View Single Post
Old 19th June 2008, 08:18 PM   #5 (permalink)
Scott DeWar
Registered User
 
Scott DeWar's Avatar
 
Join Date: Feb 2007
Location: columbia, missouri, u.s. of a.
Posts: 1,428
Scott DeWar Goblin Sharpshooter (Lvl 2)
Gerard Hampton

personal Information
Code:
sorcerer 6/rogue 2/fighter 2/PRC: Eldrich Knight 2

Str   12  +1   4 pt  Hp:76 
Dex   15  +2   8 pt  Exp:66,000
Con   14  +2   6 pt  BAB:+8/+5
Int   15  +2   8 pt  Grapple:+9
Wis   12  +1   4 pt  Inititive: +6
Chr   18  +4   8 pt  move 30 feet

Levels 4, 8 and 12 ability increase:
+1 to charisma at each.

Encumbrance:

Carrieing: 43.5 lb

Lite: to 43 lb 

Med: 44 to 86 LB
 
Hvy: 87 to 130 LB

Lift over head: 130 LB

Lift off ground: 260 LB

Push/ drag: 650 LB
COMBAT:
Code:
 

SAVES: base  abil  misc  total
Fort      8    +2     --    +10
Reflex    3    +2     --     +5
will      5    +1     --     +6

special:
Sepulchral vest:+5 Sacred bonus 
on save vs undead effects 

ARMOR:chain mail, mitheral +3

ARMOR CLASS; 22 
TOUCH 17 
FLATFOOTED:  20
add +2 ac vs undead from Choker of Life Protection

Armor stats
type: light bonus: +5 max dex:+4 
spell fail:20% ACP: -2 
Mv: 30   wt: 20 lb
 
armor bonus +5, dex +2, magic +3, ring of protection +2

WEAPONS:
             att    dam    crit    rng  type
Rapier       +12/+7   d6+3  15-20/X2  ---   P
Lt X bow     +11/+6   d8+1  19-20/x2  80    P 
S. Sword     +11/+6   d4+3  19-20/x2  ---   P/S 
Club         +11/+6   d6+3     x2     ---   b
vs undead:   +13/+8  3d6+5                  b
 
Rapier: +1, Keen
X bow bolts: mwk or magic +1(add 1 for +2)
Short sword: +1, 
- spell storing: (disrupt undead, gtr +10d8 vs undead)
club:  +1, Undead bane
SKILLS AND FEATS:
Code:
FEATS:  
Sneak attack (class)
Trap finding (class)
Evasion (class)

Improved Inititive (Human)
2 Weapon fighting (Char lev 1)
2 Weapon Defense (Char lev 3)
Weapon Finesse (Fighter lev 1)
somatic weaponry(Fighter lv 2) -Comp mage pg 47
Practiced Spellcaster(Char lv 6) -Comp arcane pg 82
Acidic splatter(Char Lev 9) -Comp mage pg 37
Weapon focus, rapier (Eldrich Knight lev 1) 
Quick Draw (Char Level 12 ) 

Skill points 105

SKILLS:              Ranks Abil misc total
Appraise  int          +1   +2   --    +3
Balence  dex           +1   +2   --    +3
Bluff  cha             +1   +4   --    +5
Climb  str             +2   +1   --    +3
Conctr  con            +8   +2   --   +10
Dciph Script  int      +2   +2   --    +4
Disable Dev  int       +9   +2   +2   +13
Disguise  cha          +1   +4   --    +5
Esc Art  dex           +1   +2   --    +3
Gath info  cha         +5   +4   --    +9
Hide  dex              +6   +2   --    +8
Jump  str              +5   +1   --    +6
Know: Arcana  int      +5   +2   --    +7
Know: local  int       +2   +2   --    +4
Listen  wis            +8   +1   --    +9
Move silent  dex       +8   +2   --   +10
Open Locks  dex        +8   +2   +2   +12
Ride  dex              +2   +2   --    +4
Search  int            +7   +2   --    +9
Sense Motive  wis      +2   +1   --    +3
Slight of Hand dex     +1   +2   --    +3
Spellcraft  int        +6   +2   +2   +10
Spot wis               +7   +1   --    +8
Swim  str              +1   +1   --    +2
Tumble  dex            +4   +2   +2    +8
Use Mag Dev  cha       +1   +4   +2    +7
Use Rope  dex          +1   +2   --    +3

mwk picks : +2 to opn locks and dis dev

syn:
jump -->    tumble
Know arcana --> spellcraft
spellcraft -->  use mag dev

LANGUAGES: 
Spell Casting
Code:
SPELLS:
 casts spells at: +4 levls from feat (praticed
 spell caster);  + 1 lv from eldrich knight lev 2 
 acid spells cast at lev 12 
 all others: Casts as 11th level

spells per day:     spells kwn:
lv 0: 6 + 0 (ch) = 6     7
lv 1: 6 + 1 (ch) = 7     5
lv 2: 6 + 1 (ch) = 7     3
lv 3: 4 + 1 (ch) = 5     2

SPELL LIST:
* denotes spell compendium

0 level: 00000 0 
Acid Splash
Detect magic
Detect Poisen
Disrupt Undead
Light M: fire fly or pinch of phospherecent moss
Mend
*Launch bolt M: x bow bolt to be fired

1st level: 00000 00
Expeditious retreat
Feather Fall
*low light vision M: a small candle
magic missle
*Persistant Blade F: silvered dagger

2nd level: 00000 00
Melf's acid arrow F: a dart M:pwded rubarb leaf and
 an adder's stomach
Bulls str M: hair or dung of bull
Resist energy

3rd level: 00000
*Disrupt undead, Gtr
*Acid breath M: handfull of fire ants (live or dead)

Special:
Acidic Splatter Feat (Comp mage pg 37):
 with a 2nd lev or higher acid spell you can summon a 
 glob of acid that has a range of 5 ft / lv of highest
 spell available and does 1d6 per level of spell
 available (at spell level 2 or higher)
EQUIPMENT:
Code:
 cost      weight
Chain mail,+3             13,150.00   20.0 lb (A)
Rapier, +1                 8,320.00    2.0 lb (C)
club, +1                   8,300.00    3.0 lb (B)
Xbow, lt                      35.00    4.0 lb (B)
 bolts,mw *50 (7 gp ea)      350.00    5.0 lb (B)
 bolts,+1 *30 (47 gp ea)   1,410.00    3.0 lb (C)
 bolts,+2 *20 (167gp ea)   3,340.00    2.0 lb (C)
S. Sword, +1               8,310.00    2.0 lb (B)
Bedroll                        0.10    5.0 lb (B)
Flint/steel                    1.00    ----   (B)
Grapple                        1.00    4.0 lb (B)
Rope, silk (100')             20.00    5.0 lb (B)
rataions x 7                   3.50    7.0 lb (B)
sunrods x 6                   14.00    6.0 lb (B)
spell comp pouch               5.00    2.0 lb (b)
thieve's tools, mw           100.00    2.0 lb (B)
whetstone                      0.02    1.0 lb (B)
torch                          0.05    5.0 lb (B)
Focus: Candel X 10             0.10     ---   (B)
Belt pouch                     1.00    0.5 lb (A)
Focus: silvered dagger X 2    44.00    4.0 lb (B)
explorer's oputfit             ---      ---   (A)
total 1                   43,404.77 gp

SPECIAL ITEMS: 

Ring of Protection +2               8,000 gp (A)
Body slot: Ring 1    
Ring of Sustance                    2,500 gp (A)
Body slot: Ring 2
Sepulchral vest                     2,000 gp (A)
Body slot: Torso
Gauntlet's of Ghost fighting        4,000 gp (A)
Body slot: Hands
Choker of Life Protection          14,000 gp (A)
Body slot: Throat
Heward's Handy Haversack            2,000 gp (A)
Quiver of "E"                       1,800 gp (A)
bag of holding type I               2,500 gp (A)
Boots of striding & springing       5,500 gp (A)
Body slot: feet
total 2                            42,300 gp

Potions
healthful rest X2                      100 (B)
cure mod wounds X3                     900 (B) 
blur                                   300 (B)
Blessed Bandage X15                    150 (B)
total 3                              1,450 gp

total 1         43,404.77 gp
total 2         42,300.00 gp
total 3          1,450.00 gp   
spent so far:   87,154.77 gp 

Cash:   844gp   11sp   13cp
coins in belt pouch (1 lb) except 820 gp

Location codes:
A = person 43.5 lb
B = heward's 50 lb
C = Quiver 

Master list of equipment special features:

-Bag of holding TypeI wt:15lb cap:250lb 30 ft^3 
 carrieing: 820 gp (16 lb)

-Ring of Sustance no need for food or  water,
 need 2 hours of sleep for  8 hours of rest

-Quiver of Ellohanna Always weighs 2 lb
 Area 51:holds 60 arrows, carries +1 bolts and +2 bolts
 Area 2: holds 18 javalins, Holds Rapier, +1 
 Area 3: holds 6 bows, empty 

-Heward's Handy Haversack 2 X 20 lb cap, 1 X 80 lb cap
 weight: 5 lb, item you want is always on top,
 no AOA to retrieve items

-Short sword +1, spell storing  (disrupt undead, gtr)

-Club +1, undead bane: extra +2 and +2d6 dam vs undead 

-Rapier +1, Keen: Doubles critical threat range

-Chain mail, mitheral, +3  type: light, bonus: +5,
 max dex:+4, sp fail:20%, ACP: -2, Mv: 30, wt: 20 lb

-Sepulchral vest +5 Sacred bonus on saves
  vs undead effects for 1 round, 3 times  per day

-Gauntlets of Ghost Fighting: Ignore miss chance of 
 incorporial undead, +1d6 dam vs  incorporial undead
 Magic item comp pg.  216

-Choker of Life Protection: Negate 3 neg levls per day, 
 +2 Ac vs undead, detect undead at will (for possessing two 
 pieces of set) Magic item comp pg. 216
 
-Blessed bandage: immediatley  stableize target

-Boots spring and stride: + 10' movement and 
 +5 competance bonus to jump

history/background

general gnotes phoar gnou:

Born to a prostitute near the docks, he was mostly raised by the madamm of the house...she always taught him how to be shrewed, but still with a kindness that she showed to her girls. When his mother was working the streets on night, she ran afoul of some dormitian slavers who were trying to take her on a more permanant basis, killing her when she resisted fiercely. The madamm heard of the incursion and sent her own possee after them with the words, "I'll teach them filthy slavers to keep their thievin' hands off my girls!"

This pretty much started an overnight war between dormitians and this one house...he escaped when the fight was brought to his 'home' and as the building burned, he was slipped out the window to the streets to escape...as far as he knows, he alone survived....

living off the streets as a youngster means only one occupation: thievery. Food snatching that led to pickpocketing and cutpurses which led to plain street thuggery. he found a gang that dealt in those things, but once again there was competition for territory and before he knew it there was a war going on, where all of his gang were killed or assimilated save him...once again he alone escaped...

Still needing to eat, so he started honing his skills in a more refined form of thievery: cat burgler...case a joint, raid it, sell the stuff and then eat for the first time in a week! that is untill he cased the wrong joint...that of the home and temple of Ge' Chen, sorcerer of the dragon blood (read: dragon heratage feats)

This kind old man actually caught the young lad sneaking in his home while he had just sat down to a quiet evening of rice and vedgies...he followed him about his house watching how he showed the greatest respect for every thing there, with the exception of the occasionallly snached easy to sell trinket. as the young Gerard was redeaying his exit, the ancient master spoke up, asking him what he wanted with the items he had taken. He answered with the only thing that came to mind: the truth. With an audible gulp, he spoke of eating, bathing and maybe some new clothing. The kind old master was wise so he invited him to join him for food at his table. While Gerard ate and talked, the wise old master listened and watched...the boy was showing strange, yet familiar actions...while only a lit candle was all that illuminated the room Gerard was able to see even in the dimmist of light available (low light vision)

this was only possible by the talent of a sorcerer like himself. He explaind many things to gerard about what he might have experienced and invited him to stay the night...with the promise that he will let him keep the trinkets taken if he would listen to master Chen in the morning with the audince of one other. the next morning found gerard hampton under warm blankes and a roof over his head. a cup of hot tea, warm bath water, soap and clean clothing were in the room as well....the smell of breakfast was just starting to reach his nostrols and that is all it took for him to get moving.

tea drank, body washed and clean clothing donned, he walks to the commen room to find master chen and one other (none other then Wyace himself). the old master spoke of in born energies that can be shaped and called forth, that he wanted to help him under stand them and to hone his abilities and at the cost of just learning.Gerard was hooked...friendships were made over time, and he actually saw the old master as his father...over the past year Gerard has now learned how to use those energies, but the old hatred was always just under the serface...the dormithian slavers would pay someday...

through time Gerard had been doing work for master Chen, every thing from cleaning to running errands. Master Chen has been teaching Gerard the virtues of objectivity and patience. finally the day came when Master chen thought the young lad good enough to let in on the secrets of the monestary. He was told of secrets of activity that former studens have been doing: hunting down and destroying undead through out the land, using the skills of scorcerous arcane and being able to handle weapons. as they are not part of any temple, they do not draw attention to themselves from the mor nasty undead, but still none the less powerful in thir own right.

Many training missions and actual missions later, Geragd has become a trust worth opponat to the undead, having gifts bestowd upon him and rescuing may artifacts from the depths of tombs controlled by the undead that he has hunted and destroyed. he now hears the cry of the King...

General information:

escaped the fires of his past and the cold of the lonley nights by the spell Endure elements

__________________
scotch-a-cillian; one shot cures all that ails you

my character sheets:

LEW pendrake Utherman awaiting lv 4 approval
LEW Karl Rutherford persuing a strange map

Other games:
Harrison Bentz (scotley's tomb of horrors) character temporarily dead

Gerard Hampton ( Rayex's Fifth Sepulcher )
where did the gm go? game dead

Caerwyn Thingol (Those Left Behind, AKA: chaos theory) this is starting to get ... peculiar

Renaldo D'Arguissi (Azgundi tournaments) Just how much trouble can i get into here? ...

Austin Haarelsen: IVV 1e game are those bones moving by themselves?

Capizzio del Collines, esquire I wonder what does this spell do? KABOOM!!!!


Last edited by Scott DeWar; 20th July 2008 at 02:07 PM..
Scott DeWar is offline   Reply With Quote