [Dexterity] 1+0+0
Fly*+1 = [Dexterity] 1+0+0
Handle Animal" +1 = [Charisma] 0+1+0
Heal+2 = [Wisdom] 2+0+0
Intimidate+0 = [Charisma] 0+0+0
K (Arcana)" +0 = INT 0+0+0
K (Dungeoneering)" +8 = INT 0+5+3
K (Engineering)" +0 = INT 0+0+0
K (Geography)" +0 = INT 0+0+0
K (History)" +0 = INT 0+0+0
K (Local)" +0 = INT 0+0+0
K (Nature)" +8 = INT 0+5+3
K (Nobility)" +0 = INT 0+0+0
K (Planes)" +0 = INT 0+0+0
K (Religion)" +0 = INT 0+0+0
Linguistics" +0 = INT 0+0+0
Perception+8= [Wisdom] 3+3+0+2 [half-elf]
Perform+0 = [Charisma] 0+0+0
Profession" +4 = [Wisdom] 3+1+0
Ride+1 = [Dexterity] 1+0+0
Sense Motive+4 = [Wisdom] 3+0+1
Sleight of Hand*" +1 = [Dexterity] 1+0+0
Spellcraft" +0 = INT 0+0+0
Stealth*+7 = [Dexterity] 1+3+3
Survival+14 = [Wisdom] 3+5+3+3
Swim*+7 = [Strength] 1+3+3
Use Magic Device" +0 = [Charisma] 0+0+0
* Armor Check Penalty -3
" Trained Only
Equipment
Bedroll
Blanket
Trail rations 14 days
50' rope
Quiver for arrows 2 score cap.
Backpack
Flint/steel
Traits:
Armor Expert
You have worn armor as long as you can remember, either as part of your training
To become a knight's squire or simply because you were seeking to emulate a hero.
Your childhood armor wasn't the real thing as far as protection, but it did
Encumber you as much as real armor would have, and you've grown used to moving in
Such suits with relative grace. When you wear armor of any sort, reduce that
Suit's armor check penalty by 1, to a minimum check penalty of 0.
Elven Reflexes (Half-Elf)
One of your parents was a member of a wild elven tribe, and you've inherited
A portion of your elven parent's quick reflexes. You gain a +2 trait bonus
On initiative checks.
Survivor
Years of living in violent squalor have sharpened your senses and given you
An ardent distrust of humanity. You gain a +1 trait bonus to initiative and
Sense Motive checks. Sense Motive is always a class skill for you.
Base Speed [ 30 (6 sq.) ]
AC [17] = 10 +4 [Chain Shirt] +1 [MWLight Steel Shield] +1 [[Dexterity]+1 for dodge]
Touch AC [12] Flat-Footed [15]
Base Attack Bonus +5
Basic Melee Attack +6 (+7 for MW long sword)
Basic Ranged Attack +6
Weapon Attack Bonus Critical
MW Long Sword +1 19-20X2
Type range ammo damage
Martial melee none 1d6 s 1d8 m
Weapon Attack Bonus Critical
MW Composite Long Bow +2 X3
Type Range Ammo Damage
Martial 100 ft arrows(40) 1d6 s 1d8 m
Fortitude Save +5 = 4 [base] +1 [Con]
Reflex Save +5 = 4 [base] +1 [[Dexterity]]
Will Save +4 = 1 [base] +3[[Wisdom]]
CMB +6 = 5 [BAB] +1 [[Strength]] +0 [size]
CMD +17 = 10 +5 [BAB] +1 [[Strength]] +1 [[Dexterity]] +0 [size]
Feats
Light Armor Proficiency
Medium Armor Proficiency
Endurance
Diehard
Dodge
Martial Weapon Proficiency
Rapid Shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency
Notes:
Carrying Capacity
Light Load: 66lbs.
Medium Load: 133lbs.
Heavy Load: 200lbs.
Lift Over Head: 200lbs.
Lift Off Ground: 400lbs.
Push or Drag: 1,000lbs.
Languages
Common
Elven
Ranger Spells Per Day Bonus Spells + 1 1st, +1 2nd, +1 3rd
1St level spells: 2 (1 +1)
2nd level: -
3rd level: -
4th Level: -
Special Abilities
Half-Elf
Low-Light Vision
Adaptability: Skill Focus (Bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects.
Elven Immunities: Immune to magic sleep. +2 to saves vs. Enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes.Bonus Languages: Any (Except secret languages)
Ranger
Combat style: Archery Took the rapid shot feat for my first combat style feat.
Track
Wild Empathy
2 Favored Enemies: humanoid-gobliniod; Humanoid- reptilian
1 Favored terrain: Forest
Hunters Bond
Boots of Elvinkind
Gold: 1,617 gold 6 silver
Experience Points 10,729
1st level spells:
Alarm, Animal Messenger, Calm Animals, Charm Animals, Delay Poison, Detect animals or plants, Detect Poison, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic fang, pass without trace, Read magic, Resist energy, Speak with animals, Summon nature’s ally I.
White Fang
Size Medium; HP: 16 Speed 50 ft.; AC: 14 +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Strength 13, Dexterity 15, Con 15, Int 2, Wisdom 12, Charisma 6; Special Qualities low-light vision, scent.
HD 3 BAB: +2 Fort: +3 Ref: +3 Will: +1 Skills: 3 (Jump: 1, Track: 1, Survival: 1) Feats: 2 (Dodge, Mobility) Natural armor bonus: +0 Strength/Dexterity bonus: +0 Bonus tricks: 1 Special: Link/share spells