[Pathfinder] [RG] Hall of the Dwarven Lord


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Arkhandus

First Post
Cade the Rogue

Cade, Male Human Rogue 3, XP -----
Tanned Caucasian Skin, Roughly-Shorn Short Black Hair, Dark Blue Eyes
Age 18, Height 5'-10", Weight 153 lbs., Medium-size
Alignment: Neutral, Patron Deity: Olidammara
Languages: Common, Dwarven, and Elven

Str 16, Dex 14, Con 12, Int 13, Wis 12, Cha 8

HP 22 / 22, Nonlethal 0, AC 16, Touch 12, Flat-Footed 14
Fortitude +2, Reflex +5, Will +2, Speed 20 ft./30 ft. base (run x4)
BAB +2, CMB +5, CMD 17, Melee +5, Ranged +4, Initiative +2

Attacks:
2H MW Morningstar +6 melee for 1d8+4 piercing and bludgeoning (20/x2)
Dagger +5 melee or +4 ranged for 1d4+3 piercing or slashing (19-20/x2, 10 ft. increment)
Javelin +4 ranged for 1d6+3 piercing (20/x2, 30 ft. increment)

Feats:
Skill Focus (Bluff), Skill Focus (Perception), Combat Expertise

Skills:
Acrobatics +7 (3 R, +2 Dex, +3 class, -1 ACP),
Appraise +7 (3 R, +1 Int, +3 class),
Bluff +8 (3 R, -1 Cha, +3 class, +3 feat),
Climb +7/+9 (2 R, +3 Str, +3 class, -1 ACP, +0/+2 kit),
Disable Device +10 (3 R, +2 Dex, +3 class, +1 trapfinding, -1 ACP, +2 tools)
Escape Artist +6 (2 R, +2 Dex, +3 class, -1 ACP),
Knowledge (Dungeoneering) +7 (3 R, +1 Int, +3 class),
Knowledge (Local) +5 (1 R, +1 Int, +3 class),
Linguistics +5 (1 R, +1 Int, +3 class),
Perception +10/+11 (3 R, +1 Wis, +3 class, +0/+1 trapfinding, +3 feat),
Sense Motive +6 (2 R, +1 Wis, +3 class),
Sleight of Hand +6 (2 R, +2 Dex, +3 class, -1 ACP),
Stealth +7 (3 R, +2 Dex, +3 class, -1 ACP),
Swim +6 (1 R, +3 Str, +3 class, -1 ACP)

Class Features:
Rogue Proficiencies (simple weapons, light armor, hand crossbow, rapier, sap, shortbow, short sword), Sneak Attack +2d6, Trapfinding +1, Evasion (Ex), Rogue Talent (Trap Spotter: Ex, automatic Perception check to locate traps when passing within 10 feet of them), Trap Sense +1

Racial Traits:
+2 Strength, Medium Humanoid (Human), Speed 30 ft., bonus feat, skilled, favored class: Rogue (+2 ranks, +1 hp)

Possessions:
Masterwork Morningstar (308 gp, 6 lbs., one-handed melee, +1 to hit),
Dagger (2 gp, 1 lb., light melee/thrown),
5 Javelins (5 gp, 10 lbs., ranged thrown),
Masterwork Chain Shirt (200 gp, 25 lbs., light, +4 AC, +4 MDB, -1 ACP, 20% ASF),
Traveler's Outfit (free, 5 lbs., worn),
Backpack (2 gp, 2 lbs., holds rations, water, shovel, and torch),
Belt Pouch (1 gp, 1/2 lb., holds coins, potion, antitoxin, tools, chalk, ink, and pen),
Sack (1 sp, 1/2 lb., holds kit, crowbar, and bedroll),
Map Case (1 gp, 1/2 lb., holds parchment),
2 Parchments (4 sp),
Ink (8 gp),
Inkpen (1 sp),
Bedroll (1 sp, 5 lbs.),
Flint and Steel (1 gp),
5 Trail Rations (25 sp, 5 lbs.),
5 Waterskins (5 gp, 20 lbs.),
Masterwork Thieves' Tools (100 gp, 2 lbs., +2 Disable Device),
Chalk (1 cp),
Crowbar (2 gp, 5 lbs.),
Shovel (2 gp, 8 lbs.),
Grappling Hook (1 gp, 4 lbs.),
50-ft. Silk Rope (10 gp, 5 lbs.),
Climber's Kit (80 gp, 5 lbs., +2 Climb),
Everburning Torch (110 gp, 1 lb.),
Antitoxin (50 gp),
Potion of Cure Light Wounds (1st-level caster),
7 gp, 17 sp, 9 cp

Load 119-1/2 lbs., Light 0-76, Medium 77-153, Heavy 154-230

Appearance:
Cade is a human fellow in his late teenage years, of average height and fairly muscular. His face is rather plain, with roughly-shorn short black hair, dark blue eyes, and tanned skin. He wears simple garb that doesn't see much maintenance or cleaning: knee-high leather boots, leather gloves, gray breeches, a dark brown shirt, a tan vest with several pockets, and a large gray cloak with hood. Cade wears a fine chainmail shirt over this, but that too is slightly dirty. A well-made morningstar rests in a brace of sorts at the left side of his belt, and a simple dagger is sheathed at the right. A pouch hangs behind the dagger while a backpack and a large sack are slung over his shoulders, packed with gear as evidenced by the shovel sticking out at top and the coil of rope around Cade's right shoulder. A mapcase is tied to the back of his belt, and a few javelins hang behind his left shoulder on a bandolier. Cade appears to be left-handed, and moves gracefully.

[sblock=Personality]Cade is a sarcastic, selfish, greedy opportunist with a bad sense of humor. On the other hand, he's almost a halfway decent human being once you get past all that. He's not as heartless or ruthless as many other thieves and vagabonds, understands the value of hard work and teamwork, and is willing to help other people as long as it benefits him somehow (and don't give him no bull about warm fuzzy feelings being payment enough).

He's fairly even-tempered and has no particular malice towards anyone, though he's willing to fight and even kill in self-defense (and if he puts himself in a situation where that's necessary, such as when trying to get at some treasure and running into a guardian, so be it). He feels bad when he has to kill anything other than a bothersome pest, but it doesn't stop him from killing anything dangerous and in his way. If he can go around a threat, he will; otherwise he'll fight his way through it. Cade is alert and wary, but too curious and too much of a thrill-seeker, so he often goes where most folk wouldn't, even if he ends up needing to run away afterward. He's a fairly good liar from plenty of practice, but isn't much of a people-person and his rough, selfish nature tends to grate on others.[/sblock]

[sblock=Background]Cade, last name unknown, is a runaway from an insignificant fishing village out in the booneys, where he used to haul stuff around for his father when he wasn't sneaking off to explore and cause trouble. He hated the boring little village and its plain surroundings, and hated the stink of fish everywhere, so he stowed away on the first real ship to come by in years. He was around 9 years old at the time.

Cade scraped by for the next few years through hard labor for whoever would give him some coin in the port city he arrived in, as well as gambling and being a street performer at times, using his natural agility and learning some moves from a circus that passed through town one year. Mostly he just got by through stealing and simply being good enough to get away with it, though he was too wary of pick-pocketing, instead just burgling or stealing things from windowsills, unlocked rooms, and merchants' stalls using his quick wits and trickery. Cade naturally fell in with the local thieves' guild, out of necessity, but still did as much real work as he could, not quite willing to prey on other people any more than necessary.

Eventually, after stowing away on a caravan heading elsewhere, Cade discovered what he really wanted to do for a living: exploration and tomb-robbing. The dead didn't need their possessions to get by, so who would he hurt by taking their stuff? Plus he liked the thrill of it, and needed some excitement in his life heyond that of worrying about the city guards catching him someday. So he left behind the previous city for good, and joined up with an explorer he met in the new town he visited. After finding the expedition a bit too orderly and dull, Cade split off from the rest of the group and delved deeper, finding some more treasure for himself, and hid that treasure until he was ready to leave the expedition and find another opportunity for tomb-robbing.

He spent the next few years with other explorers and adventurers, visiting old tombs, castles, and other ruins where he honed his skills as a spelunker and treasure-hunter. He's picked up a few languages and tricks along the way, mostly from folks he's been on expeditions with. Now Cade has some experience fighting kobolds, darkmantles, and overgrown vermin, but still isn't very wealthy. He's spent most of his treasure so far on simply buying better gear for treasure-hunting and protecting his greedy arse in the process. When passing through another town and looking for opportunities, Cade heard about some dwarves being overrun in their halls by a bunch of goblinoids..... And he figured, if others are headed that way to help, maybe he could too? Dwarves are known for hoarding plenty of valuable rocks and fine equipment like mithral armor, so it could be rather profitable..... Even if the dwarves weren't all dead, they couldn't fault a man for taking some souvenirs after rescuing them, could they?[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
Code:
Name: Brawar
Class: Wizard (Universalist)
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Sarenrae
 
Str: 10 +0 (00p.)     Level: 4        XP: not used
Dex: 17 +3 (10p.)     BAB: +2         HP: 22 (4d6+4+4+1)
Con: 12 +1 (02p.)     CMB: +2         Dmg Red: none
Int: 16 +3 (05p.)     CMD: 15         Spell Res: 0%
Wis: 10 +0 (00p.)     Init: +5        Spell Save: 13+spell lvl
Cha:  8 -1 (+2p.)     Speed: 30'      Spell Fail: 0%
 
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +3   +0     +1    +0     14
Touch: 14              Flatfooted: 10 
                          Base   Mod  Misc  Total
Fort:                      1     +1    +1    +3
Ref:                       1     +3    +1    +5
Will:                      4     +0    +1    +5
 
Weapon                 Attack   Damage     Critical   Range
Lesnirn                  +4       1d6       18-20x2    ---
Dagger(melee)            +2       1d4       19-20x2    ---
Dagger(thrown)           +5       1d4       19-20x2    10' 
 
Languages: Common, Draconic, Elven, Dwarven
 
Abilities: Arcane bond(Lesnirn), Arcane School, cantrips, human traits
Hand of the Apprentice (Su): You cause your melee weapon to fly from your
 grasp and strike a foe before instantly returning to you. As a standard
 action, you can make a single attack using a melee weapon at a range of
 30 feet. This attack is treated as a ranged attack with a thrown weapon, 
except that you add your Intelligence modifier on the attack roll instead of 
your Dexterity modifier (damage still relies on Strength). This ability cannot 
be used to perform a combat maneuver. You can use this ability a number of 
times per day equal to 3 + your Intelligence modifier.
 
 
Feats: Toughness(lvl1), Martial Weapon Prof.(scimitar), Scribe Scroll, 
Weapon Focus(scimitar)(lvl3), proficient with the club, dagger, heavy 
crossbow, light crossbow, and quarterstaff
 
Traits: Reactionary, Eyes and Ears of the [s]City[/s] Group
 
Skill Ranks/lvl: 2+4/lvl   Total Ranks: 26 Max Rank: 4 ACP: 0     
Skills                      Ranks  Mod  CSB  Misc   Total          
Spellcraft                   4     +3   +3           +10            
Knowledge(arcana)            4     +3   +3           +10        
Knowledge(history)           3     +3   +3           +9         
Knowledge(local)             3     +3   +3           +9
Knowledge(dungeoneering)     4     +3   +3           +10
Perception                   4     +0   +3     +1    +8
Stealth                      4     +3                +7
 
Spellbook:
 0  level-  All
 1st level-  Magic Missile, Sleep, Shield, Enlarge Person, True Strike
             Comprehend Languages, Floating Disc, Identify
 2nd level-  Mirror Image, See Invisibility, False Life, Locate Object,
                Knock, Resist Energy
 3rd level-  Keen Edge

Spell's per day:
0 level- 4
1st level- 3 + 1 bonus
2nd level- 2 +1 bonus 

 Equipment:                         Cost    Weight
 Artisan's Outfit                   free     0lb
 Lesnir(mw.)                        free     4lb
 Cloak of Resistance +1          1,000gp     1lb
 Amulet of Natural Armor +1      2,000gp     0lb
 Pearl of Power (1st lvl)        1,000gp     0lb
 Wand of Protection from Evil      750gp     0lb
 Dagger                              2gp     1lb
 Bedroll                             1sp     5lb
 Spell Component Pouch               5gp     2lb
 Scroll Case                         1gp    .5lb
    - Invisibility(cstlvl3)        375gp     0lb
 Scroll Case                         1gp    .5lb
    - Floating Disc(cstlvl1)        25gp     0lb
 Belt Pouch                          1gp    .5lb
    - Shield of Faith(x2)(lvl1)    100gp   .25lb 
    - Oil, Magic Weapon(x2)(lvl1)  100gp   .25lb
    - Tindertwigs(10)               10gp     0lb
 Backpack                            2gp     2lb
    - Spellbook                     free     5lb
    - Trail Rations(4 days)          2gp     4lb
    - Waterskin                      1gp     4lb
    - Everburning Torch            110gp     1lb
    - Cure Moderate Wounds(2d8+3)  300gp  .125lb

Total Weight:31.125lb      Money: 4gp 9sp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:          33    66     100  200  500
 
Age: 29
Height: 5'11"
Weight: 145lb
Eyes: brown
Hair: bald with black gotee
Skin: dark brown
[sblock=stats]
HP: 22/22
AC:14
FORT:+3 REF:+5 WILL:+5
INIT: +5
Perception: +8
Stealth: +7
Hand of the Apprentice: 6/6
Arcane Bond spell: unused
Pearl of Power(1st): unused
Wand of Pro. Evil: 50/50
Scrolls: Floating Disc(cstlvl1), and Invisibility(cstlvl3)
Potion: Shield of Faith(+2) 2/2
Potion: Magic Weapon(oil) 2/2
Potion: Cure Mod Wounds (2d8+3)

Spells:
0- Detect Magic, Ray of Frost, Daze, Acid Splash
1- Sleep, Magic Missile 2/2, Shield
2- Mirror Image, Magic Missile, False Life[/sblock]

[sblock=3rd LvL]
Level 3: Wizard (favored)
add +1 to Fort save
add +1 to Reflex save
gain one 2nd lvl spell (gain additional spell due to high ability)
HP: 1d6 = 1 + 1(CON) + 1 (favored) = +3
Skill points: gain 6 [2(wizard) + 3(INT) + 1(human)] = 1 point in each of the following: Spellcraft, Knowledge(arcana), Knowledge(history), Knowledge(local), Knowledge(dungeoneering), Perception
Feat: Weapon Focus(scimitar)
Traits: Reactionary - Brawar always exspects the worst to be around every corner or behind every door and as such he is always on his toes.
Eyes and Ears of the Group (formerly City) - Brawar takes it upon himself to keep an eye out while the others are busy searching for traps, treasures, or otherwise engaged. His has learned that sometimes things jump out at you while you are busy, so he keeps a constant vigil.
New Spells: Identify and Mirror Image[/sblock]
[sblock=4th LvL]
Level 4: Wizard (favored)
Ability adjustment
- DEX from 16 to 17
add +1 to Will save
gain one 1st lvl and 2nd lvl spell to cast per day
HP: 1d6 = 2 + 1 (CON) + 1 (Feat) = +4 from 18 to 22
Skill points: gain 7 [2(wizard) + 3(INT) + 1(human) + 1(favored)]
- 1 point in each of the following: Spellcraft, Knowledge(arcana), Knowledge(dungeoneering), Perception
- 3 points in Stealth
Spells gained: See Invisibility, False Life
[/sblock]
 
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Leif

Adventurer
Rayverim "Ray" Thanderghast

[sblock=stats]Rayverim "Ray" Thanderghast
Human Fighter (15 point buy) Level 4
N/G

AC 22 (+2 Full Plate +1 Dex) Move: 20 feet
HP 33 = 10 (1st) +2(2nd) +4(2Con, 1st and 2nd) +2(Fav Class 1st, 2nd)+7(L3)+8(L4)
link to L3 hd: hd+con+fav class (1d10+2+1=7)
current hp=21/33

S 17 (5 pts +1 L4) +3 (includes racial bonus)
D 12 (2) +1
C 14 (5) +2
I 10 (0)
W 12 (2) +1
C 11 (1)

CMB: +7
CMD: 18

Saves:
Fort: +6 -- +4+2
Ref: +2 -- +1+1
Will: +2 -- +1+1 (+3 vs Fear)

Skills - points = [4+2(human)] [2 L3] [2 L4]
Climb +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5(armor check)
Swim +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5 (armor check)

Feats - 1(std)+1(human)+1(ftr bonus)+1(ftr bonus)
Athletic (+2 climb, +2 swim)
Weapon Focus (Great Axe, +1 to hit)
Power Attack (take -1 attack/maneuver to gain +2 damage) (+3 if 2-hand weapon like greataxe!)
Cleave (extra melee attack if first attack hits)
Great Cleave (L4 bonus) (Cont. making attacks against foes in reach on hit, until miss)

Class Features:
Extra Feats
Bravery +1
Armor Training (-1 armor check, +1 max dex)

BAB = +4
Great Axe, +8 attack, 1d12+3 damage, X3 crit [power attack - +7 att. /1d12+6 dam]
Dagger, +7 attack, 1d4+3 damage, 19-20 X2 crit [power attack - +6 att./1d4+5 dam]

[900gp at start, but this was spent long ago]

Full Plate Armor +2 Magical 1,500+4,150 gp +11 AC, +1 max Dex, -5 Armor Check penalty
Great Axe, Masterwork 20+300gp (+1 Att)
Dagger 2gp
Backpack 2 gp
Flint and Steel 1 gp
Rope, Silk 100 feet 20 gp
Whetstone 2 cp
Explorer’s Outfit 10 gp
Trail Rations, 4 days 2 gp
Pouch, Belt 1 gp
2 Sunrods 4 gp
Everburning Torch 110 gp
Smokestick 20 gp
Potion: Cure Light Wounds, CL1 (@ 50 gp each) (X 4)
Mule + 4 days’ feed 8.2 gp
Saddle, Pack 5 gp
Bit and Bridle 2 gp
Bedroll 1 sp
Sack, Empty X10 1 gp

Money
GP 425
SP
CP
__________________
[/sblock]
 
Last edited:

Maidhc O Casain

Na Bith Mo Riocht Tá!
Fabhal Diaibhlin (FA-wal DIV-lin)

FABHAL DIABHLIN CR 3
Male Gnome Cleric 1 Fighter 3
NG Small Humanoid (Gnome)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16. . (+5 armor, +2 Dex, +1 size)
hp 38 (3d10+1d8+8)
Fort +8, Ref +4, Will +5
Defensive Abilities Bravery +1, Defensive Training
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Greatsword +8 (1d10+4/19-20/x2)
Ranged Longbow, Composite (Str +2) +6 (1d6+2/20/x3)
Special Attacks Agile Feet (4/day), Touch of Chaos (4/day)
Spell-Like Abilities Speak with Animals (1/day), Touch of Chaos (4/day)
Cleric Spells Known (CL 1, 6 melee touch, 6 ranged touch):
1 (2/day) Shield of Faith, Protection from Evil, Expeditious Retreat
0 (at will) Create Water, Guidance, Resistance
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 16
Feats Furious Focus, Power Attack -1/+2, Quick Draw, Weapon Focus: Greatsword
Traits Dirty Fighter, Excitable
Skills Acrobatics +4, Fly +4, Heal +5, Knowledge: Dungeoneering +6, Perception +7, Stealth +6
Languages Common, Gnome, Sylvan
SQ Armor Training 1 (Ex), Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Chaos, Cleric Domain: Travel, Gnome Magic, Hatred, Illusion Resistance, Spontaneous Casting
Combat Gear Mithral Shirt (+1), +1 Greatsword, Longbow, Composite (Str +2), Masterwork Arrows (50); Other Gear Backpack, Masterwork (10 @ 14.25 lbs), Bedroll, Cloak of Resistance, +1, Flint and steel, Grappling hook, Hammer, Iron Spike, Potion of Cure Light Wounds, Rations, trail (per day) (4), Rope, silk (50 ft.)
--------------------
TRACKED RESOURCES
--------------------
Agile Feet (4/day) (Su) - 0/4
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Masterwork Arrows - 0/50
Potion of Cure Light Wounds - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Touch of Chaos (4/day) (Sp) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (4/day) (Su) For 1r, you ignore difficult terrain.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 Will save vs. Fear
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Dirty Fighter +1 damage when flanking.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (4/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

~~~~~~~

[sblock=Stat Block]
Code:
   HP: 38/38       AC: 18      AC(T): 13  AC(FF): 16   Init: +04
  BAB: +03    CMB/CMD: 04/16     ACP: 00     ASF: 00   Spot: +07

Saving Throw   Total  Base   Mod  Misc            Special
Fort:            08     5     +2  +1 Resistance   +2 vs. Illusion
Ref:             04     1     +2  +1 Resistance   +2 vs. Illusion
Will:            05     3     +1  +1 Resistance   +2 vs. Illusion

Weapon                  Attack    Damage      Critical     Special
Greatsword (+1)         +8        1d10+4      19-20/x2     
Longbow (Cmpst/STR+2)   +7        1d06+2         20/x3     Rng: 110'
                                                           MW Arrows
Spells Available:
    * 0 Level                * 1st Level
      * Create Water           * Expeditious Retreat (D)
      * Guidance               * Protection from Evil
      * Resistance             * Shield of Faith
[/sblock]
 
Last edited:

Theroc

First Post
Code:
[B]Name:[/B] Veran Ril
[B]Class:[/B] Druid
[B]Race:[/B] Half-Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 13 +1 (03p.)     [B]Level:[/B] 2        [B]XP:[/B] 1,000
[B]Dex:[/B] 13 +1 (03p.)     [B]BAB:[/B] +1         [B]HP:[/B] 16 (2d8+02)+1 Favored Class
[B]Con:[/B] 12 +1 (02p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 12 +1 (02p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 15* +1 (03p.)    [B]Init:[/B] +1        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (02p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] n/a%
*Racial bonus of +2

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +2    +1    +0    +0    +0    17
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1          =4
[B]Ref:[/B]                       0    +1          =1
[B]Will:[/B]                      3    +1          =4

[B]Weapon                  Attack   Damage     Critical[/B]
MW Club                   +3     1d6+1      20-20x2
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Druidic, Sylvan, Draconic

[B]Abilities:[/B] 
[I]Half-Elf-[/I]
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. 
See Additional Rules.

Adaptability: Skill Focus: Heal

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects
 and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Druid and Monk classes favored.

[I]Druid[/I]
Animal Companion-
Dinosaur Deinonychus

Starting Statistics: Size Small; Speed 60 ft.; AC +1 natural armor;
Attack 2 talons (1d6), bite (1d4); 
Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14;
Special Qualities low-light vision, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor;
Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) 
Ability Scores Str +4, Dex –2, Con +2;
Special Attacks pounce. 

Orisons

Nature Sense: +2 bonus to Knowledge: Nature checks and survival checks

Wild Empathy:
1d20+class level+charisma modifier to improve attitude of animal
1d20+2+1 currently

Woodland Stride (Ex): Starting at 2nd level,a druid may move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed
and without taking damage or suffering any other impairment.Thorns, briars, and overgrown areas that
have been magically manipulated to impede motion, however, still affect her.


[B]Feats: [/B]Spell focus: Conjuration

[B]Skill Points:[/B] 11       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Perception                 1    +1    +5       =7
Survival                   1    +2    +5       =8
Heal                       1    +2    +6       =9
Knowledge(Nature)          1    +1    +5       =7
Spellcraft                 1    +1    +3       =5
Swim                       1    +1    +3       =5
Climb                      1    +1    +3       =5
Craft(Weapon)              1    +1    +3       =5
Fly                        1    +1    +3       =5
Handle Animal              1    +1    +3       =5
Knowledge(Geography)       1    +1    +3       =5


[B]Equipment:               Cost  Weight[/B]
Masterwork Club         300gp   03lb
Masterwork Hide         165gp   25lb
Backpack                 02gp   02lb
Bedroll                  01sp   05lb
Healer's Kit             50gp   01lb
Everburning Torch       110gp   01lb
Darkwood Heavy Shield   257gp   05lb

[B]Total Weight:[/B]42lb      [B]Money:[/B] 15gp 9sp XXcp

                         [B]Light   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               43   44-86   87-130   260   650

[B]Age:[/B] 34
[B]Height:[/B] 5'01"
[B]Weight:[/B] 109 lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Very lightly tanned
Appearance: XXXX

Background: XXXX
 

Salthorae

Imperial Mountain Dew Taster
Feldar Shieldforge

Feldar Shieldforge

[Sblock=Feldar Shieldforge]
Feldar Shieldforge Male Dwarf Cleric 2
LG ECL 2; Medium Humanoid; HD 2d8+2 (17)
HP 19; Init +0; Spd 20'.;
AC 18 [10 Base + 6 Armor + 2 Shield], Touch 10 , Flat-Footed 18
CMD 12 [10 + 1 BAB + 1 STR]
*+4 vs Bull Rush & Trip while on the ground

BAB +1
CMB +2
Melee Warhammer +2 (1d8+1); Dagger +2 (1d4+1)
Ranged +1

Saves
Fort+ 5 [3 Base + 2 Con]
Ref + 0 [0 Base + 0 Dex]
Will + 6 [3 Base + 3 Wis]
* All +2 vs Spells, SLAs, & Poisons

Abilities
Str 12 (+1) [2 Pts]
Dex 10 (+0) [0 Pts]
Con 12 (+1) [0 Pts + 2 Dwarf]
Int 14 (+2) [5 Pts]
Wis 16 (+3) [5 Pts + 2 Dwarf]
Cha 11 (+0) [3 Pts - 2 Dwarf]

Skills Appraise +8 [+1 Rank +2 Int + 2 Dwarf +3 Class], Craft (Weapons) +8 [+1 Rank +2 Int +3 Class +2 MW Tools], Craft (Armor) +8 [+1 Rank +2 Int +3 Class +2 MW Tools], Diplomancy +0, Heal +5 [+3 Wis +2 Kit], Knowledge (Arcana) +6 [1 Rank +2 Int +3 Class], Knowledge (History) +6 [1 Ranks +2 Int +3 Class], Knowledge (Religion) +7 [2 Rank +2 Int +3 Class], Perception +3 [+3 Wis], Sense Motive +7 [+1 Rank +3 Wis +3 Class], Spellcraft +6 [+1 Ranks +2 Int +3 Class]

Feats 1 - Spell Focus (Conjuration)

Languages Common, Dwarven, Celestial, Terran

Class Abilities
Cleric: Channel Energy 1d6 (3x's/Day), Domains, Orisons, Aura

Cleric Spells (Cast 4/3+1 Per Day, Save DC 13 + Spell Level, DC 14 + Spell level Conjuration; Caster Level 2;

Domains
Artifice: Artificers Touch (Sp): Cast Mending at will; Deal damage to Structures and Contstructs with a Melee Touch Attack 1d6+1/2 Cleric Levels; ignores hardness and DR = to Cleric Level; 3+Wis Mod/Day (6/Day); 8th Level: Dancing Weapon 1/day+1/4 CL for 4 Rounds
Spell List: 1 - Animate Rope, 2 - Wood Shape, 3 - Stone Shape, 4 - Minor Creation, 5 - Fabrication, 6 - Major Creation, 7 - Wall of Iron, 8 - Instant Summons, 9 - Prismatic Sphere

Earth: Acid Dart (Sp): Shoot a Spash of Acid with Ranged Touch Attack 1d6+1/2 Cleric Levels; 30'; 3+Wis Mod/Day (6/Day); Acid Resistance (Ex): 10 @ 6th level, 20 @ 12th; Immune to Acid at 20th level
Spell List: 1 - Magic Stone, 2 - Soften Earth & Stone, 3 - Stone Shape, 4 - Stone Spikes, 5 - Wall of Stone, 6 - Stoneskin, 7 - Elemental Body IV (earth only), 8 - Earthquake, 9 - Elemental Swarm (earth only)

Possessions:
Total Gear Value 1,000 gp
Remaining 101gp

Body Slot - Item - GP Value - Source
Shield Heavy Darkwood - 257 - PFCB; AC +2, ACP -0
Armor Breastplate (MW) - 350 - PFCB; AC +6, Max Dex +3, ACP -3
Weapon Warhammer - 12 - PFCB;
Weapon Dagger - 2 - PFCB
Backpack - 2 - PFCB
Bedroll - 0.1 - PFCB
Beltpouch - 1 - PFCB
Manacles - 15 - PFCB
Tankard - 0.9 - Made up?
Merchant's Scales - 2 - PFCB
Caltrops - 1 - PFCB
Parchmentx10 - 2 - PFCB
Ink - 8 - PFCB
Silk Rope - 10 - PFCB
Cleric Vestments - 5 - PFCB
Travelers Outfit - 1 - PFCB
Artisan's Tools (MW) - 55 - PFCB
Holy Symbol (Silver) - 25 - PFCB
Tanglefoot Bag (x2) - 100 - PFCB
Holy Water (x2) - 50 - PFCB
*PFCB = Pathfinder Core Book
[/sblock]
 
Last edited:

rangerjohn

Explorer
Morjik Favored of Abadar

Registered User
Morjik Favored of Abadar




Morjik Male Dwarf Cleric 3
LG ECL 3; Medium Humanoid; HD 3d8+6 (25)favored
HP 25; Init +0; Spd 30'.;
AC 18 [10 Base + 6 Armor + 2 Shield], Touch 10 , Flat-Footed 18
CMD 14 [10 + 2 BAB + 2 STR]
*+4 vs Bull Rush & Trip while on the ground

BAB +2
CMB +4
Melee Warhammer +4 (1d8+2); Battleaxe (MW)+5(1d8+2)

Ranged Light Crossbow +2 (1d8) 80'
Acid Dart +2 ranged touch attack (1d6+1) 30'

Saves
Fort+ 4 [3 Base + 1 Con]
Ref + 1 [1 Base + 0 Dex]
Will + 6 [3 Base + 3 Wis]
* All +2 vs Spells, SLAs, & Poisons

Abilities
Str 14 (+2) [5 Pts]
Dex 10 (+0) [0 Pts]
Con 12 (+1) [0 Pts + 2 Dwarf]
Int 10 (+0) [0 Pts]
Wis 16 (+3) [5 Pts + 2 Dwarf]
Cha 12 (+1) [5 Pts - 2 Dwarf]

Skills Appraise +6 [+1 Rank +0 Int + 2 Dwarf +3 Class], Diplomancy +5[1rank +3 class +1 cha], Heal +6 [1rank +3 Wis +2 Kit], Knowledge (History) +4 [1 Ranks +3 Class], Knowledge (Religion) +4 [1 Rank +0 Int +3 Class], Perception +3 [+3 Wis], +2 vs stonework, Spellcraft +4 [1 rank +3 class],

Feats 1 - Extra Channel +2 times/day, Armor Proficiency Heavy

Languages Common, Dwarven,

Class Abilities
Cleric: Channel Energy 2d6 (6/Day), Domains, Orisons, Aura

Cleric Spells (Cast 4/3+1/2+1 Per Day, Save DC 13 + Spell Level, l Conjuration; Caster Level 2;
Spells prepared:
Orisons: Create Water, Detect Magic, Light, Stabilize
1st: Bless, Divine Favor, Shield of Faith-Magic Stone
2nd: Bull's Strength, Lesser Restoration+ Locaate Object
Domains

Earth: Acid Dart (Sp): Shoot a Spash of Acid with Ranged Touch Attack 1d6+1/2 Cleric Levels; 30'; 3+Wis Mod/Day (6/Day); Acid Resistance (Ex): 10 @ 6th level, 20 @ 12th; Immune to Acid at 20th level
Spell List: 1 - Magic Stone, 2 - Soften Earth & Stone, 3 - Stone Shape, 4 - Stone Spikes, 5 - Wall of Stone, 6 - Stoneskin, 7 - Elemental Body IV (earth only), 8 - Earthquake, 9 - Elemental Swarm (earth only)

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.


Possessions:
Total Gear Value 900gp
Remaining 27gp

Body Slot - Item - GP Value - Source
Shield Heavy Darkwood - 257 - PFCB; AC +2, ACP -0
Armor Chainmail - 150- PFCB; AC +6, Max Dex +2, ACP -5
Weapon Warhammer - 12 - PFCB;
Battleaxe (MW)-310-PFCB
Light crossbow-35-PFCB
20 bolts-2-PFCB
Backpack - 2 - PFCB
Bedroll - 0.5 - PFCB
Beltpouch - 1 - PFCB
Parchmentx10 - 2 - PFCB
Ink - 8 - PFCB
Silk Rope - 10 - PFCB
Explorer's Outfit -free - PFCB
Holy Symbol (Silver) - 25 - PFCB
Water Skin -1-PFCB
Manacles-15-PFCB
rations, trail 5days-2.5-PFCB
Healer's Kit-50-PFCB
*PFCB = Pathfinder Core Book

__________________
 
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rangerjohn

Explorer
Morjik Favored of Torag

Morjik Male Dwarf Cleric 4
LG ECL 4; Medium Humanoid; HD 4d8+8 (32)favored
HP 32; Init +0; Spd 20'.;
AC 20 [10 Base + 7 Armor + 3 Shield], Touch 10 , Flat-Footed 20
CMD 16 [10 + 3 BAB + 3 STR]
*+4 vs Bull Rush & Trip while on the ground

BAB +3
CMB +6
Melee[Hammer of the Forge] Warhammer +8 (1d8+3); Battleaxe +6(1d8+3)

Ranged Light Crossbow +3 (1d8) 80'
Acid Dart +3 ranged touch attack (1d6+2) 30'

Saves
Fort+ 5 [4 Base + 1 Con]
Ref + 2 [1 Base + 0 Dex+1 trait]
Will + 7 [4 Base + 3 Wis]
* All +2 vs Spells, SLAs, & Poisons

Abilities
Str 16 (+2) [5 Pts +2 enhancement]
Dex 10 (+0) [0 Pts]
Con 12 (+1) [0 Pts + 2 Dwarf]
Int 10 (+0) [0 Pts]
Wis 16 (+3) [5 Pts + 2 Dwarf]
Cha 13 (+1) [5 Pts - 2 Dwarf +1 Lvl 4]
Craft, Weaponsmithing +6 [+1 Rank +0 Int + 2 Dwarf +3 Class], Diplomancy +5[1rank +3 class +1 cha], Heal +6 [1rank +3 Wis +2 Kit], Knowledge (History) +4 [1 Ranks +3 Class], Knowledge (Religion) +5 [2 Rank +0 Int +3 Class], Perception +3 [+3 Wis], +2 vs stonework, Spellcraft +5 [2 rank +3 class],

Feats 1 - Extra Channel +2 times/day, Added Traits(+2 traits)

Languages Common, Dwarven,

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Traits:
Tunnel Fighter (Dwarven Racial Trait)
Caves and tunnels are a second home to you.

Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Heirloom Weapon
You carry a weapon that has been passed down from generation to generation in your family.


Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.[Hammer of the Forge]


Blooded (Dwarf Regional Trait)
Desperate battles have honed your fighting skills against the ancient enemies of the dwarves.

Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.

Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.


Class Abilities
Cleric: Channel Energy 2d6 (6/Day), Domains, Orisons, Aura

Cleric Spells (Cast 4/4+1/3+1 Per Day, Save DC 13 + Spell Level, lCaster Level 3;
Spells prepared:
Orisons: Create Water, Detect Magic, Light, Stabilize
1st:Ant Haul [Carrying Capacity x3 for 8hrs], Bless, Divine Favor, Shield of Faith-Magic Stone
2nd: Hold Person, Lesser Restoration,Spiritual Weapon[Hammer]+ Create Pit
Domains
Artifice (construct) Domain

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—Limited Wish, 8th—Polymorph Any Object, 9th—prismatic sphere.

Earth(caves): Acid Dart (Sp): Shoot a Spash of Acid with Ranged Touch Attack 1d6+1/2 Cleric Levels; 30'; 3+Wis Mod/Day (6/Day);

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Spell List: 1 - Magic Stone, 2 - Create Pit, 3 - Spiked Pit 4 - Stone Spikes, 5 - Wall of Stone, 6 - Hungry Pit, 7 - Elemental Body IV (earth only), 8 - Earthquake, 9 - Elemental Swarm (earth only)


Possessions:
Total Gear Value 7,650gp
Remaining 327gp

Body Slot - Item - GP Value - Source
Shield Heavy Darkwood+1 - 1,257 - PFCB; AC +3, ACP -0
Armor Chainmail +1- 1,150- PFCB; AC +6, Max Dex +2, ACP -5
Weapon[Hammer of the Forge] Warhammer -12 - PFCB;
Battleaxe 10-PFCB
Belt of Strength +2 -4,000
Light crossbow-35-PFCB
20 bolts-2-PFCB
Backpack - 2 - PFCB
Bedroll - 0.5 - PFCB
Beltpouch - 1 - PFCB
Parchmentx10 - 2 - PFCB
Ink - 8 - PFCB
Silk Rope - 10 - PFCB
Explorer's Outfit -free - PFCB
Holy Symbol (Silver) - 25 - PFCB
Water Skin -1-PFCB
Manacles-15-PFCB
rations, trail 5days-2.5-PFCB
Healer's Kit-50-PFCB
Wand of Cure Light Wounds [50 chg]-750
*PFCB = Pathfinder Core Book
 
Last edited:

jkason

First Post
Gurbisi Reb, human thug

Code:
[B]Name:[/B] Gurbisi Reb
[B]Class:[/B] Rogue (Thug archetype) (favored -> HP)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] None

[B]Str:[/B] 10  +0 (0p.)      [B]Level:[/B] 4        [B]XP:[/B] --
[B]Dex:[/B] 19* +4 (10p.)     [B]BAB:[/B] +3         [B]HP:[/B] 39/39 (4d8+16)**
[B]Con:[/B] 14  +2 (5p.)      [B]CMB:[/B] +3         [B]ACP:[/B] 0 
[B]Int:[/B] 8   -1 (-2p.)     [b]CMD:[/b] 18         [B]Spell Res:[/B] -
[B]Wis:[/B] 10  +0 (0p.)      [B]Speed:[/B] 30'      [B]Spell Save:[/B] -
[B]Cha:[/B] 12  +1 (2p.)      [B]Init:[/B] +4        [B]Spell Fail:[/B] -

* 4th level ability increase
** Toughness +3 HP at first, +1 per level 4 and above


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +4    +0    +0    +2*  20
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 15

* +1 Dodge, +1 Ring of Protection

                         [B]Base   Mod  Misc*  Total[/B]
[B]Fort:[/B]                      1    +2    +1   +4
[B]Ref:[/B]                       4    +4    +1   +9
[B]Will:[/B]                      1    +0    +1   +2

* Cloak of Protection +1


Weapon                  Attack   Damage**    Critical[/B]
MW Short Sword............+9*.....1d6...........19-20/x2
MW Short Sword (TWF)...+7/+7*....1d6...........19/20/x2
MW Shortbow...............+8......1d6...........x3, range 60'

* Weapon Finesse
** +2d6 on sneak attack
^ Weapon Training (short sword)
~ Dirty Fighter: +1 damage on a flank


[B]Languages:[/B] 
Common

[B]Abilities:[/B]

--Human--

* +2 one ability score (DEX)
* Medium size
* Normal speed (30')
* Bonus Feat
* Skilled (bonus skill point each level)
* Any language as bonus

--Rogue (Thug Archetype)--

* Simple weapon proficiency
* Proficient: hand crossbow, rapier, sap, shortbow, short sword
* Light armor proficiency
* Non-tower shield proficiency
* Sneak atttack +2d6
* Evasion
* Rogue talent x2: Finesse Rogue, Weapon Training (Short Sword)
* Frightening: +1 round shaken on successful Intimidate
               4+ rounds shaken can be made frightened
* Brutal Beating: trade 1d6 sneak attack damage to make target sickened for 2 rounds (1/2 rogue level).
* Uncanny Dodge 

[b]Traits:[/b]
Dirty Fighter (+1 damage on a flank)
Bully (+1 Intimidate)

[B]Feats:[/B] 
Two-Weapon Fighting (1st)
Toughness (bonus human)
Weapon Finesse (Rogue Talent bonus)
Weapon Focus: Short Sword (Rogue Talent bonus)
Dodge (3rd)

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 4
Skills                   Ranks  Mod  Class  ACP  Misc  Total[/B]

Acrobatics.................4....+4....+3................+11
Bluff......................4....+1....+3................+8
Climb......................4....+0....+3................+7
Disable Device.............4....+4....+3.........+2**..+13
Escape Artist..............4....+4....+3................+11
Intimidate.................4....+1....+3.........+1*....+9
Perception.................4....+0....+3................+7
Stealth....................4....+4....+3................+11


* Bully trait
** MW Thieves' tools

[b]Equipment:               Cost  Weight[/B]

--Worn / Carried--

Mithral Chain Shirt......110pp...12.5lbs
Cloak of Resistance +1...100pp.....1
Ring of Protection +1....200pp.....--

MW Short sword x2........620gp.....4lbs
MW Shortbow..............330gp.....2
Arrows x20.................1gp.....3

Backpack...................2gp.....4
Belt pouch.................1gp...0.5
Explorer's outfit..........--.....--	

--In Backpack--
Chalk x5...................5cp....--
Flint and steel............1gp....--
MW Thieves' tools........100gp.....2
Sunrod x3..................6gp.....3

[B]Total Weight:[/B]32lbs      [B]Money:[/B] 80PP 38GP 9SP 5CP

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33   66   100   200   500

[B]Age:[/B] 30
[B]Height:[/B] 6'0"
[B]Weight:[/B] 225 lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan

[sblock=Appearance]Gurbisi is what one calls 'rough around the edges.' A stocky man in simple, worn clothes, generally inclined to glare or growl at anyone who looks at him too closely or too long. He's definitely not the first person you'd pick to ask directions of if you were lost, though if you're lost in Gurbisi's neck of the woods, you're probably already in a spot of trouble.[/sblock]
[sblock=Background]Gurbisi grew up on that "wrong side of the fence" about which parents always warn their children. Though not particularly strong and a bit dim-witted, he was a sturdy child, so he could take a punch with the best of them. And though he wasn't made for book learning, he learned the lessons of the streets quickly, especially the benefit of fighting dirty: a kidney punch here, a groin jab there, a severed hamstring when things got more dangerous. So while his blows weren't as hearty as the more densely-muscled others, they hurt like no others.

The street punk grew into a hefty enforcer, breaking knuckles and cowing the meek at the behest of whomever paid his bills. But when he heard about the Dwarven halls and all he shiny that was supposed to be there, he decided it might be time to be self-employed. [/sblock]


[sblock=Notable NPCs][/sblock]
 
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