RG: Forge of Fury - Pathfinder System

HolyMan

Thy wounds are healed!
Ok let's get the characters somewhere I can check them all about the same time. (and you all can to don't want me to goof to badly).

I'm going to figure out my updating schedule for this I want it to run at medium speed so when I figure that out will let everyone know.

Still a few things to do to figure this out for pbp, but I am ready to start when characters are complete.

Group:

Gerlari Hiltzaile half-orc Barbarian/Fighter
Auris D'Leroy halfling Sorcerer(air)
Sabern Hutch human Cleric
Backle Hinderpick dwarf Rogue

Current Location:

Room #35 "Chamber of Statues"

HM

LINKS:
http://www.enworld.org/forum/playing-game/278271-forge-fury.html
http://www.enworld.org/forum/talking-talk/277238-forge-fury-pf-system-ooc.html
 
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HolyMan

Thy wounds are healed!
[sblock=Ghared]
Ghared __CR 3__ XP 800

Duergar rogue 4
LE Medium humanoid (dwarf)
Init +3; Senses darkvision 120 ft; Perception +7______________________________
______________________________________________________________________
DEFENSE

AC: 17, touch 13, flat-footed 17 (+4 armor, +3 Dex)
HP: 40 (4d8+4+4)
Fort +2, Ref +6, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses: light sensitivity ______________________________________________
_______________________________________________________________________
OFFENSE

Speed: 20 ft.
Attacks:
-short sword +4 (1d6+1/19-20x2)
-light crossbow +6 (1d8/19–20x2)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
SA: sneak attack +2d6, bleeding attack ________________________________________
__________________________________________________________________________
STATISTICS

Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats: Point Blank Shot, Nimble Fingers
Skills: Intimidate +7, Stealth +10, Perception +7, Climb +8, Disable Device +12, Acrobatics, +8, Know(dungenerring) +8, Appraise +8, Linguistics +8; Racial Modifiers +2 Perception relating to stonework,
Languages: Common, Dwarven, Undercommon, Aklo, Giant, Terran, Goblin
SQ: slow and steady, stability, trapspotter, trap sense +1, uncanny dodge_____________
____________________________________________________________________________
EQUIPMENT

mithral chain shirt, mw light crossbow, mw short sword, +1 bolts(5), mw thieves tools, potion (cure moderate), 24gp, 9sp [/sblock]
 
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HolyMan

Thy wounds are healed!
[sblock=XP&Treasure LVL 1]
looted orcs
First XP = 550 each
coin & potion
room#11

Experience (per player):

Sentries and Archers - 150xp
Orcs - 100xp
Ogre & Wolves - 300xp

above already awarded

Orcs - 100xp
Yarrick - 80xp
Dwarven statue trap - 120xp
Striges - 160xp
False door trap - 120xp
Burdug - 80xp
Orcs - 50xp

Total of + 710xp from encounters
Time XP Award: + 3,036xp

Loot:
Orc sentires and archers: 27gp, 51sp
Room #5: Sack of coins (250sp, 40gp) and unidentified potion - ???
Room #11: 210gp, a topaz worth 200gp, and two onyx gems worth 50gp each
- looted bodies: 28gp, 56sp
- Yarrick: scalemail, large steel shield, mw hand axe, and 3 throwing axes
Rooms 12 & 14: Two chest containing 440gp, 1600sp, sack w/180gp and a flask of holy water.
- potion of Spider Climb
- magical dagger (size small): unidentified
- loot from two rooms found here
Room #9: two leather sacks 160sp each, 2 light maces, and a dagger

Time gold Award: +2,346gp each [/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Gerlari Hiltzaile

[sblock=Gerlari Hiltzaile]

[sblock=Game Info]
Race: Half-Orc
Class: Barbarian (Favored)/Fighter
Level: 6 (3/2)
Experience: 10296
Alignment: Chaotic Neutral
Languages: Common, Orc
Deity: Gorum
[/sblock]

[sblock=Abilities]
STR: 18 +4 (+07pts) (+2 Racial, +1 4th Lvl)
DEX: 16 +3 (+10pts)
CON: 16 +3 (+10pts)
INT: 08 -1 (-02pts)
WIS: 10 +0 (+00pts)
CHA: 10 +0 (+00pts)
[/sblock]

[sblock=Combat]
HP: 74 = [3d12 + 2d10 + 15] + [3 FC]
AC: 19 = 10 +3 (DEX) +5 (Armor) +1 (Amulet)
AC Touch: 13 = 10 +3 (DEX)
AC Flatfooted: 16 = 10 +5 (Armor) +1 (Amulet)
INIT: +3 = +3 (DEX)
BAB: +05 = +3 (Barbarian) +2 (Fighter)
CMB: +09 = +5 (BAB) +4 (STR)
CMD: 24 = 10 +5 (BAB) +4 (STR) +3 (DEX) +2 (GM Bonus)
Fort: +09 = +6 (Base) +3 (CON)
Reflex: +04 = +1 (Base) +3 (DEX)
Will: +01/+02* = +1 (Base) +0 (WIS) +1 (*vs. Fear Only)
Speed: 40'
Damage Reduction: 00/Any
Spell Resistance: 00
[/sblock]

[sblock=Weapon Stats]
List as follows:
GreatAxe: +10 = +5 (BAB) +4 (STR) +1 (Magic) / 1d12+7, 20/x3, +1 Confirm Crit/+3 Damage on Crit (Traits)
GreatAxe (PA): +08 = +5 (BAB) +4 (STR) +1 (Magic) -2 (PA) / 1d12+13, 20/x3, +1 Confirm Crit/+3 Damage on Crit (Traits)
Composite Longbow (+4 STR): +09 = +5 (BAB) +3 (DEX) +1 (MW) / 1d8+4, 20/x3, +1 Confirm Crit/+3 Damage on Crit (Traits)
[/sblock]

[sblock=Racial Traits]
+2 to One Ability Score
Size: Medium
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless

brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “Orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
[/sblock]

[sblock=Background Traits]
Anatomist: +1 to Confirm Critical Hits
Killer: + Crit Multiplier to Damage on Critical Hits
[/sblock]

[sblock=Class Features]
Barbarian
Fast Movement: 40'
Rage: 17 Rnds/Day
Rage Powers: Intimidating Glare
Uncanny Dodge

Fighter
Bonus Feats: 2
Bravery: +1 Will Saves vs. Fear
[/sblock]

[sblock=Feats]
Simple & Martial Weapons Proficiencies
Light, Medium and Heavy Armor Proficiencies, All Shield Proficiencies
Intimidating Prowess (Level 1)
Power Attack (Level 3)
Extra Rage (Level 5)
Cleave (Fighter 1 Bonus)
Great Cleave (Fighter 2 Bonus)
[/sblock]

[sblock=Skills]
Code:
Skill Points: 11

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              7      1       3       3     -0   
Appraise               -1      0       0      -1          
Bluff                   0      0       0       0          
Climb                   8      1       3       4     -0   
Craft (       )        -1      0       0      -1          
Diplomacy               0      0       0       0          
Disable Device                 0       0       3     -0   
Disguise                0      0       0       0          
Escape Artist           3      0       0       3     -0   
Fly                     3      0       0       3     -0   
Handle Animal                  0       0       0          
Heal                    0      0       0       0          
Intimidate             14      5       3       0          +2(R), +4(Feat)
Knowledge (Arcana)             0       0      -1          
Knowledge (Dngnrng)            0       0      -1          
Knowledge (Engnrng)            0       0      -1          
Knowledge (Geography)          0       0      -1          
Knowledge (History)            0       0      -1          
Knowledge (Local)              0       0      -1          
Knowledge (Nature)             0       0      -1          
Knowledge (Nobility)           0       0      -1          
Knowledge (Planes)             0       0      -1          
Knowledge (Religion)           0       0      -1          
Linguistics                    0       0      -1          
Perception              6      3       3       0          
Perform (       )       0      0       0       0          
Profession                     0       0       0          
Ride                    3      0       0       3     -0   
Sense Motive            0      0       0       0          
Slight of Hand                 0       0       3     -0   
Spellcraft                     0       0      -1          
Stealth                 3      0       0       3     -0   
Survival                0      0       0       0          
Swim                    8      1       3       4     -0   
Use Magic Device               0       0       0          

     * Situational Bonus not included in Total
[/sblock]

[sblock=Equipment]
Code:
PP: 00     GP: 46    SP: 04     CP: 00


Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Mithril Shirt (+1)              2100 gp   12½ lb
Amulet of Natural Armor (+1)    2000 gp
GreatAxe (+1)                   2320 gp   12  lb
Composite LongBow (MW, +4 STR)   800 gp   03  lb
  Arrows (60)                     03 gp   09  lb
Feather Token (Whip)             500 gp
Backpack (MW)                     50 gp   04  lb
 Bag (Waterproof)                 05 sp   00½ lb
  Bedroll                         01 sp   05  lb
  Chain                           30 gp   02  lb
  Climber's Kit                   80 gp   05  lb
  Crowbar                         02 gp   05  lb
  Grappling Hook                  01 gp   04  lb
  Holy Water (2 Flasks)           50 gp   01  lb
  Rope (Silk, 50')                10 gp   05  lb
  Smokestick (5)                 100 gp   02½ lb
  Tanglefoot Bag (5)             250 gp   20  lb
  Trail Rations (10 Days)         05 gp   10  lb
  Waterskin (Full)                01 gp   04  lb
  Potion (Shield of Faith +3)    300 gp
  Potion (Cure Light Wounds)      50 gp
Beltpouch                         01 gp   00½ lb
  Flint & Steel                   01 gp   00  lb
  Thunderstone (5)               150 gp   05  lb


                           Total Weight: 110  lb

            Light  Medium   Heavy    
Max Weight: 0-116  117-233  234-350
[/sblock]

[sblock=Details]
Size: Medium
Gender: Male
Age: 20
Height: 6'10"
Weight: 300 Pounds
Hair Color: Black
Eye Color: Black
Skin Color: Pale Green
Appearance: Huge, Brutal, Clean
Demeanor: Fierce, Determined
Background: Unknown
[/sblock]

[sblock=Level Ups]
Character Level 2:
Class: Barbarian 2 (Favored)
BAB: +1 to +2
Fort: +1 to +2
HP: +15; +1 (FC)
Skill Points: +3 = +4 (Class) -1 (INT) +3 (Old Total) = 06 (New Total)
Uncanny Dodge (Class Feature)
Rage Power: Intimidating Glare (Class Feature)

Character Level 3:
Class: Fighter 1
BAB: +2 to +3
Fort: +3 to +5
HP: +13
Skill Points: +1 = +2 (Class) -1 (INT) +6 (Old Total) = 07 (New Total)
Feat: Power Attack (Level 3)
Feat: Cleave (Fighter 1 Bonus)

Character Level 4:
Class: Fighter 2
BAB: +3 to +4
Fort: +5 to +6
HP: +13
Bravery: +1
Skill Points: +1 = +2 (Class) -1 (INT) +7 (Old Total) = 08 (New Total)
Feat: Great Cleave (Fighter 2 Bonus)

Character Level 5:
Class: Barbarian 3
BAB: +4 to +5
Ref/Will: +0 to +1
HP: +15
Bravery: +1
Skill Points: +3 = +4 (Class) -1 (INT) +8 (Old Total) = 11 (New Total)
Feat: Extra Rage (Character Level 5)

Sold Backpack (+1 GP)
Bought MW Backpack (-50 gp), Bought Waterproof Bag (-5 sp), Bought Amulet of Natural Armor +1 (-2000 gp)
Bought Potion of Shield of Faith +3 (-300 gp), Bought Potion of CLW (-50 gp), Bought Feather Token - Whip (500 gp)
[/sblock]
[/sblock]
 
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Alt F4

First Post
Ears, Half-elf Rogue

[sblock=Ears, Half-elf Rogue 4]
[sblock=Game Info]Race: Half-elf
Class: Rogue
Level: 4
Experience: 6000
Alignment: CG
Languages: Common, elven, draconic, dwarven, goblin, orc, terran, undercmmon
Deity: Cayden Cailean
Favored Classes: rogue, ranger[/sblock]
[sblock=Abilities]STR: 14 +2 (5pts)
DEX: 18 +4 (10pts) (+2 Racial)
CON: 12 +1 (2pts)
INT: 14 +2 (3pts) (+1 Lvl 4)
WIS: 14 +2 (5pts)
CHA: 10 +0 (0pts)
[/sblock]

[sblock=Combat]HP: 36 = [4d8 + 4]
AC: 18 = 10 + 4 (armor) + 4 (Dex)
AC Touch: 14 = 10 + 4 (Dex)
AC Flatfooted: 14 = 10 + 4 (armor)
AC vs. Traps: 19 = 10 + 4 [armor] + 4 [DEX] + 1 [trap sense]
INIT: +4 = +4 (Dex)
BAB: +3 = +3 (Rogue 4)
CMB: +5 = +3 (BAB) +2 (Str)
CMD: 19 = 10 +3 (BAB) +2 (Str) +4 (Dex)
Fort: +3 = +1 (base) + 1 (Con) +1 (Resiliant trait)
Reflex saves: +8/+9* = +4 [base] + 4 [DEX] + 1 [save vs traps*]
Will saves: +3/+5* = +1 [Base] + 2 {WIS] + 2 [save vs. enchantments*]
Speed: 30' (6 squares)[/sblock]

[sblock=Weapon Stats]Short Sword +1 (melee): +6 = +3 BAB +2 (Str mod) + 1 (magic) DMG: 1d6+3 (+2 Str, +1 magic) Crit: 19-20/x2
Short Bow (ranged): +7 = +3 BAB +4 (Dex Mod) DMG 1d6 Crit: 20/x3 Range incr: 60 feet (12 squares)[/sblock]

[sblock=Racial Traits]+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
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: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]

[sblock=Background Traits]Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Resilient: +1 trait bonus on Fortitude saves.[/sblock]

[sblock=Class Features]Sneak attack +2d6
Trapfinding +2
Evasion
Trap spotter (Rogue Talent lvl 2)
Trap sense +1
Quick disable (Rogue Talent lvl 4)
Uncanny dodge[/sblock]

[sblock=Feats]Light Armor Proficiency (Rogue)
Simple Weapon Proficiency (Rogue)
Proficiency with hand crossbow, rapier, sap, shortbow, short sword (Rogue)
Skill Focus: Perception (bonus Half-elf)
Alertness (Lvl 1)
Deft Hands (Lvl 3)[/sblock]

[sblock=Skills]Skill Points: 44 = 32 (Rogue [8 points x 4 lvls]) + 8 (Int [2 points x 4 lvls]) + 4 (favored class [1 pt x 4 lvls])
Max Ranks: 4
ACP: -0
Code:
[u]Skills                Total   Rank     CS   Ability  ACP  Misc[/u]
Acrobatics             11      4       3       4      0   
Appraise                9      4       3       2      0   
Bluff                   7      4       3       0      0   
Climb                  11      4       3       2      0   2 (Climber's Kit)
Disable Device         17      4       3       4      0   2 (Deft Hands) 2 (Trapfinding) 2 (MstrWrk Thief Tools)
Escape Artist          11      4       3       4      0   
Knowledge (Dngnrng)     9      4       3       2      0   
Linguistics             9      4       3       2      0   
Perception             16      4       3       2      0   2 (Alertness) 3 (Skill focus) 2 (Half-elf)
Perception (Trapfndng) 18      4       3       2      0   2 (Alertness) 3 (Skill focus) 2 (Half-elf) 2 (Trapfinding)
Sense Motive            4      0       0       2      0   2 (Alertness)   
Slight of Hand         13      4       3       4      0   2 (Deft Hands)
Stealth                11      4       3       4      0
[/sblock]

[sblock=Situational Bonuses]- +5 trait bonus to Sense Motive checks when intercepting secret messages.
- grant a +5 bonus to Bluff checks for characters conveying secret messages to me.
- automatic Perception check to notice traps within 10 feet.
- +1 bonus on Reflex saves made to avoid traps.
- +1 dodge bonus to AC against attacks made by traps.
- +2 racial saving throw bonus against enchantment spells and effects[/sblock]

[sblock=Equipment]
Code:
[u]Item				Cost		        Weight[/u]
Mithral Shirt			1100.00 gp		10 lbs
Explorer's Outfit		Free		 	(8 lbs) (not counted)
Short Sword +1			2310.00 gp		 2 lbs
Short Bow			  30.00 gp		 2 lbs
Arrows (20)			   1.00 gp		 3 lbs
Belt Pouch			   1.00 gp		 0.5 lb
- Masterwork Thieves' Tools	 100.00 go		 2 lbs
- Flint and Steel		   1.00 gp		 0 lbs
Handy Haversack			2000.00 gp		 5 lbs (contents weightless, not counted)
- Arrows (40)			   2.00 gp		(6 lbs)
- Bedroll			   0.10 gp		(5 lbs)
- Climber's Kit			  80.00 gp	       (10 lbs)
- Belt Pouch			   1.00 gp
-- Platinum Pieces (23)		 230.00 gp		(0.46 lbs)
-- Gold Pieces (28)		  28.00 gp		(0.56 lbs)
-- Silver Pieces (6)		   0.60 gp		(0.12 lbs)
-- Copper Pieces (8)		   0.08 gp		(0.16 lbs)
- Oil (2 pints)			   0.20 gp		(2 lbs)
- Potion of Cure Light Wounds(2) 100.00 gp		(1 lbs)		Cures 1d8+1 hp
- Rations (6 days)		   3.00 gp		(6 lbs)
- Rope (50 feet, silk)		  10.00 gp		(5 lbs)
- Torch (2)			   0.02 gp		(2 lbs)
- Waterskin, filled (2)		   2.00 gp		(8 lbs)
-- Weight of Items in Handy Haversack		       [46.30 lbs]

Total weight carried: 					24.5 lbs - light load

            Light  Medium   Heavy    
Max Weight: 0-58   59-116  117-175

Treasure: 23 pp, 28gp, 6sp, 8cp[/sblock]

[sblock=Details]Size: Medium
Gender: Male
Age: 22
Height: 6'1"
Weight: 165 pounds
Hair Color: Dark brown
Eye Color: Emerald Green
Skin Color: Light moca (Ears' human parent was Varisian, although he doesn't know this)
Appearance: Lower class
Demeanor: To be determined in play. Likely cautious, generous, compassionate, freedom-loving, friendly.
Background: Ears grew up an orphan and street urchin on the streets of Riddleport. He has no memory of his parents, and has never had a proper name. He has never had a proper name, only a string of ever-changing street names. He got his current name Ears because of his keen sense of hearing. His companions quickly learn that when Ears says "Shh, do you hear that?" to be ready for trouble. Ears has an intense dislike for all sorts of traps. He often takes extra steps to make sure a trap cannot be easily reset or repaired. Although capable of speaking it correctly, Ears most often speaks elven with a heavy common accent. [/sblock]

[sblock=Level Ups]Character Level 2:
Class: Rogue (favored) 2nd level
BAB: +0 to +1
Ref: +2 to +3
Evasion
Rogue talent: Trap spotter
HP: 18 = +8 (Rogue) + 1 (Con) + 9 (old total)
Skill Points: 20 (new total) = +8 (class) +1 (Int mod) + 1 (favored class) + 10 (old total)

Character Level 3:
Class: Rogue (favored) 3rd level
BAB: +1 to +2
Fort: +0 to +1
Wil: +0 to +1
Sneak attack +1d6 to +2d6
Trap sense +1
Deft Hands feat
HP: 27 = +8 (Rogue) + 1 (Con) + 18 (old total)
Skill Points: 30 (new total) = +8 (class) +1 (Int mod) + 1 (favored class) + 20 (old total)

Character Level 4:
Class: Rogue (favored) 4th level
Int 13 to 14
BAB: +2 to +3
Ref: +3 to +4
Uncanny dodge
Rogue talent: Quick disable
HP: 36 = +8 (Rogue) + 1 (Con) + 27 (old total)
Skill Points: 44 (new total) = +8 (class) +2 (Int mod) + 1 (favored class) +3 (Int mod increase) + 30 (old total)

Character Level 5:
Class: Rogue (favored) 5th level
Sneak attack +2d6 to +3d6
HP: 45 = +8 (Rogue) + 1 (Con) + 36 (old total)
Skill Points: 55 (new total) = +8 (class) +2 (Int mod) + 1 (favored class) + 44 (old total)
Skills increased by 1 rank: Acrobatics, Appraise, Bluff, Climb, Disable Device, Escape Artist, Knowledge (Dungeoneering), Linguistics, Perception, Sleight of Hand, Stealth
Undetermined: Feat, new Language from rank in Linguistics[/sblock][/sblock]
For the record, "Ears" is easily the dumbest name I've ever given a character. I tried coming up with something else, but dumb as it is, nothing else I've thought of fits the character better. Ears doesn't like his name any more than I do, but he hasn't had any luck either in finding a better name for himself.
 
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Walking Dad

First Post
[sblock=Auris D'Leroy]
[sblock=Game Info]
Race: Halfling
Class: Sorcerer (Air)
Level: 5
Experience: 10,296
Alignment: TN
Languages: common, halfling, auran, elven
Deity:Gozreh[/sblock]
[sblock=Abilities]
STR: 09 -1 (01pts) (includes racial penalty)
DEX: 18 +4 (07pts) (includes racial and lev 4 bonus)
CON: 14 +2 (05pts)
INT: 14 +2 (05pts)
WIS: 10 +0 (00pts)
CHA: 17 +3 (07pts) (includes racial bonus)
[/sblock]
[sblock=Combat]
HP: 48 = [5d6(30)+10=40] +4 [feat] + 4 [fav class]
AC: 16 = 10 + 4 (Dex) + 1 (size) + 1 (dodge)
AC Touch: 16 = 10 + 4 (Dex) + 1 (size) + 1 (dodge)
AC Flatfooted: 11 = 10 + 1 (size) + 0 (misc)
INIT: +4 = +4 (DEX) + 0 (misc)
BAB: +2 = +2 (class/es)
CMB: +0 = -1 (STR) -1 (size) +2 (BAB)
CMD: 14 = +0 (CMB) + 4 (Dex)
Fort: +4 = +1 (base) + 2 (Con) + 1 (racial)
Reflex: +6 = +1 (base) + 4 (Dex) + 1 (racial)
Will: +5/+7* = +4 [base] + 0 [Wis] + 1 [racial] + 2 [vs. fear]*
Speed: 20'
Damage Reduction: none
Spell Resistance: none
EnergyResistance(electrical) 10[/sblock]
[sblock=Weapon Stats]
Weapon(dagger): +1 = +2(BAB) -1 (Str) + 0 (feat) + 0 (item) +0 (magic) / 1d4-1 p 19-20/x2[/sblock]
[sblock=Racial Traits]

  • +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
[/sblock]
[sblock=Class Features]
Spells
Cantrips
Bloodline: Elemental(Air)
-bonus class skill: Knowledge(planes)
-bloodline arcana
-bloodline powers (energy type= electrical, Fly(60'/average)
-elemental ray = 30' range tough attack, 1d6+2(electrical damage), 6/day
-elemental resistance = energy resistance(electrical) 10[/sblock]
[sblock=Feats]
Dodge (Level 1)
Prof. with all simple weapons (sorcerer)
Eschew Materials (bonus Sorcerer)
Point Blank Shot (Level 3)
Precise Shot (Level 5) [/sblock]
[sblock=Traits]
Reactionary
Night Market Urchin[/sblock]
[sblock=Spells]
Sorcerer Spells Known: Cantrips- 6, 1st- 4, 2nd- 2, + 2 bloodline spells
0 (6): Acid Splash, Detect Magic, Read Magic, Dancing Lights, Disrupt Undead, Mage Hand
1 (3): Mage Armor, Magic Missle, Shield, Sleep - Burning Hands (electric)
2 (1): Glitterdust, Flaming sphere - Scorching Ray (electric)
Spells per day: DC = 10 + spell level + 3 [CHA]
1st lvl: 7
2nd lvl: 5 [/sblock]
[sblock=Skills]
Code:
Skill Points: 20 = (2 class) +2 (Int) x 5
[FONT=Courier New]
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              6      0       0       4      0    +2 (R)
Appraise                2      0       0       2      0   
Bluff                   8      2       3       3      0   
Climb                   1      0       0      -1      0   +2 (R) 
Craft (       )         2      0       0       2      0   
Diplomacy               3      0       0       3      0   
Disable Device                 0       0       4      0   
Disguise                0      0       0       3      0   
Escape Artist           4      0       0       4      0   
Fly                     9      2       3       4      0   
Handle Animal                  0       0       3      0   
Heal                    0      0       0       0      0   
Intimidate              9      3       3       3      0 
Knowledge (Arcana)      8      3       3       2      0   
Knowledge (Dngnrng)            0       0       2      0   
Knowledge (Engnrng)            0       0       2      0   
Knowledge (Geography)          0       0       2      0   
Knowledge (History)            0       0       2      0   
Knowledge (Local)              0       0       2      0   
Knowledge (Nature)             0       0       2      0   
Knowledge (Nobility)           0       0       2      0   
Knowledge (Planes)      6      1       3       2      0   
Knowledge (Religion)           0       0       2      0   
Linguistics                    0       0       2      0   
Perception              2      0       0       0      0    +2 (R)
Perform (       )       0      0       0       3      0   
Profession                     0       0       2      0   
Ride                    4      0       0       4      0   
Sense Motive            0      0       0       0      0   
Slight of Hand                 0       0       3      0   
Spellcraft              9      4       3       2      0   
Stealth                 8      0       0       4      0    +4 (size)
Survival                0      0       0       0      0   
Swim                   -1      0       0      -1      0   
Use Magic Device       11      5       3       3      0 [/FONT]  

     * Situational Bonus not included in Total
[/sblock]
[sblock=Equipment]
List the items and there cost and weight it may be easier to code this part as it will give you even columns. We should try different things to see what works.

Worn
Vest of Resistance +1 1,000 (same as cloak, but I like the visual of a vest more)
Ring of Protection +1 2,000
Amulet of Natural Armor +1 2,000

In hand:
Wand of Color Spray (CL 1) 750

In Handy Haversack
2 Potions of Cure Light Wounds 100
Wand of Ray of Enfeeblement 25 charges
mysttery dagger


After equipment list
Treasure: XXgp, XXsp, XXcp Gems: list all
Total weight carried: XXX (list load, light,medium, or heavy)
Maximum weight possible: XXXlight, XXXmedium, etc.[/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Apperance:
Deamenaor:
Background:[/sblock]
[sblock=Level Ups] Here you can keep track of level ups so a judge can readily check what you have added to your character just do each by level- Example:
Character Level 2:
Class: Fighter (favored) 2nd level
BAB: +1 to +2
Fort: +1 to +3
Bonus feat: Improved Initative
Bravery: +1 to +1
HP: not sure what we are doing yet will get back to you ;) + 1 (favored class bonus)
Skill Points: +3 = +2 (class) +1 (human) + XX (old total) = XX (new total)

and your next Character Level under that one, and so forth.[/sblock]
[/sblock]

Will fill rest in later.
 

Attachments

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IronWolf

blank
Sabern Hutch, Human Cleric

[sblock=Sabern Hutch, Human Cleric 5]
[sblock=Game Info]Race: Human
Class: Cleric
Level: 5
Experience: 10296
Alignment: NG
Languages: Common, dwarven, elven
Deity: Iomedae
Favored Classes: Cleric[/sblock]
[sblock=Abilities]
STR: 14 +2 (5pts)
DEX: 12 +1 (2pts)
CON: 14 +2 (5pts)
INT: 10 +0 (0pts)
WIS: 18 +4 (10pts) (+2 Racial)
CHA: 14 +2 (3pts) + 4th level ability boost
[/sblock]

[sblock=Combat]HP: 50 = [5d8 + 10]
AC: 20 = 10 + 7 (armor) + 2 (shield) + 1 (Dex)
AC Touch: 11 = 10 + 1 (Dex)
AC Flatfooted: 19 = 10 + 7 (armor) + 2 (shield)
INIT: +1 = +1 (Dex)
BAB: +3 = +3 (Cleric 4)
CMB: +5 = +3 (BAB) +2 (Str)
CMD: 16 = 10 +3 (BAB) +2 (Str) +1 (Dex)
Fort: +6 = +4 (base) + 2 (Con)
Reflex: +2 = +1 (base) + 1 (Dex)
Will: +8 = +4 (base) + 4 (Wis)
Speed: 30' (6 squares)
Speed (in armor): 20 (4 squares)
[/sblock]

[sblock=Weapon Stats]
Heavy Mace +1 (melee): +6 = +3 BAB +2 (Str mod) + 1 (magic) DMG: 1d8+3 (+2 Str, +1 magic) Crit:

x2
Light Crossbow (ranged): +4 = +3 BAB +1 (Dex Mod) DMG 1d8 Crit: 19-20/x2 Range incr: 80

feet (16 squares)[/sblock]


[sblock=Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
[/sblock]

[sblock=Background Traits]
Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Sacred Conduit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
[/sblock]

[sblock=Class Features]
Simple Weapon Proficiency
Light and Medium armor
Shields (except Tower)
Proficient with Favored Weapon of Deity (Longsword)
Aura (good)
Spells, divine spells from cleric spell list.
Orisons, 0-level spells
Spontaneous Casting
Domains (Sun, War)
Channel Energy 3d6

[/sblock]

[sblock=Feats]
Heavy Armor Proficiency (Human Bonus)
Selective Channeling (Lvl 1)
Combat Casting (Lvl 3)
Extra Channel (Lvl 3)
[/sblock]


[sblock=Skills]Skill Points: 20 = 8 (Cleric [2 points x 5 lvls]) + 5 (human bonus [1pt x 5 levels]) + 5 (favored class [1 pt x 5 lvls])
Max Ranks: 5
ACP: -0
Code:
[u]Skills                Total   Rank     CS   Ability  ACP  Misc[/u]
Acrobatics                       1      0       -       1      -6   
Appraise                         1      0       0       1      0   
Bluff                            2      0       -       2      0   
Climb                            2      0       -       2      -6   
Diplomacy	                     2      0       0       2      0   
Disguise                         2      0       -       2      0
Escape Artist                    1      0       -       1      -6  
Fly                              1      0       -       1      -6
Heal                            12      5       3       4      0
Intimidate                       2      0       0       2      0 
Knowledge (Religion)             8      5       3       0      0   
Linguistics                      5      2       3       0      0   
Perception                       5      1       -       4      0   
Ride                             1      0       -       1      -6   
Sense Motive                     9      2       3       4      0   
Spellcraft                       8      5       3       0      0   
Stealth                          1      0       -       1      -6   
Survival                         4      0       -       4      0
Swim                             2      0       -       2      -6
[/sblock]

[sblock=Situational Bonuses]
- +1 trait bonus to save DC of channeled energy
- +1 damage when flanking (and is multiplied on a critical hit)
- War Domain: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
--- Battle Rage = standard action(AoO), +2 damage, for 1 round, 7 times/day
Channel Energy = standard action(no AoO), 3d6 (+5 to damage undead), 30'R, save DC = 15, 7 times/day (3 remaining for current day)
- Sun Domain: Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
[/sblock]

[sblock=Equipment]
Code:
[u]Item				Cost		        Weight[/u]
MW Banded Mail Armor           400.00 gp     35 lbs
MW Heavy Steel Shield          170.00 gp     15 lbs 
Explorer's Outfit               Free         (8 lbs) 
Heavy Mace +1                 2312.00 gp     8 lbs 
Crossbow, light                 35.00 gp      4 lbs
Bolts, crossbow (20)             2.00 gp      2 lbs
Holy Symbol, Silver             25.00 gp      1 lbs 
Belt Pouch                       1.00 gp    0.5 lb
- 19pp                                     0.38 lbs
- 2441gp                                   1.90 lbs
-  7sp                                     0.14 lbs
Handy Haversack               2000.00 gp      5 lbs (contents weightless)
- Bedroll                        0.10 gp     (5 lbs)
- Rations (6 days)               3.00 gp     (6 lbs)
- Rope (50 feet, silk)          10.00 gp     (5 lbs)
- Waterskin, filled (2)          2.00 gp     (8 lbs) 
- [s]Oil (2 pints)[/s]                  0.20 gp     (2 lbs)
- sunrod (2)                     4.00 gp     (2 lbs)
- chalk (2)                       .02 gp     (- lbs)
- candle (2)                      .02 gp     (- lbs)
- Wand, Cure Light Wounds 1d8+1 (36)    750 gp     (-) 
- cure light wounds potion (1d8+1)   (3)    150gp  (1.5 lbs)
- pearl of power (1st level)     1000 gp
- scroll bless                     25 gp     (.01 lbs)
- scroll bless                     25 gp     (.01 lbs)
- scroll burning disarm            25 gp     (.01 lbs)
- scroll remove fear	           25 gp     (.01 lbs)
- scroll obscuring mist            25 gp     (.01 lbs)
- scroll shield of faith           25 gp     (.01 lbs)
- scroll remove paralysis         150 gp     (.01 lbs)
- scroll remove curse             375 gp     (.01 lbs)
- scroll remove disease           375 gp     (.01 lbs)
- scroll remove blindness/deafness375 gp     (.01 lbs)


Gold Spent:            5714.32 gp have you at spent 5,714.32 which matches treasure below

Weight Carried:                        72.92 lbs - (haversack at 29.54/100lbs) = medium load
            Light  Medium   Heavy    
Max Weight: 0-58   59-116  117-175

[b]Treasure:[/b]  0pp, 35gp, 6sp, 6cp
[/sblock]

[sblock=Spells]

Standard load of spells.

Domains:  Sun, War

0-level:  4

Detect Magic
Purify Food and Drink
Stabilize
Light


1st-level 4 (3 class, 1 bonus) + 1 Domain

[s]Bless[/s]
Divine Favor
Protection from Evil
Shield of Faith
Domain(Sun): endure elements


2nd-level 2 (2 class, 1 bonus) +1 Domain

Bull's Strength
Lesser Restoration
Sound Burst
Domain(War):  spiritual weapon

3rd-level (1 class, 1 bonus) +1 Domain

Prayer
Dispel Magic
Domain(Sun): Searling Light


[/sblock]

[sblock=Details][b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Age:[/b] 22
[b]Height:[/b] 6'2"
[b]Weight:[/b] 185 pounds
[b]Hair Color:[/b] Salt and Pepper
[b]Eye Color:[/b] Blue
[b]Skin Color:[/b] Tanned, weathered
[b]Appearance:[/b] serious, weather hardened, traveler
[b]Demeanor:[/b] serious, but with dry humor and friendly
[b]Background:[/b] 

Sabern was born in the city of Absalom in Beldrin's Bluff, now known as Precipice Quarter since the earthquake of 4698.  Sabern's birth was met with mixed feelings as his mother passed during birth.  In fact it was with significant involvement of the temple of Iomedae priests that Sabern even managed to survive himself.

His father never really recovered from the passing of Sabern's mother.  This left Sabern with a good amount of time to learn the way of the streets.  He ran with some rough crowds growing up, often skirting the law as boys would do.  When Sabern was sixteen his father was killed when the wood craftsman shop he ran was killed for a few gold coins.

While Sabern was not particularly close to his father, the relationship always detached to a degree, he found sorrow as the difference would never be reconciled.  With debts owed by his father and no real income to pay them Sabern soon found himself without a home.  

His early adult years continued with running with the wrong crowd in the streets of Absalom.  Sometimes he and his group of friends would just be the hired thugs to rough some shopkeep up for money or sometimes they were to just transport some illicit product from point a to point b.

Eventually this caught up to him over the years until he found himself near dead in a gutter, head bleeding from the thugs who had beat him - likely for some deed he had done in the past.  It was a clergy member from the Temple of Iomedae who again came to his aide.  Dragged him back to the temple, cleaned him up, gave him some food and water and a clean place to stay.

Sabern saw this as a sign to get his life in order and began to learn more of the ways of the temple.  This came easily to him as he grew in knowledge.  He spent several years at the temple, his faith soon leading to the ability to call upon divine spells.  Eventually Sabern became a cleric of the church itself as his training came to a close.

For the next several years he stuck close to Abasalom and the temple, but soon he sought to travel more and thus began his many years on the road as a wanderer as he spread the word of Iomedae to those that would listen.  He would often travel with caravans and then stop in various villages - both remote and those near larger cities to help where he could.  Often he helped those that needed assistance defending against some threat, he saw this as a way to help make retribution for all the shopkeeps he had roughed up over the years.

Sabern now continues the life of the road, the experience giving him a rugged, weathered look.  He contributes a combination of skills to people that need him, whether it be to lend some muscle and tactical prowess to healing and help from the gods themselves.
[/sblock]

[sblock=Level Ups][b]Character Level 2:[/b]
Class: Cleric (favored) 2nd level
BAB: +0 to +1
Fort: +2 to +3
Will: +2 to +3
HP: 20 = +8 (Cleric) + 2 (Con) + 10 (old total)
Skill Points: 8 (new total) = +2 (class) + 1 (favored class) + 1 (human) + 4 (old total)


[b]Character Level 3:[/b]
Class: Cleric (favored) 3rd level
BAB: +1 to +2
Ref: +0 to +1
Channel energy 2d6
Feat: Combat Casting
HP: 30 = +8 (Cleric) + 2 (Con) + 20 (old total)
Skill Points: 12 (new total) = +2 (class) + 1 (favored class) + 1 (human)  + 8 (old total)

[b]Character Level 4:[/b]
Class: Cleric (favored) 4th level
Chr 13 to 14
BAB: +2 to +3
Fort: +3 to +4
Will: +3 to +4
HP: 40 = +8 (Cleric) + 2 (Con) + 30 (old total)
Skill Points: 16 (new total) = +2 (class) + 1 (favored class) +1 (human) + 12 (old total)

[b]Character Level 5 (pending):[/b]
Class: Cleric (favored) 5th level
Channel Energy 3d6
Access to 3rd level spells (1 + 1 for ability bonus + 1 domain)
Feat: Extra Channel
HP: 50 = +8 (Cleric) + 2 (Con) + 40 (old total)
Skill Points: 20 (new total) = +2 (class) + 1 (favored class) +1 (human) + 16 (old total)


[/sblock]
[/sblock]
 
Last edited:

JDragon

Explorer
[sblock=Lusk Blackhammer]
[sblock=Game Info]
Race: Dwarf
Class: Ranger
Level: 4th
Experience: 6000
Alignment: NG
Languages: Common, Dwarven
Deity:Gorum
[/sblock]
[sblock=Abilities]STR: 18 +4 (13pts) (+ 1 4th lvl)
DEX: 12 +1 (2pts)
CON: 18 +4 (10pts) (+2 Racial)
INT: 10 +0 (0pts)
WIS: 12 +1 (0pts) (+2 Racial)
CHA: 8 -1 (0pts) (-2 Racial)
[/sblock]
[sblock=Combat]HP: 60 = [4d10 + 16] + 4 [favored class]
AC: 21 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic) + 1 (Dex)
AC Touch: 11 = 10 + 1 (Dex)
AC Flatfooted: 20 = 10 + 6 (Breastplate) + 1 (magic) + 2 (Heavy Steel Shield) + 1 (magic)
INIT: +1 / +5* = +1 (DEX) + 2* (underground - Trait) + 2* (Favored Terrain)
BAB: +4 = + 4 (Ranger)
CMB: +8 = + 4 (BaB) + 4 (STR)
CMD: 19 / 23* = 10 + 4 (BaB) + 4 (STR) + 1 (DEX) + 4* (Vs Bull Rush & Trip only)
Fort: 8 / 10* = +4 (base) + 4 (Con) + 2* (Poison)
Reflex: 5 = +4 (base) + 1 (Dex)
Will: 2 / 4* = +1 (base) + 1 (Wis) + 2* (Spells & Spell like abilities)
Speed: 20'
Damage Reduction: 00/None
Spell Resistance: 00
[/sblock]
[sblock=Weapon Stats]Normal
+1 Dwarven Waraxe (melee): +10 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) / 1d10+5 / Crit x3

2 Weapon Attack
+1 Dwarven Waraxe (melee): +8 = + 4 (BAB) + 4 (Stat) + 1 (feat) + 1 (magic) - 2 (two-weapon) / 1d10+5 / Crit x3
Masterwork Armor Spikes(melee): +7 = + 4 (BAB) + 4 (Stat) + 1 (masterwork) - 2 (two-weapon) / 1d6+2 / Crit x2

Dagger(melee): +8 = + 4 (BAB) + 4 (Str) / 1d4+4 / Crit 19-20/x2
Dagger (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d4+4 / Crit 19-20/x2 / Range 10'

Longbow (ranged) +5 = + 4 (BAB) + 1 (Dex) / 1d8 / Crit x3 / Range 100'

Notes:
Hatred: +1 bonus on attack rolls against orc's and goblinoid's.
Favored Enemy (Ex) Orc's: +2 bonus on weapon attack and damage rolls orc's.
Blooded: +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Tunnel Fighter: +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

[/sblock]
[sblock=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.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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.[/sblock]
[sblock=Class Features]
Favored Enemy (Ex): Humanoid (orc): He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: two-weapon combat. (Two-Weapon Fighting)

Favored Terrain (Ex): Underground (caves and dungeons): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter's Bond (Ex): Badger At 4th level, a ranger forms a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
[/sblock]
[sblock=Feats & Traits]Feats
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (not Tower Shields)
Weapon Focus - Dwarven Waraxe (Level 1)
Track (bonus Ranger 1st)
Two-Weapon Fighting (bonus Ranger Combat Style 2nd)
Power Attack (Level 3)
Endurance (bonus Ranger 3rd)

Traits
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.

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).
[/sblock]
[sblock=Skills]Skill Points: 24 = [6 + 0] x 4
Max Ranks: 4 ACP: -4
Skill List:
Appraise: +0/2* = +0 (Int) + 2* (Racial - Metals)
Climb: +7 = +4 (ranks) + 4 (Str) + 3 (class skill) - 4 (ACP)
Handle Animal: +6 = +4 (ranks) - 1 (Cha) + 3 (class skill)
Knowledge (Dungeoneering): +7 = +4 (ranks) + 0 (Int) + 3 (class skill)
Knowledge (Geography): +5 = +2 (ranks) + 0 (Int) + 3 (class skill)
Knowledge (Nature): +5 = +2 (ranks) + 0 (Int) + 3 (class skill)
Perception: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) + 2* (unusual stonework)
Survival: +8/10* = +4 (ranks) + 1 (Wis) + 3 (class skill) +2* (Tracking only)

Notes:
Favored Enemy (Ex) Orc's:gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Orc's.
Favored Terrain (Ex) Underground (caves and dungeons): gains a +2 bonus on Knowledge (geography), Perception, Stealth, and Survival.
[/sblock]
[sblock=Equipment]Item / Weight / Cost
+1 Dwarven Waraxe / 8 / 2330gp
+1 Breastplate (spiked) / 40 / 1700gp
+1 Heavy Steel Shield / 15 / 1170gp
Dagger / 1 / 2gp
Longbow / 3 / found
Quiver & Arrows (14) / 4 / found

Backpack / 2 / 2gp
Bedroll / 5 / 1sp
Winter Blanket / 3 / 5sp
Chalk x 3 / * / 3cp
Flint & Steel / * / 1gp
Grappling Hook / 4 / 1gp
Hammer / 2 / 5sp
Hooded Lantern / 2 / 7gp
Piton x 5 / 2.5 / 5sp
Belt Pouch x 2 / 1 / 2gp
Rations x 6 / 6 / 3gp
Silk Rope 100' / 10 / 20gp
Sack x 2 / 1 / 2sp
Sealing wax / 1 / 1gp
Shovel / 8 / 2gp
Sledge / 10 / 1gp
Torch x 3 / 3 / 3cp
Waterskin x 4 / 16 / 4gp
Whetstone / 1 / 2cp

Acid Flask x 2 / 2 / 20gp
Alchecmical Fire / 1 / 20gp
Sunrod x 2 / 2 / 4gp
Tindertwig x 4 / * / 4gp

Explorer's Outfit / * / 10gp

Silversheen / .5 / 250gp
Potion CLW +1 x 4 / .5 / 200gp
Potion Long Strider x 2 / 1 / 100gp
Potion Enlarge Person / .5 / 50gp
Potion Expeditious Retreat / .5 / 50gp

Treasure: 54gp, 1sp, 2cp Gems: none
Total weight carried: 151.5 (load: medium)
Maximum weight possible: 100 light, 200 medium, 300 heavy
[/sblock]
[sblock=Spells]
Spells / Day
1st: 1

Spell DC's
1st: 12

Spells Memorized
1st: Magic Fang
[/sblock]
[sblock=Animal Companion]Name: Rock
Creature: Badger
Type: Animal
Size: Small
Speed 30 ft., burrow 10 ft., climb 10 ft.
BAB: +1
Senses: low-light vision, scent; Perception +4
HP: 20 (2d8+4)
AC: 16 = 10 + 3 (Dex) + 2 (Natural) + 1 (Size)
Touch: 14; Flat-footed: 15
Attack:
claws x 2 (melee) +5 = + 1 (BAB) + 3 (Dex) + 1 (size) / 1d3 / Crit x2
Bite (melee) +5 = +1 (BAB) + 3 (Dex) + 1 (size) / 1d4 / Crit x2
Saves: Fort: +5 / Ref: +6 / Will: 0
Ability Scores: Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Special Attacks: Rage (as a barbarian for 6 rounds per day);
Special Qualities low-light vision, scent.
Feats: Weapon Finess
Tricks: Attack, Come, Defend, Down, Fetch, Guard & Heel
# Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
# Come (DC 15): The animal comes to you, even if it normally would not do so.
# Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
# Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
# Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
# Guard (DC 20): The animal stays in place and prevents others from approaching.
# Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
Skills: Perception +4
[/sblock]
[sblock=Details]Size: Medium
Gender: Male
Age: 64
Height: 3'7"
Weight: 171
Hair Color: Red
Eye Color: Grey
Skin Color: Earthen
Apperance: Lusk is a little shorter than most dwarves, requiring him to get closer to his opponents to hit them, which he seems to have adapted to very well. His beard is a dark red and normally braided in to two large braids. He does not appear friendly when not in armor and with his spiked armor doned he is a menacing figure.
Deamenaor: Quite, Gruff, Loner
Background: Having grownup in Rolgrimmdur Lusk started learnig to fight his races foes at a very early age. It was with the help of the war masters that he found away to offset and even take advanatage of his shorter stature. Between his classes and workout sessions he heard stories from his clan elders of their original home, refered to as the Forge. A small outpost at the edge of the mountians. As a young boy he dreamed of one day reclaming those tunnels for his clan and family, never really expecting to get the chance to one day be part of an expidition to the "Forge". When his training was complete he found work with a mercenary band known as Craig's Axes working in Highhelm. After 10 years of service he has eraned some free time and by random chance found out about an expidition to explore an old dwarven stronghold. Only time will tell if it is the "Forge" that he grew up hearing tales of.
[/sblock]
[sblock=Level Ups]
Character Level 2:
Class: Ranger (favored) 2nd level
BAB: +1 to +2
Fort: +1 to +3
Ref: +1 to +3
Bonus feat: Two-Weapon Fighting (Combat Style)
HP: 15 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 30
Skill Points: +6 (class) + 6 (old total) = 12 (new total)

Character Level 3:
Class: Ranger (favored) 3rd level
BAB: +1 to +3
Will: +1 to +1
Bonus feat: Endurance (Ranger Bonus)
Feat: Power Attack
Class Ability: Favored terrain: Undeground (Caves & dungeons)
HP: 30 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 45
Skill Points: +6 (class) + 12 (old total) = 18 (new total)

Character Level 4:
Class: Ranger (favored) 4th level
BAB: +1 to +4
Fort: +1 to +4
Ref: +1 to +4
Class Ability: Hunter's Bond
HP: 45 (Current) + 1d10 (HD) + 4 (Con) + 1 (favored class bonus) = 60
Skill Points: +6 (class) + 12 (old total) = 24 (new total)[/sblock]
[/sblock]

Complete, Ready for Review.
 
Last edited:

seandwulf

First Post
[sblock=Ears, Half-elf Rogue 4]
[sblock=Game Info]Race: Half-elf
Class: Rogue
Level: 4
Experience: 6000
Alignment: CG
Languages: Common, elven, draconic, dwarven, goblin, orc, terran, undercmmon
Deity: Cayden Cailean
Favored Classes: rogue, ranger[/sblock]
[sblock=Abilities]STR: 14 +2 (5pts)
DEX: 18 +4 (10pts) (+2 Racial)
CON: 12 +1 (2pts)
INT: 14 +2 (3pts) (+1 Lvl 4)
WIS: 14 +2 (5pts)
CHA: 10 +0 (0pts)
[/sblock]

[sblock=Combat]HP: 36 = [4d8 + 4]
AC: 18 = 10 + 4 (armor) + 4 (Dex)
AC Touch: 14 = 10 + 4 (Dex)
AC Flatfooted: 14 = 10 + 4 (armor)
AC vs. Traps: 19 = 10 + 4 [armor] + 4 [DEX] + 1 [trap sense]
INIT: +4 = +4 (Dex)
BAB: +3 = +3 (Rogue 4)
CMB: +5 = +3 (BAB) +2 (Str)
CMD: 19 = 10 +3 (BAB) +2 (Str) +4 (Dex)
Fort: +3 = +1 (base) + 1 (Con) +1 (Resiliant trait)
Reflex saves: +8/+9* = +4 [base] + 4 [DEX] + 1 [save vs traps*]
Will saves: +3/+5* = +1 [Base] + 2 {WIS] + 2 [save vs. enchantments*]
Speed: 30' (6 squares)[/sblock]

[sblock=Weapon Stats]Short Sword +1 (melee): +6 = +3 BAB +2 (Str mod) + 1 (magic) DMG: 1d6+3 (+2 Str, +1 magic) Crit: 19-20/x2
Short Bow (ranged): +7 = +3 BAB +4 (Dex Mod) DMG 1d6 Crit: 20/x3 Range incr: 60 feet (12 squares)[/sblock]

[sblock=Racial Traits]+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
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: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]

[sblock=Background Traits]Canter: Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.
Resilient: +1 trait bonus on Fortitude saves.[/sblock]

[sblock=Class Features]Sneak attack +2d6
Trapfinding +2
Evasion
Trap spotter (Rogue Talent lvl 2)
Trap sense +1
Combat tricks: Shield Proficiency (Rogue Talent lvl 4)
Uncanny dodge[/sblock]

[sblock=Feats]Light Armor Proficiency (Rogue)
Simple Weapon Proficiency (Rogue)
Proficiency with hand crossbow, rapier, sap, shortbow, short sword (Rogue)
Skill Focus: Perception (bonus Half-elf)
Alertness (Lvl 1)
Deft Hands (Lvl 3)[/sblock]
Shield proficiency (from Combat Tricks)

[sblock=Skills]Skill Points: 44 = 32 (Rogue [8 points x 4 lvls]) + 8 (Int [2 points x 4 lvls]) + 4 (favored class [1 pt x 4 lvls])
Max Ranks: 4
ACP: -0
Code:
[U]Skills                Total   Rank     CS   Ability  ACP  Misc[/U]
Acrobatics             11      4       3       4      0   
Appraise                9      4       3       2      0   
Bluff                   7      4       3       0      0   
Climb                  11      4       3       2      0   2 (Climber's Kit)
Disable Device         17      4       3       4      0   2 (Deft Hands) 2 (Trapfinding) 2 (MstrWrk Thief Tools)
Escape Artist          11      4       3       4      0   
Knowledge (Dngnrng)     9      4       3       2      0   
Linguistics             9      4       3       2      0   
Perception             16      4       3       2      0   2 (Alertness) 3 (Skill focus) 2 (Half-elf)
Perception (Trapfndng) 18      4       3       2      0   2 (Alertness) 3 (Skill focus) 2 (Half-elf) 2 (Trapfinding)
Sense Motive            4      0       0       2      0   2 (Alertness)   
Slight of Hand         13      4       3       4      0   2 (Deft Hands)
Stealth                11      4       3       4      0
[/sblock]

[sblock=Situational Bonuses]- +5 trait bonus to Sense Motive checks when intercepting secret messages.
- grant a +5 bonus to Bluff checks for characters conveying secret messages to me.
- automatic Perception check to notice traps within 10 feet.
- +1 bonus on Reflex saves made to avoid traps.
- +1 dodge bonus to AC against attacks made by traps.
- +2 racial saving throw bonus against enchantment spells and effects[/sblock]

[sblock=Equipment]
Code:
[U]Item              ____  Cost                Weight[/U]
Mithral Shirt            1100.00 gp        10 lbs
Light wood shield      3 gp                 
Explorer's Outfit        Free                (8 lbs) (not counted)
Short Sword +1        2310.00 gp       2 lbs
Short Bow               30.00 gp           2 lbs
Arrows (20)             1.00 gp            3 lbs
Daggers (2)             4 gp
Heavy mace            12 gp
Belt Pouch              1.00 gp            0.5 lb
- Masterwork Thieves' Tools     100.00 go         2 lbs
- Flint and Steel           1.00 gp         0 lbs
Handy Haversack            2000.00 gp         5 lbs (contents weightless, not counted)
- Arrows (40)               2.00 gp        (6 lbs)
- Bedroll               0.10 gp        (5 lbs)
- Climber's Kit              80.00 gp           (10 lbs)
- Belt Pouch               1.00 gp
-- Gold Pieces (1)    
-- Silver Pieces (13)
-- Copper Pieces (8)
- Oil (2 pints)               0.20 gp        (2 lbs)
- Potion of Cure Light Wounds (4) 100.00 gp        (1 lbs)        Cures 1d8+1 hp
- Rations (6 days)           3.00 gp        (6 lbs)
- Rope (50 feet, silk)          10.00 gp        (5 lbs)
- Torch (2)               0.02 gp        (2 lbs)
- Waterskin, filled (2)           2.00 gp        (8 lbs)
- Hammer
- Iron spikes (10)
- Sacks (5)
- Signal whistle
- Everburning torch
- Holy water vial


Total weight carried:                     24.5 lbs - light load

            Light  Medium   Heavy    
Max Weight: 0-58   59-116  117-175
Treasure: 23 pp, 28gp, 6sp, 8cp[/sblock]

[sblock=Details]Size: Medium
Gender: Male
Age: 22
Height: 6'1"
Weight: 165 pounds
Hair Color: Dark brown
Eye Color: Emerald Green
Skin Color: Light moca (Ears' human parent was Varisian, although he doesn't know this)
Appearance: Lower class
Demeanor: To be determined in play. Likely cautious, generous, compassionate, freedom-loving, friendly.
Background: Ears grew up an orphan and street urchin on the streets of Riddleport. He has no memory of his parents, and has never had a proper name. He has never had a proper name, only a string of ever-changing street names. He got his current name Ears because of his keen sense of hearing. His companions quickly learn that when Ears says "Shh, do you hear that?" to be ready for trouble. Ears has an intense dislike for all sorts of traps. He often takes extra steps to make sure a trap cannot be easily reset or repaired. Although capable of speaking it correctly, Ears most often speaks elven with a heavy common accent. [/sblock]

[sblock=Level Ups]Character Level 2:
Class: Rogue (favored) 2nd level
BAB: +0 to +1
Ref: +2 to +3
Evasion
Rogue talent: Trap spotter
HP: 18 = +8 (Rogue) + 1 (Con) + 9 (old total)
Skill Points: 20 (new total) = +8 (class) +1 (Int mod) + 1 (favored class) + 10 (old total)

Character Level 3:
Class: Rogue (favored) 3rd level
BAB: +1 to +2
Fort: +0 to +1
Wil: +0 to +1
Sneak attack +1d6 to +2d6
Trap sense +1
Deft Hands feat
HP: 27 = +8 (Rogue) + 1 (Con) + 18 (old total)
Skill Points: 30 (new total) = +8 (class) +1 (Int mod) + 1 (favored class) + 20 (old total)

Character Level 4:
Class: Rogue (favored) 4th level
Int 13 to 14
BAB: +2 to +3
Ref: +3 to +4
Uncanny dodge
Rogue talent: Quick disable
HP: 36 = +8 (Rogue) + 1 (Con) + 27 (old total)
Skill Points: 44 (new total) = +8 (class) +2 (Int mod) + 1 (favored class) +3 (Int mod increase) + 30 (old total)

Character Level 5:
Class: Rogue (favored) 5th level
Sneak attack +2d6 to +3d6
HP: 45 = +8 (Rogue) + 1 (Con) + 36 (old total)
Skill Points: 55 (new total) = +8 (class) +2 (Int mod) + 1 (favored class) + 44 (old total)
Skills increased by 1 rank: Acrobatics, Appraise, Bluff, Climb, Disable Device, Escape Artist, Knowledge (Dungeoneering), Linguistics, Perception, Sleight of Hand, Stealth
Undetermined: Feat, new Language from rank in Linguistics[/sblock][/sblock]
For the record, "Ears" is easily the dumbest name I've ever given a character. I tried coming up with something else, but dumb as it is, nothing else I've thought of fits the character better. Ears doesn't like his name any more than I do, but he hasn't had any luck either in finding a better name for himself.

Re-quoted as requested. I’ve also entered all this information into the Myth-Weavers character sheet, so if you have an account there let me know and I’ll give you rights to the sheet.

For that matter, if you’ve never checked out Myth-Weavers for hosting a PBP game you should – makes life very easy!

Myth-Weavers - Powered by vBulletin
 
Last edited:

Bihlbo

Explorer
[sblock=Backle Hinderpick]
[sblock=Game Info]
Race: Dwarf
Class: Rogue
Level: 5
Experience: 10,296xp
Alignment: LG
Languages: Common, Dragon, Dwarven, Elven, Halfling, Gnomish, Goblin, Orcish, Undercommon
Deity: Sarenrae
[/sblock]
[sblock=Abilities]
STR: 14 +2
DEX: 14 +2
CON: 14 +2
INT: 14 +2
WIS: 16 +3
CHA: 12 +1
[/sblock]
[sblock=Combat]
HP: 50 = [5d8 + 10]
AC: 17 = 10 + 5 (armor) + 2 (Dex)
AC Touch: 12 = 10 + 2 (Dex)
AC Flatfooted: 15 = 10 + 5 (armor)
INIT: +2 = +2 (DEX)
BAB: +3 = +3 (class)
CMB: +5 = +2 (STR) +3 (BAB)
CMD: +17 = 10 + 2 (Str) + 2 (Dex) + 3 (BAB)
Fort: 3 = +1 (base) + 2 (Con)
Reflex: 6 = +4 (base) + 2 (Dex)
Will: 4 = +1 (base) + 3 (Wis)
Speed: 20'
[/sblock]
[sblock=Weapon Stats]
+1 battleaxe (two-handed): +6 = +3 (BAB) + 2 (Str) + 1 (enhancement) / 1d8+4, crit x3
masterwork sling: +6 = +3 (BAB) + 2 (Dex) + 1 (enhancement) / 1d4+2, crit x2, range 50 ft.
sap: +5 = +3 (BAB) + 2 (Str) / 1d6+2, crit x2 (nonlethal)
Sneak Attack +3d6
[/sblock]
[sblock=Racial and Background Traits]
Racial Traits
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.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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.

Background Traits
Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Birthmark: You gain a +2 train bonus on all saving throws against charm and compulsion effects.
[/sblock]
[sblock=Class Features]
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
[/sblock]
[sblock=Feats]
Armor Proficiency (Light), Weapon Proficiency (basic), Weapon Proficiency (rogue weapons) (rogue proficiencies)
Skill Focus (Disable Device) - +3 bonus on Disable Device checks (level 1 feat)
Combat Expertise - You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (level 3 feat)
Improved Steal - You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
[/sblock]
[sblock=Skills]
Skill Points: 55 = [8 class + 2 Int + 1 from favored class] x 5
Max Ranks: 5 ACP: -0
Code:
Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              2      0       0       2      0 
Appraise               10      5       3       2      0   
Bluff                   1      0       0       1      0   
Climb                   2      0       0       2      0 
Craft (devices & traps)12      5       3       2      0      2   
Diplomacy               1      0       0       1      0   
Disable Device         15      5       3       2      0      5
Disguise                1      0       0       1      0   
Escape Artist          10      5       3       2      0   
Fly                     2      0       0       2      0   
Handle Animal                  0       0       1      0   
Heal                    3      0       0       3      0   
Intimidate              1      0       0       1      0 
Knowledge (Arcana)             0       0       2      0   
Knowledge (Dngnrng)    10      5       3       2      0   
Knowledge (Engnrng)            0       0       2      0   
Knowledge (Geography)          0       0       2      0   
Knowledge (History)            0       0       2      0   
Knowledge (Local)              0       0       2      0   
Knowledge (Nature)             0       0       2      0   
Knowledge (Nobility)           0       0       2      0   
Knowledge (Planes)             0       0       2      0   
Knowledge (Religion)           0       0       2      0   
Linguistics            10      5       3       2      0   
Perception             11      5       3       3      0
Perception (traps)     13      5       3       3      0      2
Perform ()              1      0       0       1      0   
Profession                     0       0       3      0   
Ride                    2      0       0       2      0   
Sense Motive           11      5       3       3      0   
Slight of Hand         10      5       3       2      0   
Spellcraft                     0       0       2      0   
Stealth                10      5       3       2      0      
Survival                3      0       0       3      0   
Swim                    2      0       0       2      0   
Use Magic Device        9      5       3       1      0
[/sblock]
[sblock=Equipment]
Code:
[b]Item                           Weight Value in gp[/b]
+1 adamantine battleaxe        6      5010
+1 mithral shirt               13     2100
cold-weather outfit            0      0
masterwork sling               -      300
   sling bullets (40)          20     .4
backpack                       2      2
chalk                          -      .01
flint and steel                -      1
belt pouch                     .5     1
sack (5)                       2.5    .5
signal whistle                 -      .8
smokestick (2)                 1      40
tanglefoot bag                 4      50
thunderstone (2)               2      60
climber's kit                  5      80
merchant's scale               1      2
thieves' tools, masterwork     2      100

    handy haversack            5      2000
    (contents follows)
potion (cure light wounds)     -      50
potion (cure light wounds)     -      50
potion (cure light wounds)     -      50
potion (entropic shield)       -      50
oil (shillelagh)               -      50
potion (shield)                -      50
potion (shield)                -      50
potion (lesser restoration)    -      300
bedroll                        5      .1
caltrops (5)                   10     5
grappling hook                 4      1
ink and pen                    -      8.1
paper (sealed bundle)          1      9
rations (20)                   20     10
sealing wax                    1      1
signet rings (5)               -      25
soap                           1      .5
waterskin (3)                  12     3
trapmaking tools, masterwork   5      55

Treasure: 11gp, 2sp, 8cp Gems:
Total weight carried: 64 (light)
Maximum weight possible: 115 light, 174 medium
[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 82
Height: 4'2"
Weight: 185 lbs.
Hair Color: silver and gold
Eye Color: blue and silver
Skin Color: ruddy and flushed
Apperance: An old scar from a fire marrs the side of his face, leaving a bald slice in the side of his long beard. His fingernails have a slightly unnatural silvery tone, as if they had a silver backing under the nail. He wears dark clothing covered in pockets and straps over his armor, and a silver symbol of Sarenrae is sewn into his tunic at the shoulder. In no way does he look like a hero or a good guy - he seems as if he fits in better with the underbelly of societies, and his appearance leads one to believe he'd be ready for anything, and expects the worst.
Deameanor: He is prone to outbursts of fury and frustration, and tends to be impatient with others. Much of his downtime is spent trying to find ways to "keep up with his training", but it is clear he is trying to avoid spending too much time alone with his own thoughts. He tempers his eccentricities with mantras and chants honoring Sarenrae, especially her redemption and forgiveness. Despite his menacing demeanor, there is also a quiet and ever-present joy in his eyes. In many situations, especially with those who suffer or who are downtrodden, he exhibits a nervous kindness.
Background: Backle Hinderpick (who usually goes by simply "Hinderpick") once lived the life of a highwayman and cutthroat. His entire youth was spent in a gang, roaming the wilderness, robbing and killing for pleasure and for survival. That is, until his band went up against a small entorage of humans and elves who were heading through their territory on the way to the goblin-infested valley beyond. The group decimated Hinderpick's gang and sent most of them fleeing in terror. Hinderpick himself suffered a mortal wound and lay dying at the feet of a human paladin. Looking up at the gleaming titan of hope, Hinderpick reached up and begged, "I don't want to die." The paladin gave a snide look and readied to strike, but then his face lit as if from within. After a moment, he sheathed his sword, reached down, and healed Hinderpick's wounds. "You serve Sarenrae now, young man. You have been given the opportunity to atone for your misdeeds. Serve others always and bring justice and redeption to the world in response to the forgiveness you have received today."
[/sblock]
[sblock=Level Ups]
Character Level 1:
Class: Rogue (favored) 1st level
Ref +2
Starting feat: Skill Focus (Disable Device)
Sneak attack +1d6, Trapfinding
HP: 10 (8 + 2 Con)
Skill Points: 11 (8 class + 2 Int + 1 favored)

Character Level 2:
Class: Rogue (favored) 2nd level
Ref +1
Evasion, Rogue Talent: Fast Stealth
HP: 10 (8 + 2 Con)
Skill Points: 11 (8 class + 2 Int + 1 favored)

Character Level 3:
Class: Rogue (favored) 3rd level
Fort +1, Will +1
Character feat: Combat Expertise
Sneak attack +2d6, trap sense +1
HP: 10 (8 + 2 Con)
Skill Points: 11 (8 class + 2 Int + 1 favored)

Character Level 4:
Class: Rogue (favored) 4th level
Ref +1
Uncanny Dodge, Rogue Talent: Quick Disable
HP: 10 (8 + 2 Con)
Skill Points: 11 (8 class + 2 Int + 1 favored)

Character Level 5:
Class: Rogue (favored) 4th level
Sneak attack +3d6
Character feat: Improved Steal
HP: 10 (8 + 2 Con)
Skill Points: 11 (8 class + 2 Int + 1 favored)

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[/sblock]



"Call me Hinderpick." Clearly a dwarf with a rough past, and likely a rough morning. But all the wrong people fear him. The right people, those who don't mind that he isn't nice, seem to trust him explicitly.
Clearly that which is clear about Hinderpick deserves second thought.
 
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