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  1. #31
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    Gallant (Lvl 3)

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    Character Sheet:

    Kendren

    Game Info

    Race: Human
    Class: Fighter
    Level: 1
    Experience: 0
    Hero Points: 1
    Alignment: N.G.
    Languages: Common
    Deity: Pelor

    Abilities

    STR: 19 (includes racial)
    DEX: 16
    CON: 14
    INT: 7
    WIS: 14
    CHA: 7

    Combat

    HP: 13 = [1d10 + 2] + 1 (favored class bonus)
    AC: 19 = 10 + 5 (armor) + 1 (shield) + 3 (DEX),
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 16 = 10 + 5 (armor) + 1 (shield)
    INIT: +5 = +3 (DEX) + 2 (Trait Bonus)
    BAB: +1 = +1 (fighter)
    CMB: +5 = +4 (STR) + 1 (BAB)
    CMD: 18 = 10 + 4 (STR) + 3 (DEX) + 1 (BAB)
    Fort: +4 = +2 (base) + 2 (CON)
    Reflex: +3 = +0 (base) + 3 (DEX)
    Will: +2 = +0 (base) + 2 (WIS)
    Speed: 20 ft
    Damage Reduction:
    Spell Resistance:

    Weapon Stats

    Longsword(melee): +5 = +1 (BAB) + 4 (STR) / DMG = 1d8+4(S), CRIT 19-20x2
    Spiked Quick Draw Light Steel Shield(Melee): +5 = +1 (BAB) +4 (STR) / DMG = 1d4+4(P), CRIT x2
    Composite Longbow(Ranged: 110ft): +4 = +1 (BAB) + 3 DEX / DMG = 1d8(P), CRIT x3; 20 arrows

    Racial Traits

    Bonus Feat: Humans gain a bonus feat at 1st level
    Skilled: Humans gain a bonus skill rank at first level and an additional rank whenever they gain a level

    Class Features

    Bonus Feat

    Feats & Traits

    Feats:
    1st lvl - Power Attack
    Fighter 1st lvl - Two Weapon Fighting
    Human Bonus 1st lvl - Improved Shield Bash

    Traits:
    a) Courageous
    b)Reactionary

    Skills

    Skill Points: 2
    Max Ranks: 1
    ACP: -6

    Skill List:
    Acrobatics -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Appraise -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Bluff -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Climb -2 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -6 [ACP]
    Craft -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Diplomacy -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Disable Device -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Disguise -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Escape Artist -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Fly -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Handle Animal -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Heal +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Intimidate -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Knowledge (Arcana) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Dngnrng) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Engnrng) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Geography) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (History) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Local) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Nature) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Nobility) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Planes) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Knowledge (Religion) -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Linguistics -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Perception +3 = +1 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Perform -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]
    Profession +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Ride -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Sense Motive +2 = +0 [ranks] +0 [class skill] +2 [WIS] +0 [misc]
    Sleight of Hand -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Spellcraft -2 = +0 [ranks] +0 [class skill] -2 [INT] +0 [misc]
    Stealth -3 = +0 [ranks] +0 [class skill] +3 [DEX] +0 [misc] -6 [ACP]
    Survival +6 = +1 [ranks] +3 [class skill] +2 [WIS] +0 [misc]
    Swim -2 = +0 [ranks] +0 [class skill] +4 [STR] +0 [misc] -6 [ACP]
    Use Magic Device -2 = +0 [ranks] +0 [class skill] -2 [CHA] +0 [misc]


    Equipment

    Code:
    Item                                         Cost  Weight
    Longsword                                    15 gp   4 lb
    Quick Draw Spike Light Steel Shield          69 gp  12 lb
    Composite Longbow                           100 gp   3 lb
    Arrows (20)                                   1 gp   3 lb
    Scale Mail                                   50 gp  30 lb
    Backpack                                      2 gp   2 lb
    Waterskin                                     1 gp   4 lb
    Sunrods (4)                                   8 gp   4 lb
    Trail rations (6 days)                        3 gp   6 lb
    Grappling Hook                                1 gp   4 lb
    50 ft of Silk Rope                           10 gp   5 lb
    Treasure: 00gp, 00sp, 00cp Gems: none

    Carrying Capacity: Total weight carried: 77 lb (light)
    light load: 0-116lbs
    medium load: 117-233lbs
    heavy load: 234-350lbs

    Details

    Size: Medium
    Gender: Male
    Age: 19
    Height: 6"0
    Weight: 180
    Hair Color: Black
    Eye Color: Green
    Skin Color: Caucassian
    Apperance: Kendren wear his black hair short in a military style and ever since leaving the militia has begun wearing a neatly cropped beard. Kendren bears a tatoo depicting Blackrock keep on his left bicep and he has a small tatoo inside his left forearm with the number 426 written. Kendren usually wears armor for clothing but he does favor red and black as colors for his clothing
    Deamenaor: Kendren isn't the smartest person on the block nor the more sociable, having trouble articulating when he meets someone he's attracted to or when his emotions get the better of him and having difficulty counting to 20. For all his faults, Kendren makes those up with a keen sense of observation and a wisdom that goes beyond his years. Kendren is a military man at heart and often acts like one, he stands straight and is very disciplined. Although not really violent he is known for bouts of aggressiveness.

    Background
    Kendren was born in a farm on the outskirts of Diamond Lake. The youngest of 6 children and the fourth son of the family, Kendren's destiny was to become a farmer like his father and brothers had fate not intervened. Kendren displayed unusual strenght from a young age, at four he could outwrestle his ten year old brother without breaking a sweat. At age six he could take on his three brothers and manage to overcome them. Seeing his youngest son develop, Kendren's father, Oran had a talk with Commander Trask about his youngest. Trask suggested that the boy should be trained in the martial way as an outlet for his strenght so that in his exubrance he wouldn't hurt his brothers. Oran agreed and the day after, a private from the militia came to see Kendren. The boy took quickly to his training and proved to be a natural at it. Kendren trained with various militia members for four years while still working at the farm. When Kendren reached the age of 14, Oran took ill but it became clear that the farm was secured thanks to his brothers, trying to help out in his own way, Kendren enrolled in the militia for five years with his pay going to his family. With his incredible natural abilities and years of training, Kendren became a small legend in the militia, earning the nickname the Bull. At the end of his 5 years, Oran managed to recover thanks to Kendren's pay paying for a holy man's magic. With his father healthy, his brothers taking care of the farm with their wives and his sisters happily married, Kendren decided to go see the world a bit as a mercenary for hire, a suggestion that was given to him by Commander Trask.


    Rolled Starting money:
    5d6=26

    image
    Last edited by SJRSamurai; Wednesday, 13th April, 2011 at 02:14 PM.

 

  • #32
    Registered User
    Gallant (Lvl 3)

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    Kendren's Level Ups

    Equipment Spent

    -1 Sunrod post 329
    Last edited by SJRSamurai; Saturday, 16th April, 2011 at 06:59 PM.

  • #33
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    Scout (Lvl 6)



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    Perth, Western Australia
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    Arveduin

    Game Info

    Race: Human
    Class: Cleric (favored)
    Level: 2
    Hero Points: 1
    Alignment: Neutral Good
    Languages: Common, Celestial
    Deity: Pelor

    Abilities

    STR: 12 (+1)
    DEX: 8(-1)
    CON: 14 (+2)
    INT: 12 (+1)
    WIS: 16 (+3)
    CHA: 17 (+3)

    Combat

    HP: 13 = [2d8=9] + 4 (CON) + 0 (favored class bonus)
    AC: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX),
    AC Touch: 9 = 10 - 1 (DEX)
    AC Flatfooted: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX)
    INIT: -1 = -1 (DEX)
    BAB: +1 = +1 (Cleric 2)
    CMB: +2 = +1 (STR) + 1 (BAB)
    CMD: 11 = 10 + 1 (STR) - 1 (DEX) + 1 (BAB)
    Fort: +5 = +3 (base) + 2 (CON)
    Reflex: -1 = +0 (base) - 1 (DEX)
    Will: +6 = +3 (base) + 3 (WIS)
    Speed: 20' (medium armour)
    Damage Reduction: none
    Spell Resistance: none

    Weapon Stats

    Melee:
    Morningstar: +2 = +1 (BAB) + 1 (STR) / DMG = 1d8+1(S), CRIT x2
    Dagger: +2 = +1 (BAB) + 1 (STR) / DMG = 1d4+1(S), CRIT 19-20x2
    Ranged:
    Dagger: 0 = +1 (BAB) - 1 (DEX) / DMG = 1d4+1(S), CRIT 19-20x2, range 10'

    Racial Traits

    +2 to 1 ability score (Wis) - included above
    Medium creature
    30' movement
    1 bonus feat
    1 additional skill point per level
    Common language

    Class Features

    Aura: Moderate Good
    Channel Positive Energy 1d6 + 3 (CHA) + 1 (Cleric 2) [6 times/day] Orisons
    Divine Spellcasting
    Spontaneous Casting: Cure Spells
    Alignment Spells: may not cast "evil" spells
    Domains:
    Repose, Sun
    Spell Save DC = 10 + 3 (WIS) + spell level
    Spells per day (incl. bonus spells):
    Level 0: 4
    Level 1: 3+1

    Feats & Traits

    Feats:
    Racial - Selective Channeling
    Choose up to Charisma modifier (3) targets. These are not affected by the
    energy channel.
    1st lvl - Turn Undead
    Use a channel to cause all undead within 30' to flee as if panicked. Will
    save negates [DC = 14 + 1 (Cleric 2) + 3 (Cha)]. Undead that fail flee
    for 1 minute. Intelligent undead receive new save each round.

    Traits:
    a) Ear for Music
    +1 bonus to Perform (sing). +2 Knowledge (local) where art or music scene is involved
    b) Child of the temple
    +1 Knowledge (nobility). +1 Knowledge (religion). Knowledge (religion) is
    always a class skill

    Skills

    Skill Points: 10 = [2 (class)/lvl = 4] + 2 (INT) + 2 (human) + 2 (favoured class bonus)
    Max Ranks: 2
    ACP: -5: -3 (MW breastplate) - 2 (heavy shield)
    Code:
    Skill List:
    Acrobatics       -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Appraise         +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Bluff            +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Climb            -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP]
    Craft            +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Diplomacy        +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Disable Device   -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Disguise         +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Escape Artist    -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Fly              -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Handle Animal    +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]
    Heal             +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
    Intimidate       -2 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -5 [ACP]
    Know(Arcana)     +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Know(Dngnrng)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Know(Engnrng)    +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Know(Geography)  +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Know(History)    +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
    Know(Local)      +1 = +0 [ranks] +0 [class skill] +1 [INT] +2* [misc]
    Know(Nature)     +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Know(Nobility)   +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [misc]
    Know(Planes)     +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]
    Know(Religion)   +7 = +2 [ranks] +3 [class skill] +1 [INT] +1 [misc]
    Linguistics      +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Perception       +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
    Perform (sing)   +1 = +1 [ranks] +0 [class skill] +3 [CHA] +1 [misc]
    Profession       +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
    Ride             -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Sense Motive     +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]
    Sleight of Hand  -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Spellcraft       +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]
    Stealth          -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]
    Survival         +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]
    Swim             -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP]
    Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]

    Equipment

    Code:
    Equipment                     Cost   Weight
    Masterwork Breastplate                   400gp   30lbs
    Heavy wood shield              20gp   10lbs
    Morningstar                     8gp    6lbs
    Dagger                          2gp    1lb
    Backpack                        2gp    2lbs
    Bedroll                         1sp    5lbs
    Candle x5                       5cp     --
    Case, scroll                    1gp  0.5lbs
    - scrolls(2):CLW(1d8+1)        50gp     --
    Flint & Steel                   1gp     --
    Belt Pouch                      1gp  0.5lbs
    Trail Rations x3               15sp    3lbs
    Waterskin                       1gp    4lbs
    Holy Water x3                  75gp    3lbs
    Holy Symbol (wooden)            1gp     --
    Healer's Kit (10 uses)         50gp    1lb
    Cleric's vestments              5gp    6lbs
    Explorer's outfit (worn)       free     --
    Treasure: 23gp, 3sp, 5cp Gems:
    Total weight carried:72 lbs (medium)
    Maximum weight possible: 160 lbs

    Details

    Size: Medium
    Gender: Male
    Age: 32
    Height: 5'11"
    Weight: 150 lbs
    Hair Color: Black
    Eye Color: Grey
    Skin Color: Pale white


    Appearance: Arveduin has shoulder length, straight black hair that frames his gaunt, square jawed face. His grey eyes are piercing, and often unnerve
    those with something to hide. His height and lack of great physical stature
    is compensated for by wearing church panoplia wherever and whenever he can.

    In-town or in an unthreatening environment, he dresses in golden yellow robes with a black barbican insignia on the right breast. On the occassions he is required to don arms and armour, his breastplate (a legacy from his father, and the only item of his parents that he possesses) is polished to a shine.


    Deamenaor: Arveduin smiles seldomly and is described in polite circles as
    humourless. He is frank, to the point and honest to a fault in a conversation where he is asked an opinion or has any competence. If not
    questioned directly, or the subject at hand is outside his experiences and
    skills he will remain silent and listen. Arveduin's passion for his god and
    it's sacred rites is second to nothing. He will defend his beliefs to his
    last breath.

    Arveduin's voice is a deep bass, which he uses to good effect in creating a commanding presence. He is also a competent singer, preferring to sing his praises to his god in the hour before dawn, rather than silent contemplation as some of his colleagues prefer.

    Background

    Arveduin knew his parents for just a few years...both were Paladins in the
    service of Pelor. As he has come to understand with age and experience,
    there are no old Paladins, and he was lucky to have the time he did.

    Owing to his parent's death in service to the church, Arveduin was raised in Pelor's monastary a day's ride from the Free City. He learned to place his faith in Pelor absolutely and developed a great respect for all living things under the sun.

    Arveduin's mentor in the monastery was an older priest, who taught patience in all things. He also inducted Arveduin into the sect that calls itself the Guardians of the Gate. The Guardians hold that the great Gate between the realm of the living and the real of the dead should remain closed at all times. The death of a living creature is sometimes unfortunate, sometimes just and always deserved. Conversely, undeath is an abomination to the Guardians. Once dead, a creature must stay dead.

    Arveduin has received several postings and assignments in his life, all
    associated with the goals of the Guardians of the Gate, or driving off the
    undead, or investigating unnatural activities. His faith in the strength of
    the sun and the light has been undimmed throughout the hard times and the good times.
    Last edited by Axel; Thursday, 7th July, 2011 at 07:39 AM.

  • #34
    Registered User
    Scout (Lvl 6)



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    Location
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    Arveduin's handy-dandy level and expendables tracker.

    FC Bonus

    1st lvl: +1 skill point
    2nd lvl: +1 skill point


    Treasure

    Current wealth:
    GP: 23
    SP: 3
    CP: 5
    PP:
    Gems:


    Current Spells

    Level 0 (4)
    Light, Guidance, Mending, Create Water
    Level 1 (2+1)
    Domain: Endure Elements
    Comprehend Languages, Command


    Level 2

    Class: Cleric

    HP: +1d8 [1] + 2 (CON)
    BAB: +1
    CMB: +1
    CMD: +1
    Fort: +1 Will: +1

    Skill Points: +5 = +2 (Class) + 1 (INT) + 1 (Human) + 1 (FC)
    Max Ranks: 2
    Last edited by Axel; Thursday, 7th July, 2011 at 06:30 AM.

  • #35
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    Acolyte (Lvl 2)

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    Sigrum Grudgebearer

    Game Info

    Race: Dwarf
    Class: Paladin
    Level: 2
    Experience: 0
    Alignment: Lawful Good
    Languages: Common, Dwarven, and Terran
    Deity: Moradin

    Abilities

    STR: 16
    DEX: 12
    CON: 16
    INT: 13
    WIS: 12
    CHA: 12

    Combat

    HP: 17 = [2d10=11] + 6 (CON) + 2 (FC)
    AC: 18 = 10 + 7 (MW Banded Mail) + 0 (None) + 1 (DEX),
    AC Touch: 11 = 10 + 1 (DEX)
    AC Flatfooted: 17 = 10 + 7 (Banded Mail) + 0 (shield)
    INIT: +1 = +1 (DEX)
    BAB: +2 = +2 (Paladin)
    CMB: +5 = +3 (STR) + 2 (BAB)
    CMD: 16 = 10 + 3 (STR) + 1 (DEX) + 2 (BAB)
    Fort: +7 = +3 (Paladin) + 3 (CON) + 1 (Divine Grace)
    Reflex: +2 = +0 (Paladin) + 1 (DEX) + 1 (Divine Grace)
    Will: +5 = +3 (Paladin) + 1 (WIS) + 1 (Divine Grace)
    Speed: 20'
    Damage Reduction: 0
    Spell Resistance: 0

    Weapon Stats

    Earth Breaker(melee): +6/+5* = +2 (BAB) + 3 (STR)/DMG = 2d6+4/+7* (B), CRIT x3, Special: * = Power Attack
    Dagger(melee): +5 = +2 (BAB) +3 (STR)/DMG = 1d4+3, CRIT 19-20,x2
    Dagger(ranged): +3 = +2 (BAB) +1 (STR)/DMG = 1d4+3, CRIT 19-20,x2, 10'
    Light Crossbow(ranged): +3 = +2 (BAB) +1 (DEX)/DMG = 1d8, CRIT 19-20,x2, 80'

    Racial Traits

    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by encumberance.

    Darkvision: Dwarves can see in the dark up to 60'.

    Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

    Greed: Dwarve receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and 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 trows 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' of them, whether or not they are actively looking.

    Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and any weapon with the word 'dwarven' in its name as a martial weapon.

    Class Features


    Weapons and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

    Aura of Good (SU): The power of a paladin's aura of good (see the detect good spell) is equal to their paladin level.

    Detect Evil (SP): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or indiviual within range.

    Smite Evil (SU): Once per day, a paladin can call out to the powers of good to aid them in their struggle against evil. As as swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack rolls and adds her paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or anundead creature, the bonus to the damage on the first successful attack increase to 2 points of damage per level the paladin possesses. regardless of the the target, smite evil attacks automatically bypass any DR the creature might possess.

    In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to their Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
    The smite evil effect remains until the target of the smite is dead or the next time the paladins rests and regains their uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-11. to a maximum of seven times per day at 19th level.

    Divine Grace (SU): At 2nd level, a paladin gains a bonus equal to their Charisma bonus (if any) on all saving throws.

    Lay On Hands (SU): Beginning at 2nd level, a paladin can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their paladin level plus their Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels they possess. Using this ability is a standard action, unless the paladin targets itself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and dosn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

    Feats & Traits

    Feats
    1st lvl - Power Attack: You can choose to take a -1 penalty on all melee attack rolls and combat manuver checks to gain a +2 bonus on all melee damage rolls. This bonus damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increase by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Traits:
    A) Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rollsfor critical hits (this damage is multiplied on a critical hit).

    B) Killer: You made your first kill at a very young age and found the task of war or murder to you liking. You either take a particular pride in a well-placed blow, or find a vile pleasure in such a strike as you twist the blade to maximaize the pain. You deal additional damage equal to your weapon's critical modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

    Skills

    Skill Ranks: 06 = [2 (Paladin) + 1 (INT)] x 2 (LVL) + 00 (Favored Class)
    Max Ranks: 2
    ACP: -5

    Skills:
    () = class skills

    Skill List:
    Acrobatics -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]
    Appraise +1/+3 = +0 [ranks] +0 [CS] +0 [INT] +2 [Greedy*]
    Bluff +1 = +0 [ranks] +0 [CS] +1 [CHA]
    Climb -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP]
    ()Craft +1 = +0 [ranks] +0 [CS] +1 [INT]
    ()Diplomacy +1 = +0 [ranks] +0 [CS] +1 [CHA]
    Disguise +1 = +0 [ranks] +0 [CS] +1 [CHA]
    Escape Artist -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]
    Fly -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]
    ()^Handle Animal +1 = +0 [ranks] +0 [CS] +1 [CHA]
    ()Heal +5 = +1 [ranks] +3 [CS] +1 [WIS]
    Intimidate +1 = +0 [ranks] +0 [CS] +1 [CHA]
    ()Knowledge (Nobility) +0 = +0 [ranks] +0 [CS] +1 [INT]
    ()Knowledge (Religion) +5 = +1 [ranks] +3 [CS] +1 [INT]
    Perception +1/+3 = +0 [ranks] +0 [CS] +1 [WIS] +2 [Stonecunning*]
    Perform +1 = +0 [ranks] +0 [CS] +1 [CHA]
    ()Profession +1 = +0 [ranks] +0 [CS] +1 [WIS]
    ()Ride -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]
    ()Sense Motive +5 = +1 [ranks] +3 [CS] +1 [WIS]
    ()Spellcraft +0 = +0 [ranks] +0 [CS] +1 [INT]
    Stealth -4 = +0 [ranks] +0 [CS] +1 [DEX] -5 [ACP]
    Survival +1 = +0 [ranks] +0 [CS] +1 [WIS]
    Swim -2 = +0 [ranks] +0 [CS] +3 [STR] -5 [ACP]
    * See Racial Traits

    Equipment

    Code:
    Equipment                    Cost  Weight
    MWK Earth Breaker 340gp 14lbs.
    MWK Banded Mail 400gp 35lbs.
    MWK Backpack 50gp 4lbs.
    Dagger 2gp 1lbs.
    Waterskin 1gp 4lbs.
    Light Crossbow 35gp 4lbs.
    -Bolts (20) 2gp 2lbs.
    Trail Rations (3) 15sp 3lbs.
    Potion of Cure Light Wounds (3) 150gp 1lbs.
    Treasure: 19gp, 5sp, 0cp Gems:
    Total weight carried: 68lbs.
    Maximum weight possible: 230lbs.

    Details

    Size: Medium
    Gender: Male
    Age: 61
    Height: 4'4"
    Weight: 178
    Hair Color: Brown
    Eye Color: Green
    Skin Color: Light
    Apperance: Sigrum is very clean for a dwarf, mostly due to his station as a paladin, keeping both his long hair and beard trimmed. His green eyes burn with an intensity that can easily be seen through his visor. He keeps his armor and weapons clean and inspects them daily to insure they are in working condition.

    Deamenaor: Sigrum usually has a cheerful outlook dispite the hardships he has suffered at the hands of an unknown evil. He's quick to help others and destroy evil.

    Background

    Sigrum was with his clan exploring Diamond Lake when they were attacked by the evil that still lurks there. He was the only survivor of his family and assumed the name Grudgebearer, vowing revenge on the evil beneath Diamond Lake.
    Sigrum spent several hours in Moradin's temples asking for the means to destroy the evil that killed his family. Moradin showed him the way by placing the path of the paladin in front of him, a title few dwarves have assumed.
    Last edited by Blood and Honor; Tuesday, 30th August, 2011 at 08:45 PM.

  • #36
    Registered User
    Acolyte (Lvl 2)

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    Ignore Blood and Honor
    My communities:

    Level 2

    Class: Paladin
    HP: +1d10 [1] + 3 (Con) + 1 (FC) (So my first roll with this dice roller is a 1...not good.)
    BAB: +1
    CMB: +1
    CMD: +1
    Fort: +1 Will: +1

    Skill Points: +3 = +2 (Class) + 1 (Int)
    Max Ranks: 2
    Last edited by Blood and Honor; Wednesday, 10th August, 2011 at 07:38 PM.

  • #37
    Registered User
    Acolyte (Lvl 2)

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    Utah
    Posts
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    Ignore Gondsman

    Thrkk Bncrshr

    Character Sheet:

    Thrkk Bncrshr

    Game Info

    Race: Half-Orc
    Class: Barbarian
    Level: 2
    Experience: 1370
    Hero Points:
    Alignment: CG
    Languages: Common, Orc
    Deity:

    Abilities

    STR: 18 (+2 racial)
    DEX: 16
    CON: 14
    INT: 10
    WIS: 10
    CHA: 10


    Combat

    HP: 21 = [2d12 + 4] + 0 (favored class bonus)
    AC: 16 = 10 + 3 (armor) + 3 (DEX),
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 13 = 10 + 3 (armor) *Uncanny dodge: cannot be caught flat footed
    INIT: +3 = +3 (DEX)
    BAB: +2 = +2 (Brb)
    CMB: +6 = +4 (STR) + 2 (BAB)
    CMD: 19 = 10 + 4 (STR) + 3 (DEX) + 2 (BAB)
    Fort: +5 = +3 (base) + 2 (stat)
    Reflex: +3 = +0 (base) + 3 (stat)
    Will: +0 = +0 (base) + 0 (stat)
    *+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn)
    *+2 Will when raging

    Rage:

    HP: 25 = [2d12 + 8] + 0 (favored class bonus)
    CMB: +8 = +6 (STR) + 2 (BAB)
    CMD: 21 = 10 + 6 (STR) + 3 (DEX) + 2 (BAB)
    Fort: +6 = +2 (base) + 4 (stat)
    Reflex: +3 = +0 (base) + 3 (stat)
    Will: +2 = +0 (base) + 0 (stat) + 2 (rage)
    *+2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened (Plagueborn)


    Speed: 40ft (30 [race] + 10 [brb])
    Damage Reduction:
    Spell Resistance:


    Weapon Stats

    EXAMPLE:
    Spiked Chain(melee): +6 = +2 (BAB) + 4 (STR) DMG = 2d4+6(P), CRIT x2
    Dagger(melee) +5 = +2 (BAB) + 4 (STR) DMG = 1d4+4(P or S), CRIT 19-20x2
    Dagger(ranged) +5 = +2 (BAB) + 3 (DEX) DMG = 1d4+4(P or S), CRIT 19-20x2

    Rage:
    Spiked Chain(melee): +6 = +2 (BAB) + 6 (STR) DMG = 2d4+9(P), CRIT x2


    Racial Traits


    +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Half-orcs have a base speed of 30 feet.
    Darkvision: Half-orcs can see in the dark up to 60 feet.
    Intimidating:See Plague born Trait
    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: See Chain Fighter Trait
    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.

    a) Chainfighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons
    b) Plagueborn: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened
    ...


    Class Features

    Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

    Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

    Rage (Ex): Rounds/day 8 = 4 + 2 (Con) + 2 (Favored Class)

    A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a 2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
    A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

    Rage Powers (Ex):
    Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

    Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to 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 barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.




    Feats & Traits

    Feats:
    1st lvl - Power Attack
    3rd lvl -

    Traits:
    a) Chain Fighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons
    b) Plague Born: +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened


    Skills

    Skill Points: 8
    Max Ranks: 2
    ACP:

    Skill List:
    Acrobatics +6 = +1 [ranks] +3 [class skill] +3 [DEX] -1 [ACP]
    Appraise +0 = +0 [ranks] +0 [INT]
    Bluff +0 = +0 [ranks] +0 [CHA]
    Climb +7 = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP]
    Craft +0 = +0 [ranks] +0 [class skill] +0 [INT]
    Diplomacy +0 = +0 [ranks] +0 [CHA]
    Disguise +0 = +0 [ranks] +0 [CHA]
    Escape Artist +2 = +0 [ranks] +3 [DEX] -1 [ACP]
    Fly +2 = +0 [ranks] +3 [DEX]-1 [ACP]
    Handle Animal +4 = +1 [ranks] +3 [class skill] +0 [CHA]
    Heal +0 = +0 [ranks] +0 [WIS]
    Intimidate +4 = +1 [ranks] +3 [class skill] +0 [CHA]
    Knowledge (Nature) +4 = +1 [ranks] +3 [class skill] +0 [INT]
    Perception +4 = +1 [ranks] +3 [class skill] +0 [WIS]
    Perform +0 = +0 [ranks] +0 [CHA]
    Ride +2 = +0 [ranks] +0 [class skill] +3 [DEX] -1 [ACP]
    Sense Motive +0 = +0 [ranks] +0 [WIS]
    Stealth +2 = +0 [ranks] +3 [DEX] +0 [misc] -1 [ACP]
    Survival +4 = +1 [ranks] +3 [class skill] +0 [WIS]
    Swim +7 = +1 [ranks] +3 [class skill] +4 [STR] -1 [ACP]


    Equipment

    Code:
    Equipment                    Cost  Weight
      Explorer's Outfit           --     --          
    
      Backpack                    2g     2 lb             
        Bedroll                   1s     5 lb        
        Flint & Steel             1g     --            
        Hemp Rope (50ft)          1g     10 lb                
        Waterskin                 1g     4 lb               
      Belt Pouch                  1g     .5 lb          
    
      Studded Leather             25g    20 lb           
    
      Dagger                      2g     1 lb              
      Spiked Chain                25g    10 lb
    Treasure: 11gp, 9sp, 0cp Gems:
    Total weight carried: 48.5
    Maximum weight possible:


    Details

    Size: Medium
    Gender: Male
    Age: 24
    Height: 7'
    Weight: 225
    Hair Color: Black (bald but with scraggly beard)
    Eye Color: Gray
    Skin Color: Gray
    Appearance: Tall and well muscled, Thrkk is about as ugly as they come with the apelike visage, tusks and ears of his paternal kin. Every visible inch of his skin is marred by scars, brands, and tattoos, many are obviously deliberate and somewhat artful features showing exploits and tribal ritual, most however are from the heat of battle, or leftovers from the captivity of his early life. The most visibly jarring of his scars though is atop his head, where three massive crags join together showing hasty stitching and what evidently was a far from natural healing.
    Demeanor:


    Background
    Thrkk is a strange balance of 4 separate individuals. Thrikk began life in an Orc camp, enslaved to his father. He was an abnormally smart Half-orc owing largely to his genius level mother, who had insinuated herself into the camp as something just slightly higher than a slave in a healer's role. Thrikk eventually escaped his captivity and returned to free his mother and slave bretheren, and went on to become a very accomplished adventurer.

    More recently he returned from his adventuring days to where the majority of the former slave survivors whom he considered his only family had settled not far from the place of their former enslavement. He was just settled in when the area was massacred by an invading horde. In a terrible battle, Thrikk was leading the defense and nearly carrying the whole battle on his shoulders when he sustained a massive blow to his head. Rather than falling dead or unconscious, the half orc flew into a truely terrible rage, rampaging through the hordes and shaking the morale of the invaders such that what few escaped his wrath fled with all speed. When his family found him, we was beating the corpse of a fallen foe into a liquid state. After a quickly administered healing spell, which barely managed to close his most terrible of wounds, he collapsed out of his rage and fell into a deathlike coma, from which eventually, three individuals rose.

    Thrkk remembers much of his former life, but to him it is more a dream or the second hand experiences of a brother. Thrkk refers to his former self as "the dream man" His personality and intellect have fallen to that of a small child. In his former life, Thrikk struggled on a day to day basis with the duality of his heritage, the higher aspirations of his human half and the baser instincts of his orc half. Today, these two influences have separated into two distinct personalities, or two halves of his conscience much like the proverbial angle and devil on the shoulder. Thrkk believes that his right hand is an entity named Bffl (pronounced Biffle) the personification of his human side (the angel) and his left hand is an entity named Tff (pronounced toff) the personification of his orc side (the devil) To date, Thrkk believes that only he and small children can hear Bffl and Tff, though in reality he makes the voices as they talk (Bffl is a high pitched girly voice while Tff is a low throaty voice), but basically it all means that he repeats himself whenever he makes a decision. Bffl and Tff argue almost about every point, and are nearly ever present except within the barbarian rage when all three combine into a shadow of the former Thrikk.

    Of the three, only Bffl is semi-literate, remembering only consonants when it comes to reading and writing. Bffl believes that vowels are deliberate distractions created by Tff to throw him off, which is why when he writes or spells their names there are no vowels, and he frequently misinterprets writing because he has to supply his own sounds for vowels, particularly with words that have similar consonants but different vowels.

    What little there was of Thrikk's immediate family did not survive the Horde. It is probably because of this primarily that Thrkk is somewhat amnesiac when it comes to the memories and life of Thrikk. However, several of the families involved in the settlement did somewhat a little better in the aftermath. Up to now, Thrkk has been searching for a somewhat more adoptive cousin of his named Koff, whose family in the settlement have survived but the scars of the aftermath have left them struggling hard to survive, and need him to return and help out. Thrkk is not exactly considered an asset at this point and has the wanderlust anyway so he is taking his abilities elsewhere.


    Notes
    In his dream memories, Thrkk remembers that The Dream Man had a Mithral Breastplate, and he thinks it would be really cool if he could somehow obtain a match, or recover the one that The Dream Man lost in the commotion of the Horde attack. It is unclear whether The Dream Man was wearing the breastplate at the time of his injury and tore it from his body in his rampage, or if it was looted in the surprise before the counterattack as those who were fighting with him are all either dead or suffer similar memory lapses.

    Thrikk was a very well spoken person, taught by his mother, he was knowledgeable and even a cleric of Mielikki. That diction holds true even in his incapacitated state.

    I was going to buy a Heavy Flail as well, but don't have the funds. I went with the spiked chain as it is supposed to be the actual chain once used to hold him as a slave, plus i figured the exotic weapon would be harder to find.

    Last edited by Gondsman; Thursday, 25th August, 2011 at 05:53 PM.

  • #38
    Registered User
    Acolyte (Lvl 2)

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    Ignore Gondsman
    L2
    L2 class: Barbarian
    HP: 1d12=5
    Rage power: Knockback

    Favored Class: +1 round/day rage
    Last edited by Gondsman; Thursday, 25th August, 2011 at 06:05 PM.

  • #39
    Alterius Bowsinger

    Game Info

    Race: Elf
    Class: Bard
    Level: 1
    Alignment: Neutral Good
    Languages: Common and Elven
    Deity: Corellon Larethian

    Abilities

    STR: 14 (5 PB)
    DEX: 17 (7 PB, +2 Racial)
    CON: 12 (5 PB, -2 Racial)
    INT: 12 (+2 Racial)
    WIS: 11 (1 PB)
    CHA: 15 (7 PB)

    Combat

    HP: 10 = [1d8=8] + 1 (CON) + 1 (Bard)
    AC: 15 = 10 + 2 (Leather) + 3 (DEX)
    AC Touch: 13 = 10 + 3 (DEX)
    AC Flatfooted: 12 = 10 + 2 (Leather)
    INIT: +5 = +3 (DEX) + 2 (Warrior of Old)
    BAB: +0 = +0 (Bard)
    CMB: +2 = +2 (STR) + 0 (BAB)
    CMD: 15 = 10 + 2 (STR) + 3 (DEX) + 0 (BAB)
    Fort: +1 = +0 (Bard) + 1 (CON)
    Reflex: +5 = +2 (Bard) + 3 (DEX)
    Will: +2 = +2 (Bard) + 0 (WILL)
    Speed: 30'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: N/A

    Weapon Stats

    Dagger(melee): +2 = +0 (BAB) + 2 (STR)/ DMG = 1d4+2(S or P), CRIT 19-20x2, Special: none

    Shortbow (ranged): +3 = + 0 (BAB) + 3 (DEX)/DMG = 1d6(P), CRIT 20x3, Range: 60',
    Ammunition: 40 arrows, Special: Point Blank Shot +1

    Racial Traits

    Racial Bonuses: +2 Dexterity, +2 Intelligence, -2 Constitution

    Low-Light Vision: Elves can twice as far as humans in conditions of dim light.

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

    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

    Weapon Familiarity: Elves are proficient with longbows, longswords, rapiers, and shortbows, and treat any weapon with the word 'elven' in its name as a martial weapon.

    Class Features

    Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shield (except tower shields). A bard can cast spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

    Spells: A bard casts arcane spells and can cast those spells without preparation. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a bard's spell is 10 + spell level + the bard's Charisma modifier.

    Bardic Knowledge (Ex): A bard adds half his class level to all Knowledge skill checks and may make all Knowledge skill checks untrained.

    Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.

    Starting a bardic performance is a standad action, but can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be interrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A abrd cannot have more than one bardic performance active at one time.

    Cantrips: Bards learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Feats & Traits

    Feats:
    1st lvl- Point Blank Shot: +1 on ranged attacks within 30'.

    Traits:
    A) Warrior of Old (Racial): +2 on initiative checks.
    B) Highlander(Regional): +1 on Stealth skill checks and a +2 in hilly or rocky areas.

    Skills

    Skill Ranks: 7 = [6 (Bard) + 1 (INT)] x 1 (LvL) + 0 (Favored Class)
    Max Ranks: 1
    ACP: -0
    Skills:
    * = class skill
    Code:
    Total                       Stat Rank CS Misc ACP
    +3  = Acrobatics*            +3   +0  +0  +0  -0 DEX
    +1  = Appraise*              +1   +0  +0  +0     INT
    +2  = Bluff*                 +2   +0  +0  +0     CHA
    +2  = Climb*                 +2   +0  +0  +0  -0 STR
    +1  = Craft:_____*           +1   +0  +0  +0     INT
    +2  = Diplomacy*             +2   +0  +0  +0     CHA
    +2  = Disguise*              +2   +0  +0  +0     CHA
    +3  = Escape Artist*         +3   +0  +0  +0  -0 DEX
    +3  = Fly*                   +3   +0  +0  +0  -0 DEX
    +0  = Heal*                  +0   +0  +0  +0     WIS
    +2  = Intimidate*            +2   +0  +0  +0     CHA
    +6  = Know:Arcana*           +1   +1  +3  +1     INT
    +2  = Know:Dungeoneering*    +1   +0  +0  +1     INT
    +2  = Know:Engineering*      +1   +0  +0  +1     INT
    +2  = Know:Geography*        +1   +0  +0  +1     INT
    +6  = Know:History*          +1   +1  +3  +1     INT
    +2  = Know:Local*            +1   +0  +0  +1     INT
    +2  = Know:Nature*           +1   +0  +0  +1     INT
    +2  = Know:Nobility*         +1   +0  +0  +1     INT
    +2  = Know:Planes*           +1   +0  +0  +1     INT
    +2  = Know:Religion*         +1   +0  +0  +1     INT
    +1  = Linguistics*           +1   +0  +0  +0     INT
    +6  = Perception*            +0   +1  +3  +2<    WIS
    +6  = Perform: Oratory*      +2   +1  +3  +0     CHA
    +6  = Perform: Dance*        +2   +1  +3  +0     CHA
    +0  = Profession:_____*      +0   +0  +0  +0     WIS
    +3  = Ride*                  +3   +0  +0  +0  -0 DEX
    +0  = Sense Motive*          +0   +0  +0  +0     WIS
    +3  = Sleight of Hand*       +3   +0  +0  +0  -0 DEX
    +5  = Spellcraft*            +1   +1  +3  +2>    INT
    +8  = Stealth*               +3   +1  +3  +1^ -0 DEX
    +0  = Survival*              +0   +0  +0  +0     WIS
    +2  = Swim*                  +2   +0  +0  +0  -0 STR
    +2  = Use Magic Device*      +2   +0  +0  +0     CHA
    < = Keen Senses
    > = Elven Magic
    ^ = Highlander - +2 in rocky or hilly areas

    Spellcasting

    Code:
    0 Level             1st Level 1/per day
    * Detect Magic      * Grease
    * Light             * Sleep
    * Prestidigitation  * Silent Image
    * Read Magic

    Equipment

    Code:
    Equipment                  Cost        Weight
    Leather Armor           10     gp     15   lbs.
    Shortbow                30     gp      2   lbs.
    -Ammunition              2     gp      6   lbs.
    Dagger                   2     gp      1   lbs.
    Backpack                 2     gp      2   lbs.
    -Bedroll                  .5   gp      5   lbs.
    -Waterskin               1     gp      4   lbs.
    -Rations (3/3)           1.5   gp      3   lbs.
    -Rope, hemp (50')        1     gp     10   lbs.
    Spell Component Pouch    5     gp      2   lbs.
    Belt Pouch               1     gp       .5 lbs.
    -Flint and Steel         1     gp      -   lbs.
    -Flasks (3/empty)          .09 gp
                     Totals: 56.09 gp     50.5 lbs.

    Treasure: 3 gp,9 sp,1 cp Gems:
    Carrying Capacity:
    Light: 58 or less
    Medium: 59 - 116
    Heavy: 117 - 175

    Details

    Size: Medium
    Gender: Male
    Age: 124
    Height: 5'11”
    Weight: 187
    Hair Color: Blonde
    Eye Color: Blue
    Skin Color: Lightly Tanned
    Appearance:
    Demeanor:

    Background
    ...

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class:
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:



    Last edited by Disposable Hero; Saturday, 30th June, 2012 at 02:35 PM.

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