HM's Skull & Shackles AP-OOC


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Insight

Adventurer
Here is my Human Monk, Reiko the White Lotus:

[sblock=REIKO THE WHITE LOTUS]
[sblock=Game Info]
Race: Human
Class: Monk (Flowing Monk; Ultimate Combat)
Level: 1
Alignment: Lawful Neutral
Languages: Common (Taldane) and Tien
Deity: Besmara, the Pirate Queen (basic fealty only)[/sblock]
[sblock=Abilities]
STR: 11
DEX: 18
CON: 10
INT: 13
WIS: 15
CHA: 9[/sblock]
[sblock=Combat]
HP: 8 = [1d8=8] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 16 = 10 + 0 (armor) + 0 (shield) + 4 (DEX) + 2 (WIS)
AC Touch: 16 = 10 + 4 (DEX) + 2 (WIS)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +4 = +4 (DEX) + 0 (misc)
BAB: +0 = +0 (Monk)
CMB: +1 = +4 (DEX) + 0 (BAB)
CMD: 16 = 10 + 0 (STR) + 4 (DEX) + 0 (BAB) + 2 (WIS)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +7 = +2 (base) + 4 (DEX) + 1 (Trait)
Will: +4 = +2 (base) + 2 (WIS)
Speed: 30ft
Damage Reduction: none
Spell Resistance: none
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
Nunchaku (melee): +4 = +0 (BAB) + 4 (DEX)/ DMG = 1d6+0(S), CRIT 20x2
Nunchaku - Flurry of Blows (melee): +3/+3 = +1 (BAB; Special) + 4 (DEX) -2 (TWF) / DMG = 1d6+0 (S), CRIT 20x2
* Nunchaku gains a +2 bonus to CMD checks to disarm
Unarmed Strike (melee): +4 = +0 (BAB) + 4 (DEX)/ DMG = 1d6+0(S), CRIT 20x2
Unarmed Strike - Flurry of Blows (melee): +3/+3 = +1 (BAB; Special) + 4 (DEX) -2 (TWF) / DMG = 1d6+0 (S), CRIT 20x2
[/sblock]
[sblock=Racial Traits]
Extra feat at 1st level
+1 skill rank per level[/sblock]
[sblock=Class Features]
Flurry of Blows: Reiko can make a flurry of blows attack as a full-round action. She makes one additional attack using any combination of unarmed strikes or attacks with special monk weapons. For the purposes of these attacks, Reiko's base attack bonus is equal to her Monk level.
Redirection: As an immediate action, Reiko can attempt a reposition or trip combat manuever against a creature that Reiko threatens that attacks her. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex save DC 12). Reiko gains a +2 bonus on the combat maneuver check if the attacker is using Power Attack or is charging and a +4 bonus if both apply. Reiko can use this ability once per day. It replaces Stunning Fist.
Unarmed Strike: Reiko's attacks may be with fist, elbows, knees, and feet. Her unarmed strikes deal lethal or nonlethal damage as she chooses, with no penalty to the attack roll. Her unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects.[/sblock]
[sblock=Feats & Traits]
Monk - Improved Unarmed Strike
Bonus Monk - Agile Maneuvers
Human - Weapon Finesse
1st lvl- Combat Expertise

Traits:
a) Deft Dodger
b) not allowed yet[/sblock]
[sblock=Skills]
Skill Ranks: 7 = [4 (class) + 1 (INT) + 1 (Human)] x 1 (LvL) + 00 (misc) + 1 (Favored Class)
Max Ranks: 1
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+08 =  Acrobatics          +04    +01   +3  +00   -0   DEX
+00 =  Appraise            +01    +00   +0  +00        INT
+00 =  Bluff               -01    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+00 =  Craft:_____         +01    +00   +0  +00        INT
+00 =  Diplomacy           -01    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -0   DEX
+00 =  Disguise            -01    +00   +0  +00        CHA
+08 =  Escape Artist       +04    +01   +3  +00   -0   DEX
+00 =  Fly                 +04    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+00 =  Heal                +02    +00   +0  +00        WIS
+00 =  Intimidate          -01    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+05 =  Know:History^       +01    +01   +3  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+06 =  Perception          +02    +01   +3  +00        WIS
+00 =  Perform:_____       -01    +00   +0  +00        CHA
+na =  Profession^:_____   +00    +00   +0  +00        WIS
+00 =  Ride                +04    +00   +0  +00   -0   DEX
+06 =  Sense Motive        +02    +01  	+3  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+08 =  Stealth             +04    +01   +3  +00   -0   DEX
+00 =  Survival            +02    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Nunchaku                     2gp   2lbs
Nunchaku                     2gp   2lbs
Backpack                     2gp   2lbs
Bedroll                      1sp   5lbs
Caltrops                     2gp   2lbs
Case, Map/Scroll             1gp   0.5lb
Flint and Steel              1gp   neg
Peasant's Outfit             1sp   neg
Pouch, Belt                  1gp   0.5lb
Sack                         1sp   0.5lb
Soap                         5sp   1lb
Torch                        1cp   1lb
Waterskin                    1gp   4lbs
Total weight carried: 20.5lbs.
Treasure: 47gp, 1sp, 9cp Gems:

Carrying Capacity:
light- 0 to 38lbs
medium- 38 - 76lbs
heavy- 76 - 115lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Female
Age: 24
Height: 5'4"
Weight: 120lbs.
Hair Color: Black
Eye Color: Blue
Skin Color: Dusky
Appearance: Reiko wears understated clothing and her black hair cut short (ear length). She has a pair of nunchaku tucked into her cloth belt, tied at the waist. Peculiar black pictographic tatoos are evident on her forearms.
Demeanor: Reiko is quiet and gives her thoughts or opinion only when vitally necessary. She appears content to let others show their foolishness and stop them only in a life or death situation. Reiko is mostly a loner, but is willing to team up with those she respects.[/sblock]
[sblock=Background] In progress [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=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:[/sblock] [/sblock]
 
Last edited:


Maidhc O Casain

Na Bith Mo Riocht Tá!
Kolto Tengere: Fetchling Mariner (Mobile Fighter//Sea Singer Gestalt) 01

Link to the full sheet is in the Mini Stat block.

(Still working on the background - it'll be posted on the character sheet when finished).

[sblock=Mini Stats]
Kolto Tengere
Initiative: +3
AC: 17 (13 Flat-Footed, 14 Touch)
HP: 10/10
CMB: +3 CMD: 16
Fort: +2 Reflex: +5 Will: +2

Senses: Low Light Vision, Dark Vision
Perception: +0, Sense Motive: +0

Current Weapon in Hand: None

Active Performances: None

Special Abilities: Bardic Performance (6/6 Rnds), Disguise Self (1/1)

Songs Available Cantrips (At-Will), 1st (2/2)
Cantrips: Know Direction, Message, Prestidigitation, Read Magic
1st Level: Chord of Shards, Grease

Consumables
20 Arrows (Normal)
20 Arrows (Blunt)

03 Daggers
[/sblock]
 
Last edited:

rangerjohn

Explorer
Anyhow this is what I have so far:


[sblock=Telethel Star Gazer]
[sblock=Game Info]
Race:Elf
Class:Gestalt Magus(Skirnir)/Ranger(Skirmisher)
Level: 1/1
Alignment:
Languages: Common,elven,draconic,orc,aquan
Deity:Gozreh[/sblock]
[sblock=Abilities]
STR:14 +2
DEX:16 +3
CON:10 +0
INT:16 +3
WIS:14 +2
CHA:08 -1[/sblock]
[sblock=Combat]
HP: 10 = [1d10=10] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 19 = 10 + 3 (armor) + 3 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 16 = 10 + 3 (armor) + 3 (shield) + 0 (misc)
INIT:+3 = +3 (DEX) + 0 (misc)
BAB: +1 = +1 (ranger)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +5 = +2 (base) + 3 (DEX)
Will: +4 = +2 (base) + 2 (WILL)
Speed: 30
Damage Reduction:none
Spell Resistance:none
Spell Failure:0%[/sblock]
[sblock=Weapon Stats]

Longsword(melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(S), CRIT 19-20x2
vs. human FE : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(S), CRIT 19-20x2
Trident(melee) : +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(P), CRIT 20-20x2
Vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(P), CRIT 20-20x2
Trident(range)
vs. human : +6 = +1 (BAB) + 3 (Dex) / DMG = 1d8+4(P), CRIT 20-20x2 RI 10'
Shield Bash
vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d4+4(B), CRIT 20-20x2
[/sblock]
[sblock=Racial Traits]
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

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

Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.

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

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats & Traits]
1st lvl-Improved Shield Bash
3rd lvl-

Traits:
a)Abendego Spell Piercer or Jenivere Crew
b) not allowed yet[/sblock]
[sblock=Skills]
Skill Ranks: 10 = [6 (class) + 03 (INT)] x 01 (LvL) + 00 (misc) + 01 (Favored Class)
Max Ranks: 01
ACP: -2

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +03    +00   +0  +00   -2   DEX
+03 =  Appraise            +03    +00   +0  +00        INT
-01 =  Bluff               -01    +00   +0  +00        CHA
+04 =  Climb               +02    +01   +3  +00   -2   STR
+03 =  Craft:_____         +03    +00   +0  +00        INT
-01 =  Diplomacy           -01    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -0   DEX
-01 =  Disguise            -01    +00   +0  +00        CHA
+03 =  Escape Artist       +03    +03   +0  +00   -2   DEX
+03 =  Fly                 +03    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+02 =  Heal                +02    +00   +0  +00        WIS
-01 =  Intimidate          -01    +00   +0  +00        CHA
+07 =  Know:Arcana^        +03    +01   +3  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+07 =  Know:Geography^     +03    +01   +3  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+07 =  Know:Nature^        +03    +01   +3  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+08 =  Perception          +02    +01   +3  +02        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+06 =  Profession^:Sailor  +02    +01   +3  +00        WIS
+03 =  Ride                +03    +00   +0  +00   -0   DEX
+02 =  Sense Motive        +02    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+05 =  Stealth             +03    +01   +3  +00   -2   DEX
+06 =  Survival            +02    +01   +3  +00        WIS
+07 =  Tracking                             +01    
+08 =  Swim                +02    +01   +3  +04   -2   STR
+03 =  Use Magic Device^   -01    +01   +3  +00        CHA
[/sblock]
[sblock=Spellcasting]
0-2
1-1
Spell book
0 level
All magus
1st level
Shocking Grasp
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight
Longsword                     15    4lbs
Trident                       15    4lbs
Studded Leather               25   20lbs
MW Heavy Wooden Shield        n/a  10lbs
MW Backpack                   50    4lbs
Bag, Waterproof               5sp  .5lbs 
Bedroll                       1sp   5lbs
Spellbook, Magus, Travelling  10    1lb
Clothing, Explorer's          n/a   worn
2 weeks ration Wandermeal     14cp  7lbs
Ink 2 vials                   16    ---
Parchment 10 sheets            2    ---
Pouch, Spell Components        5    2lbs
Shield Sconce                  1   .5lbs
Torches 3                      3cp  3lbs
 
Total weight carried:63.5 lbs
Treasure: gp, sp, cp Gems:

Carrying Capacity:
light-58lbs or less w/mw backpack 66lbs or less
medium-59lbs - 116lbs 67-133
heavy-117lbs - 175lbs 134-200 [/sblock]
[sblock=Details]
Size:medium
Gender:male
Age:145
Height:6'3"
Weight:135lbs
Hair Color:Blond
Eye Color: piercing green
Skin Color:dark tanned
Appearance:
Demeanor:[/sblock]
[sblock=Background]Always being at home around the water, Telethel has served many roles aboard ship. From lowly sailor to scout, to even served a tour as ship's navigator. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=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:[/sblock] skill point[/sblock]
 
Last edited:

rangerjohn

Explorer
[MENTION=11437]Insight[/MENTION] I think Reiko should have 8 hps.


Quoted from second post:
HP: Max at first level and then Max -2 after that
 

kinem

Adventurer
Here's my sheet. This was the first time I made an alchemist.

What kind of starting location are we looking at? I assumed that he didn't need to be carrying food. I guess the PCs don't know each other yet.

[sblock=Jabe Cooper, Alchemist]
[sblock=Game Info]
Race: human
Class: alchemist
Level: 1
Alignment: N
Languages: Common, Elven, Draconic, Infernal, Goblin
Deity: none[/sblock]
[sblock=Abilities]
STR: 14/+2 cost 5
DEX: 14/+2 cost 5
CON: 10/+0 cost 0
INT: 18/+4 cost 10 (+2 human)
WIS: 12/+1 cost 2
CHA: 8/-1 cost -2[/sblock]
[sblock=Combat]
HP: 9 = [1d8=8] + 0 (CON) + 0 (misc) + 1 (favored class)
AC: 16 = 10 + 4 (armor) + 2 (DEX)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 4 (armor)
INIT: +2 = +2 (DEX) + 0 (misc)
BAB: +0 = +0 (alchemist)
CMB: +2 = +2 (STR) + 0 (BAB)
CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB)
Fort: +2 = +2 (base) + 0 (CON)
Reflex: +4 = +2 (base) + 2 (DEX)
Will: +1 = +0 (base) + 1 (WILL)
Speed: 30'
Damage Reduction: n/a
Spell Resistance: n/a
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
morningstar (melee) +2 = +2 (STR) / DMG = 1d8+3(B+P), CRIT 20/x2

bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)
1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)

note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)[/sblock]
[sblock=Racial Traits]
human: bonus feat, +2 to one ability score, +1 skill point / level[/sblock]
[sblock=Class Features]
Alchemy +1, bomb 1d6, brew potion, mutagen, throw anything; proficient with light armor & simple weapons & bombs

bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)
1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)

note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)

extracts (2/day):
known formulae: crafter's fortune (+5 to one craft check within day), cure light wounds (1d8+1), disguise self (10 min), identify (3 rounds), shield (1 min, +4 AC), touch of the sea (1 min, 30' swim speed)

Typically, Jate prepares 1 each of Cure light wounds and Shield extracts, and a dose of Dex-enhancing mutagen.

mutagen (10 min):
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
[/sblock]

[sblock=Feats & Traits]
1st lvl- Throw Anything, Brew Potion, Point Blank Shot, Splash Weapon Mastery

Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Traits:
a) Armor Expert (reduce ACP by 1)

b) not allowed yet[/sblock]
[sblock=Skills]
Skill Ranks: 9 = [4 (class) + 4 (INT)] x 1 (LvL) + 1 (human) + 00 (Favored Class)
Max Ranks: 1
ACP: -1 with Armor Expert

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skills: ^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+ 8 =  Appraise            +04    +01   +3  +00        INT
- 1 =  Bluff               -01    +00   +0  +00        CHA
+ 1 =  Climb               +02    +00   +0  +00   -1   STR
+ 9 =  Craft:Alchemy       +04    +01   +3  +01        INT
- 1 =  Diplomacy           -01    +00   +0  +00        CHA
+ 5 =  Disable Device^     +02    +01   +3  +00   -1   DEX
- 1 =  Disguise            -01    +00   +0  +00        CHA
+ 1 =  Escape Artist       +02    +00   +0  +00   -1   DEX
+ 5 =  Heal                +01    +01   +3  +00        WIS
- 1 =  Intimidate          -01    +00   +0  +00        CHA
+ 5 =  Perception          +01    +01   +3  +00        WIS
+ 1 =  Sense Motive        +01    +00   +0  +00        WIS
+ 5 =  Sleight of Hand^    +02    +01   +3  +00   -1   DEX
+ 8 =  Spellcraft^         +04    +01   +3  +00        INT
+ 1 =  Stealth             +02    +00   +0  +00   -1   DEX
+ 5 =  Survival            +01    +01   +3  +00        WIS
+ 1 =  Swim                +02    +00   +0  +00   -1   STR
+ 3 =  Use Magic Device^   -01    +01   +3  +00        CHA
[/sblock]
[sblock=Equipment]
Code:
(180 gp total value)

Equipment 			Cost  	Weight
chain shirt			100 gp	25 lbs
morningstar			8 gp	6 lbs
kit, alchemists'		25 gp	5 lbs
formula book			15 gp	3 lbs
6 vials				6 gp	0 lbs
backpack			2 gp	2 lbs
lantern, hooded			7 gp	2 lbs
oil, lamp (6 hr, x2)		0.2 gp	2 lb
flint & steel			1 gp	0 lbs
waterskin			1 gp	4 lbs
bedroll				0.1 gp	5 lbs

Total weight carried: 54.42 lbs
Treasure: 14 gp, 7 sp, 0 cp

Carrying Capacity:
light- 58 lbs
medium- 116
heavy- 175[/sblock]
[sblock=Details]
Size: M
Gender: M
Age: 28
Height: 5' 9"
Weight: 175 lbs
Hair Color: black
Eye Color: black
Skin Color: light brown
Appearance: Jate wears his hair in dreadlocks
Demeanor: grim[/sblock]

[sblock=Background]
Jabe Cooper is seeking his fortune. Of course, that's what he was doing a few years ago when he stole a magic ring from his alchemical mentor, Rodun. That earned him three years in the local prison; it could have been more but Rodun was not a vengeful man. He picked up some strange tales from his fellow prisoners, which he sometimes likes to retell. But now he's out, on the straight and narrow, has learned to value loyalty, and is determined not to repeat his mistakes (like getting caught).

Aside from the other benefits of his trade, Jabe secretly hopes to discover a way to prevent himself from growing old.
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[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB:
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Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 
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Blood and Honor

First Post
Thats unfortunate rangerjohn and honestly I am more than willing to play by the normal rules and I'm sure Mowgli would be as well. I would hate for you to miss out on the game because of it man. So I'm down for normal rules. With that I am going to make a Sea Rager Barbarian, if its a normal rules game.
 

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