(Record) Official Character Thread

Endovior

First Post
Thamian Highfire, Approved for Level 1

Code:
[B]Name:[/B] Thamian Highfire
[B]Class:[/B] Wizard (Enchanter)
[B]Race:[/B] Gray Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Gliran

[B]Str:[/B] 10 +0 ( 4p.)     [B]Level:[/B] 1        [B]XP:[/B]    0
[B]Dex:[/B] 16 +3 ( 6p.)     [B]BAB:[/B] +0         [B]HP:[/B]   4 (1d4 +0)
[B]Con:[/B] 10 +0 ( 4p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] --/----
[B]Int:[/B] 20 +5 (16p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B]  8 -1 ( 0p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +0
[B]Cha:[/B]  8 -1 ( 0p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B]  0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +3    +0    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +0          +0
[B]Ref:[/B]                       0    +3          +3
[B]Will:[/B]                      2    -1          +1  (+2 vs Enchantment)

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword                 +0      1d8+0     19-20x2
Longbow                   +3     1d10+0        20x3

[B]Languages:[/B] Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan

[B]Abilities:[/B] Summon Familiar

[B]Feats:[/B] Scribe Scroll, Spell Focus (Enchantment)

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              4    +0          +4
Decipher Script            4    +5          +9
Knowledge (Arcana)         4    +5          +9
Knowledge (Dungeoneering)  4    +5          +9
Knowledge (Religion)       4    +5          +9
Knowledge (The Planes)     4    +5          +9
Spellcraft                 4    +5    +2    +11

[B]Equipment:               Cost  Weight[/B]
Longbow                  75gp    3lb
Longsword                15gp    4lb
Spellbook                15gp    3lb
Ink (1 Vial)              8gp    -
Spell Component Pouch     5gp    2lb
Scholar's Outfit          4gp    -
Arrows (40)               2gp    6lb
Backpack                  2gp    2lb
Inkpen                    1sp    -
[B]Total Weight:[/B]20lb      [B]Money:[/B] 12gp 9sp 0cp

[B]Spells:[/B]
Enchantment Specialist, Necromancy and Conjuration Revoked
Spells Per Day
3+1 0th
2+1 1st
Spells Known
All 0th (except Necromancy and Conjuration)
1st: Charm Person, Comprehend Languages, Disguise Self, Endure Elements, Hynotism, Magic Missile, Sleep, True Strike

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

[B]Age:[/B] 124 Years
[B]Height:[/B] 5'5"
[B]Weight:[/B] 100lb
[B]Eyes:[/B] Violet
[B]Hair:[/B] Golden
[B]Skin:[/B] Fair
Appearance: Thamian appears as a typical example of a Gray Elf... tall, and thin, with violet eyes and pale golden hair. He wears fine blue robes, but displays his weapons openly... presenting the slightly odd sight of a Wizard with a longsword to onlookers.

Background: An especially bright scion of a line of powerful Wizards, great things were expected of Thamian from an early age. However, he soon found himself 'out of sync' with the other Elves, his lawful leanings conflicting with their chaotic nature. He placed a higher value on logic then emotion, and preferred to spend his time in useful pursuits then in frivolous entertainments. He focused his efforts on the study of magic, and finished his education quite early (by Elven standards). Once finished, he left the village the next day... on his way out to see the world, hone his skills, and discover a nice University to settle down in. Early in his travels, a bad storm forced him to take shelter in a temple of Gliran... he had a number of profitable conversations with the mages present within, and as a result, converted to the worship of Gliran (and gained a couple useful spells...)
Notes: As a Gray Elf, Thamian has ability modifiers of -2 Str, +2 Dex, -2 Con, +2 Int. Approved for Level 1 as of June 30, 2006.
 
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thatdarncat

Overlord of Chat
Still creating

Not ready for submission yet but work's over. I'll finish off tomorrow and submit :)

Code:
[B]Name:[/B] XXXX
[B]Class:[/B] Paladin
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] XXXX

[B]Str:[/B] 15 +2 (8p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +1         [B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (4p.)     [B]ACP:[/B] -3         [B]Spell Fail:[/B] 30%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +2    +2    +0    +0    +X    XX
[B]Touch:[/B] XX              [B]Flatfooted:[/B] XX

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

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword                 +4     1d8+2      19-20x2
Heavy Mace                +3     1d8+2         20x2
Dagger                    +3     1d4+2      19-20x2
Lance                     +3     1d8+4         20x3
Shortbow                  +3     1d6+0         20x3

[B]Languages:[/B] Common

[B]Abilities:[/B] Aura of Good, Detect Evil, Smite Evil 1/Day

[B]Feats:[/B] Mounted Combat, Weapon Focus (Longsword)

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                   2    +1          +3
Handle Animal               2    +1          +3
Knowledge: Nobility         2    +0          +2
Profession: Blacksmith      2    +1          +3
Ride                        4    +2          +6

[B]Equipment:               Cost  Weight[/B]
Armour
Studded Leather          25gp   20lb
Wooden Heavy Shield       7gp   10lb

Weapons
Longsword                15gp    4lb
Heavy mace               12gp    8lb
Dagger                    2gp    1lb
Lance                    10gp   10lb
Shortbow                 30gp    2lb

Gear 
Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Bit and Bridle            2gp    1lb
Chalk                     1cp    -lb
Flint and Steel           1gp    -lb
Holy Symbol, Silver      25gp    1lb
Horse, Light             75gp    -lb
Oil                       1sp    1lb
Rope, Hempen (50ft)       1gp   10lb
Saddle, Riding           10gp   30lb
Saddle Bags               4gp    8lb
Signet Ring               5gp    -lb
Trail Rations             4gp    8lb
Waterskin                 1gp    4lb
Whetstone                 2cp    1lb
[B]Total Weight:[/B]126lb      [B]Money:[/B] 8gp 7sp 7cp
[B]Carried Weight:[/B]57lb
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                66   133   200   400   1000

[B]Age:[/B] 18
[B]Height:[/B] 5'8"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde
[B]Skin:[/B] Fair
Appearance: XXXX

Background: XXXX
 

BigB

First Post
Rhys approved Level 3

Code:
[B]Name:[/B] Rhys the Great Goblin 
[B]Class:[/B] Fighter (2) Cleric (1)
[B]Race:[/B] Mountain Goblin 
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Shural
 
[B]Str:[/B] 16* +3 (10p.)     [B]Level:[/B] 3        [B]XP:[/B] 5685
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +2         [B]HP:[/B] 29 (2d10+2;1d8+2)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B]
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] 
[B]Wis:[/B] 12 +1 (2p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] 11
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] 
*Gauntlets of Ogre Power
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +9    +2    +1    +1    +X    +X    23
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 22
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2          +7
[B]Ref:[/B]                       0    +2          +2
[B]Will:[/B]                      2    +1          +3
 
[B]Weapon                  Attack   Damage     Critical[/B]
MW Warhammer            +7     1d6+3          x3 1handed bludgeoning  2.5lb 312gp
Falchion                  +7     1d6+4     18-20x2 2handed slashing  4lb 75gp
Light Crossbow            +5     1d6     19-20x2 range inc80'piecring 2lb 35gp
 
[B]Languages:[/B] Common Dwarven Goblin
[B]Abilities:[/B] Mountain Goblin
            +2wisdom/-2strength
            small(+1combat bonus, +4 hide)
            Low-light vision
              natural builder +2 knowledge architecture and engineering
              + 2 on diplomacy and knowledge history
              + 1 racial bonus to hit goblinoids
              + 4 dodge bonus on AC against giants
              + 2 bonus on saving throws against mind-affecting spells.
              Treat Goblin Ranseurs as martial rather exotic weapons.
 
 
[B]Feats:[/B] 
    Weapon/Armor Proficiency: All Armor [class Fighter]
 
      Dodge [GENERAL]
      +1 bonus to AC against one opponent
 
      Weapon Focus Falchion
      +1 to hit with Falchion
 
      Point Blank Shot [Bonus F2]
    +1 to hit with ranged attack within 30ft
 
             Improved Initiative +4[3rd Lvl]
 
             Turn undead 3x/day (as good cleric) turning check 1d20+0   turning damage 2d6+1
 
             Spontaneous casting- healing (as good cleric) 
 
[B]Domains:[/B]Earth, Protection
            Earth ability: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities 3 times /day as a supernatural ability.
            Protection: Generate protective ward as supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his/her next saving throw. Activating this power is a standard action. Protective ward is an abjuration effect with a duration of 1 hour usable once per day.
 
[B]Spells/day:[/B] 0lvl-3, 1lvl-2+1
 
        Usually Prepared Spells:
           0: Guidance, Read Magic, Detect Magic
           1: Bless, Magic Weapon, Domain- Sanctuary
 
 
 
[B]Skill Points:[/B] 18       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      1    +2          +3
Craft_Armorsmithing        1    +1          +2
Craft_Weaponsmithing       1    +1          +2
Craft_Tunnelling           4    +1          +5
Diplomacy                  1(2*)+0   +2     +3
Intimidate                 1    +0          +1
Knowledge
architecture & engineering 1    +1   +2     +4
Knowledge (nature)         1    +1          +2
Knowledge (history)        0    +1   +2     +3
Ride                       2    +2          +4
Survival                   2(4*)+1          +3
 
*at first and second level cross class
 
[B]Equipment:                                                              Cost  Weight[/B]
MW Warhammer                                                     312gp    2.5lb
Falchion                                                                75gp    4lb
Light Crossbow                                                          35gp    2lb
+1 Full Plate                                                          1870gp   25lb
Gauntlets of Ogre Power                                            3000gp   2lb
Mithral Heavy Shield                                                1020gp   2.5lb
Scale Mail  [Camel]                                                     50gp   15lb
Hooded Cloak(CW outfit) [worn]                                           8gp   1.75lb
Crossbow bolts (quiver of 10) x1 [attached to belt]                      1gp   .5lb
Backpack [worn]                                                          2gp   .5lb
Waterskins x5 [backpack]                                                 5gp   5lb 
Chalk [backpack]                                                         1cp 
Flint and steel [backpack]                                               1gp
Pouch x1 [hang from neck inside clothing]                                1gp  .125lb
Rations (7 day)  [backpack]                                              35sp   1.75lb
Fish hook and line [backpack]                                            1sp 
Camel                                                              paid 75gp
Speed 50’ A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-        900 pounds. A camel can drag 4,500 pounds.
Feed for Camel 7 days[packed on Camel]                                  35cp   70lb
Blanket, winter x1 [camel]                                               5sp   .75lb 
Soap [saddle bags]                                                       5sp   1lb
Saddle bags [camel]                                                      4gp   8lb
Crossbow bolts (quiver of 10) x2 [saddle bags]                           2gp    1lb
Bedroll [Packed on camel]                                                1sp  1.25lb 
Sacks x6 [on camel]                                                      6sp   .75lb 
Canvas 3 sq yards [saddle bags]                                          3sp   3lb
Whetstone [saddle bags]                                                  2cp   1lb
Pony with riding saddle, bit and bridle[at RDI stables]                 30gp  
Speed 40’ A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.
 
 
[B]Total Weight carried:[/B]42.625lb        
[B]Total Weight packed on Camel:[/B]101.75lb
[B]Money:[/B] 991gp 5sp XXcp
 
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]            57    114.75   172.5 
 
 
[sblock=money log]owes Eskon 5 gp- paid in full
7/31/08 +6666 gold from Showdown.
11/21/08 spent 1320 gold for MW full Plate from Jamilee.
11/28/08 spent 3000 gold for gauntlets of ogre power from Tenebryn.
12/5/08 - spent 550 gold Tenebryn enchant plate mail to +1
12/10/08 - spent 800 gold to Findoram to craft MW warhammer and Mithral Heavy shield.
[/sblock]
 
[sblock=craft log]
 
Lvl 1 (150)+Lvl2(300)+Lvl3(450)=900
12/5/08 - 100 Tenebryn enchant plate mail to +1
 
Total Craft Points: 800
 
[/sblock]
[sblock=exp log]
12/1/07 +675 exp from Showdown in the Forgotten Ruins
7/31/08 +2200 exp from showdown in the forgotten ruins
11/28/08 -160 Tenebryn craft gauntlets of ogre power.
12/5/08 - 40 Tenebryn enchant plate mail to +1
[/sblock]
 
[B]Age:[/B] XX
[B]Height:[/B] 3' 8"
[B]Weight:[/B] 57lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Dark Brown
[B]Skin:[/B] Red
Appearance: Rhys wears a long hooded cloak over full plate armor and Helm to conceal his face when dealing with those who would mistake him for a common goblin. His appearance when so equipped is that of a knight with symbols of his god adorning his armor and shield. He tries not to bring attention to himself although trouble usually finds him.


Personality
Rhys is serious and thoughtful, although quick to acting without a plan when haste is needed. He is thought too rash and careless by his people. Rhys has sought solitude from the judgements of his people and has taken to adventuring to escape the scrutiny of his people. He desires to be a knight and makes every attempt to act chivalrous and protect the innocent. He hopes one day he will gain acceptance through his deeds and not be judged by distant relations to common goblins.



Background: Rhys' tribe is located in the northern mountain range one days walk on the east side of the road to Earling. Rhys must be tough to survive alone in the wild. He is extremely daring and a great ambusher. He desires to help children and those in need but fears the prejudice he recieves for his heritage. He avoids entering settlements but at times does so, for supplies, wearing a long hooded cloak and Helm to conceal his face.
 
Last edited:

B4cchus

Explorer
Findoram Hammerhand

Changes made in level 3:
added cleric level
added +1 BAB
added 6+2 hp
added +1 to grapple
added 450 craft points(level) and 1500 (craft feat) = 1950
added +1 REF save
added Craft wonderous item feat
added 4 skillpoints, assigned to
2 points to craft (bowmaking)
1 point to concentration
1 point to spellcraft

shortened level 1 and 2 sheets due posting problems. Removed racial and cleric class abilities form those sheets.

Approved for level 3.
Code:
[B]Name:[/B] Findoram Hammerhand
[B]Class:[/B] Cleric
[B]Race:[/B] Dwarf
[B]Size:[/B] M
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Gundar

[B]Str:[/B] 14 +2 ( 6p.)     [B]Level:[/B] 3        [B]XP:[/B] 5885/6000
[B]Dex:[/B]  8 -1 ( 0p.)     [B]BAB:[/B] +2         [B]HP:[/B] 26/26 (8+2+6+2+6+2)
[B]Con:[/B] 14 +2 ( 4p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2 ( 6p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 16 +3 (10p.)     [B]Init:[/B] -1        [B]Spell Save:[/B] +3
[B]Cha:[/B]  10 +0 ( 4p.)     [B]ACP:[/B] -5         [B]Spell Fail:[/B] -
racial: +2 con, -2 cha

[B]Craft points:[/B]2376
[B]Current hp:[/B] 2
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +1    -1    +0    +0    +0    15
[B]Touch:[/B] 9              [B]Flatfooted:[/B] 15
+4 dodge bonus to Armor Class against monsters of the giant type.

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2          +5
[B]Ref:[/B]                       1    -1           0
[B]Will:[/B]                      3    +3          +6
+2 racial bonus on saving throws against poison. 
+2 racial bonus on saving throws against spells and spell-like effects. 

[B]Weapon                  Attack   Damage     Critical[/B]
Dwarven waraxe             +4     1d10+2     20-x3
Dwarven waraxe +1          +5     1d10+3     20-x3
+1 racial bonus on attack rolls against orcs and goblinoids.

[B]Languages:[/B] Dwarf, Common, Terran and Undercommon.

[B]Abilities:[/B] 
Dwarven racial abilities:
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). 
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. 
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as 
naturally as a human can sense which way is up. 
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. 
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). 
+2 racial bonus on saving throws against poison. 
+2 racial bonus on saving throws against spells and spell-like effects. 
+1 racial bonus on attack rolls against orcs and goblinoids. 
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. 
+2 racial bonus on Appraise checks that are related to stone or metal items. 
+2 racial bonus on Craft checks that are related to stone or metal. 

Cleric abilities:
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). 
A cleric of a lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). 
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). 
Turn undead: 3/day (+2 bonus on turn checks form knowledge religion)
3 per day, turn check 1d20+2, turn damage 2d6+3

Domain powers:
ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.

STRENGTH DOMAIN
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. 

[B]Feats:[/B] Martial weapon proficiency (dwarven waraxe), craft wonderous item.

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
appraise                 0      +2         +2(*1)
craft(weaponsmith)       4      +2   +4    +10(*2)
craft(armorsmith)        4      +2   +4    +10(*2)
craft(bowmaking)         3      +2   +4    +9
heal                     1      +3         +4
knowledge(religion)      5      +2         +7
concentration            4      +2         +6
spellcraft               3      +2         +5
spot                     0      +3         +3
*1: +2 racial bonus on Appraise checks that are related to stone or metal items. 
*2: +2 racial bonus on Craft checks that are related to stone or metal. 

Spells:
Level 0: 4
Level 1: 3+1
Level 2: 2+1
Spells perpared: 
0:[s]2x create water[/s]; light, detect magic
1: [s]magic weapon[/s], [s]bless[/s], [s]protection vs. evil[/s], enlarge person(domain)
2: [s]spiritual weapon[/s], [s]lesser restoration[/s], [s]bull's strength(domain)[/s]

[B]Equipment:               Cost  Weight[/B]
Artisan's outfit         -      -
Holy symbol(steel)       5gp    1lb
Spell component pouch    5gp    2lb
Dwarven waraxe          30gp    8lb (*)
Breastplate            200gp   30lb (*)
Buckler                 15gp    5lb (*)
Dwarven Waraxe +1            2,330gp    8lb (from Thurgan)
Masterwork Dwarven Waraxe      330gp    8lb (from Thurgan)
Wand of CLW (0 carges)       0gp    0lb (from Thurgan)
Wand of CLW (38 charges)       750gp    0lb (from Thurgan)
(*): self crafted 

Carried on Camel:
Winter Blanket           5sp    3lb (**)
Small barrel             1gp   15lb (**)
14 days rations          7gp   14lb (**)
 8 days feed             4sp   80lb (**)

not carried:
Leather apron            10gp   15lb
(as leather armor)
MW artisan tools         55gp    5lb
6 days feed               3sp   60lb (**)
 (**): bought at 1.5x price
[B]Total Weight:[/B]62      [B]Money:[/B] 6111gp -sp -cp

Findoram has 40.83 gp stashed at the RDI.

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   875

Carried by Camel:
Findoram                  154
Findoram's equipment       62
Extra equipment on Camel   112lb
Total                  312lb (medium load)

[B]Age:[/B] 81
[B]Height:[/B] 4' 3"
[B]Weight:[/B] 154lb
[B]Eyes:[/B] blue
[B]Hair:[/B] bald (black)
[B]Skin:[/B] Dark tan
Appearance: Findoram appears as one would expect from a dwarven smith of good proportians. He is

heavliy build and has strong arms.
Under his bald scalp he wears his beard with pride. At first He may come across as somewhat reserved and grumpy but when you get to know him (or when the Ale starts flowing) he becomes more jovial and merry.
Findoram is a devout follower of Gundar and will uphold his teachings and ways win any occasion he can.

Background: Born and raised amongst his own, Findoram grew up in a clan of smiths of great repute. He was tought in the ways of a weapons- and armorsmith.
During his teens he heard the call of the High King and answered to it by joining His clergy.
Already a talented and skilled smith, the dwarven Forgemasters of Gundar found and excellent priest and smith in Findoram.
After many years of study and craft Findoram set out to spread the teachings of Gundar and make a business of his talents.

[sblock=XP History]
EN World D&D / RPG News - View Single Post - Bounty of the Endless Sands 350xp
 
Last edited:

LiquidBlue

First Post
Verrick Dram

Verrick Dram - Level 2 Approval Pending

Code:
[B]Name:[/B] Verrick Dram
[B]Class:[/B] Ranger
[B]Race:[/B] Elan
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Zephos

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 2        [B]XP:[/B] 1300
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +2         [B]HP:[/B] 16 (2d8+2)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 0/---
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'/40'  [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (06p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 08 -1 (02p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%

                [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]           10    +2    +0    +3    +0    +0    +0    15
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 12

                      [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                   3    +1          +4
[B]Ref:[/B]                    3    +3          +6
[B]Will:[/B]                   0    +2          +2

[B]Weapon                    Attack   Damage     Critical[/B]
Long Bow                     +5     1d8+0      20/x3
Long Bow (Rapid Shot)      +3/+3    1d8+0      20/x3
Quarterstaff                 +2     1d6+0      20/x2
Quarterstaff (Double)      -2/-6    1d6/1d6    20/x2

 
[B]Languages:[/B] Common, Draconic, Orc

[B]Abilities:[/B]

Aberration: Verrick is not subject to spells or effects that affect humanoids
   only, such as charm person or dominate person.

Power Point Reserve: 2

Resistance (Su): As an immediate action, Verrick can spend 1 power point
   to gain a +4 racial bonus on saving throws until the beginning of his next
   action. 

Resilience (Su): As an immediate action, Verrick can reduce the damage he
   is about to take by 2 hit points for every 1 power point he spends. 

Repletion (Su): If he spends 1 power point, Verrick does not need to eat or
  drink for 24 hours.

Favored Enemy (Ex) (Humans): Verrick gains a +2 bonus on Bluff, Listen,
  Sense Motive, Spot, and Survival checks when using these skills humans.
  Likewise, he gets a +2 bonus on weapon damage rolls against humans.

Wild Empathy (Ex): Verrick can improve the attitude of an animal. This ability
   functions just like a Diplomacy check to improve the attitude of a person.

   [B]Wild Empathy Check Bonus:[/B] +1 (Ranger level) -1 (Charima penalty) Total: 0 

[B]Feats:[/B] 

Speed of thought (1st level feat) As long as Verrick is psionicly focused, and
   not wearing heavy armor, he gains a 10' [B]insight[/B] bonus to his speed.

Track (Ranger Bonus Feat) Verrick can use his survival skill to follow tracks.

Rapid Shot (Ranger Bonus Feat)


[B]Skill Points:[/B] 40       [B]Max Ranks:[/B] 5/2.5
[B]Skills                       Ranks  Mod  Misc         Total[/B]
Bluff (Cha) *Cross             0    -1  +2 vs Humans  -1/+1
Climb (Str)                    1    +0                +1
Concentration (Con)            0    +1                +1
Craft (Sculpture) (Int)        4    +2                +6
Handle Animal (Cha)            2    -1                +1
Hide (Dex)                     5    +3                +8
Knowledge (Geography) (Int)    2    +2                +4
Knowledge (Nature) (Int)       2    +2                +4
Move Silently (Dex)            5    +3                +8
Listen (Wis)                   5    +2  +2 vs Humans  +7/+9
Ride (Dex)                     1    +3                +4
Search (Int)                   2    +2                +4
Sense Motive (Wis) *Cross      0    +2  +2 vs Humans  +2/+4
Spot (Wis)                     5    +2  +2 vs Humans  +7/+9
Survival (Wis)                 4    +2  +2 vs Humans  +6/+8
Use Rope (Dex)                 2    +3                +5

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

[B]Age:[/B] Appears to be mid-twenties
[B]Height:[/B] 6'0"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Fair
[sblock=Equipment]
Code:
[B]Clothing Worn[/B]
       -- Traveler's Outfit

[B]Carried[/B]
  15.0 lb Leather Armor
   3.0 lb Longbow
   3.0 lb Arrows(20)
   1.0 lb Dagger with Continual Flame Cast on it
   1.0 lb Dagger
   4.0 lb Quarterstaff
   2.0 lb Backpack
   1.0 lb Smokesticks(2)
   1.0 lb Trail Ration
       -- Candles(5)
       -- Chalk(2)
       -- Signal Whistle
       -- Flint and Steel
       -- Wand of Cure Light Wounds (50 Charges) [I]Party's Wand[/I]
   0.5 lb Map Case
       -- Black Ink
       -- Inkpens(2)
       -- Parchment(10)
   -----------
  31.5 lb [B]Total Carried[/B]

[B]Carried by Fobin[/B]
   5.0 lb Small Pack Saddle (Includes Harness)
   2.5 lb Small Trail Rations(10)
  10.0 lb 100ft silk rope
  20.0 lb Tent
   5.0 lb Bedroll
   5.0 lb Pints of Oil(5)
       -- Candles(15)
       -- Chalk(3)
  ------------
  47.5 lb [B]Total Carried by Fobin[/B]

[B]Left in Orussus[/B]
   5.0 lb Sculpting Tools
[/sblock][sblock=Fobin]
Code:
[B]Name:[/B] Fobin
[B]Race:[/B] Dog
[B]Size:[/B] Small
[B]Gender:[/B] male
[B]Alignment:[/B] True Neutral

[B]Str:[/B] 13 +1     [B]Level:[/B] 1HD      [B]XP:[/B] -
[B]Dex:[/B] 17 +3     [B]BAB:[/B] +0         [B]HP:[/B] 6 (1d8+2)
[B]Con:[/B] 15 +2     [B]Grapple:[/B] -3     [B]Dmg Red:[/B] -
[B]Int:[/B]  2 -4     [B]Speed:[/B] 40'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B]  6 -2     [B]ACP:[/B] -          [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +3    +1    +1    +0    15
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       2    +3          +5
[B]Will:[/B]                      0    +1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
Bite                    +2       1d4+1      20x2

[B]Abilities:[/B]
Low-Light Vision
Scent
Trick known: Come, Heel, Stay, Work

[B]Feats:[/B]
Alertness
Track

[B]Skill Points:[/B]  4       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Jump                       0    +3  +4      +7 (Dex instead of Str?)
Listen                     2    +1  +2      +5
Spot                       2    +1  +2      +5
Survival                   0    +1  +4      +1/+5 (When Tracking)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                50   100   150   300   750
[/sblock][sblock=Treasure]
Code:
   145gp 5sp 0cp Starting Gold after Initial Purchases
-    [COLOR=Red]4[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Gift to Sailors
+  300gp 0sp 0cp Payment for Rescuing Uggla
-   [COLOR=Red]30[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Tithe to temple or clergy of Zaphos
-   [COLOR=Red]10[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Offering to temple or clergy of Zaphos (Re: Excellent Heal check rolls)
-   [COLOR=Red]25[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Pack Dog (Fobin)
-   [COLOR=Red]15[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Pack Saddle for Fobin (Priced at Exotic as I want it to be not only a pack saddle but a harness.)
-   [COLOR=Red]20[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp 100ft silk rope
-   [COLOR=Red]10[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Tent
-   [COLOR=Red]40[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp 2 smokesticks
-    [COLOR=Red]5[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp 10 small trail rations
-  [COLOR=Red]112[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp Dagger with Continual Flame cast on it
-    [COLOR=Red]2[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp dagger
-    [COLOR=Red]1[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp flint and steel
-    [COLOR=Red]1[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp map case
-    [COLOR=Red]8[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp ink
-    [COLOR=Red]2[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp 10 pieces of parchment
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]1[/COLOR]sp [COLOR=Red]0[/COLOR]cp Bedroll
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]5[/COLOR]sp [COLOR=Red]0[/COLOR]cp 5 pints of oil
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]2[/COLOR]sp [COLOR=Red]0[/COLOR]cp 20 candles
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]8[/COLOR]sp [COLOR=Red]0[/COLOR]cp signal whistle
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]2[/COLOR]sp [COLOR=Red]0[/COLOR]cp 2 sacks
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]2[/COLOR]sp [COLOR=Red]0[/COLOR]cp 2 ink pens
-    [COLOR=Red]0[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]5[/COLOR]cp 5 pieces of chalk
-  [COLOR=Red]150[/COLOR]gp [COLOR=Red]0[/COLOR]sp [COLOR=Red]0[/COLOR]cp 1/5th share of wand of cure light wounds
=    6gp 4sp 5cp [B]Total[/B]
[/sblock][sblock=Exp Log]
Code:
    800 [url=http://enworld.org/showpost.php?p=3189179&postcount=187]A Sailor Talks too Much[/url]
    500 [url=http://enworld.org/showpost.php?p=3246605&postcount=67]Fight with the fish people (Rich Beyond Dreams)[/url]
[/sblock]
Appearance:

Verrick stands sloped-shouldered, and is realitively easy to miss in a crowd, this isn't because it is his habit to hide or to remain non-descript, in fact his appearance always seems to be a odd, whether it is the way he has dressed, or the manner in which he has combed his hair, he is always just a little off. He generally dresses as a traveler, and will take the best advantage of his cloak, but rarely wears the hood up. If one pays attention it is possible to note that Verrick is constantly taking in his surrounding, and scrutinizing them with care.

Background:

Verrick has spent the past several years in various wilderness areas. His general work has been to track down people that have managed to get themselves lost. Humans have become lost so often within his woods that he has become fairly in tune with way they think, and especially how they make stupid mistakes.

Not all of Verrick's work has dealt with finding lost people. He also has tracked down criminals who have hoped to find refuge in the wilderness. Verrick expects that more of his work will deal with such activities as he becomes more capable.

Verrick's elan enclave recently came under attack, and was destroyed. Verrick was not present at the time and was unable to discover any clues to help identify what happened or why. However as an elan he has all the time he might desire to prepare himself, then track down the perpetrators. He has decided to make his way to Orussus so that he may more quickly hone his skills. He expects to set himself up as a sculpturer. Verrick keeps his elan heritage to himself, and will generally present himself as human.

Behavior
Verrick will keep his elan heritage to himself, and not be obvious with his abilities. Every day he will focus himself to make sure he gains the benefit of the the Speed of thought feat.

[sblock=Level 1 Character Sheet]Changes Lvl 1 -> Lvl 2
HP: 9 -> 16
BAB: +1 -> +2
Fort Save: +3 -> +4
Ref SAve: +5 -> +6
Skill Points: 32 -> 40
Hide: 4 -> 5
Move Silently: 4 -> 5
Listen: 4 -> 5
Search: 0 -> 2
Spot: 4 -> 5
Survival: 3 -> 4
Use Rope: 1 -> 2

Code:
[B]Name:[/B] Verrick Dram
[B]Class:[/B] Ranger
[B]Race:[/B] Elan
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Zephos

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 1        [B]XP:[/B] 800
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +1         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] 0/---
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'/40'  [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (06p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 08 -1 (02p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 10%

                [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]           10    +2    +0    +3    +0    +0    +0    15
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 12

                      [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                   2    +1          +3
[B]Ref:[/B]                    2    +3          +5
[B]Will:[/B]                   0    +2          +2

[B]Weapon                    Attack   Damage     Critical[/B]
Long Bow                     +4     1d8+0      20/x3
Quarterstaff                 +1     1d6+0      20/x2
Quarterstaff (Double)      -3/-7    1d6/1d6    20/x2

 
[B]Languages:[/B] Common, Draconic, Orc

[B]Abilities:[/B]

Aberration: Verrick is not subject to spells or effects that affect humanoids
   only, such as charm person or dominate person.

Power Point Reserve: 2

Resistance (Su): As an immediate action, Verrick can spend 1 power point
   to gain a +4 racial bonus on saving throws until the beginning of his next
   action. 

Resilience (Su): As an immediate action, Verrick can reduce the damage he
   is about to take by 2 hit points for every 1 power point he spends. 

Repletion (Su): If he spends 1 power point, Verrick does not need to eat or
  drink for 24 hours.

Favored Enemy (Ex) (Humans): Verrick gains a +2 bonus on Bluff, Listen,
  Sense Motive, Spot, and Survival checks when using these skills humans.
  Likewise, he gets a +2 bonus on weapon damage rolls against humans.

Wild Empathy (Ex): Verrick can improve the attitude of an animal. This ability
   functions just like a Diplomacy check to improve the attitude of a person.

   [B]Wild Empathy Check Bonus:[/B] +1 (Ranger level) -1 (Charima penalty) Total: 0 

[B]Feats:[/B] 

Speed of thought (1st level feat) As long as Verrick is psionicly focused, and
   not wearing heavy armor, he gains a 10' [B]insight[/B] bonus to his speed.

Track (Ranger Bonus Feat) Verrick can use his survival skill to follow tracks.


[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 4/2
[B]Skills                       Ranks  Mod  Misc         Total[/B]
Bluff (Cha) *Cross             0    -1  +2 vs Humans  -1/+1
Climb (Str)                    1    +0                +1
Concentration (Con)            0    +1                +1
Craft (Sculpture) (Int)        4    +2                +6
Handle Animal (Cha)            2    -1                +1
Hide (Dex)                     4    +3                +7
Knowledge (Geography) (Int)    2    +2                +4
Knowledge (Nature) (Int)       2    +2                +4
Move Silently (Dex)            4    +3                +7
Listen (Wis)                   4    +2  +2 vs Humans  +6/+8
Ride (Dex)                     1    +3                +4
Sense Motive (Wis) *Cross      0    +2  +2 vs Humans  +2/+4
Spot (Wis)                     4    +2  +2 vs Humans  +6/+8
Survival (Wis)                 3    +2  +2 vs Humans  +5/+7
Use Rope (Dex)                 1    +3                +4

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

[B]Age:[/B] Appears to be mid-twenties
[B]Height:[/B] 6'0"
[B]Weight:[/B] 160lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Fair
[/sblock]
 
Last edited:

DerHauptman

First Post
Code:
[B]Name:[/B] Lord Raycn (aka - Ray, Cyn, and many others) 
[B]Class:[/B] Rogue/Fighter
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] N
[B]Deity:[/B] None 

[B]Str:[/B] 10 +0 (04p.)	[B]Level:[/B] 2		[B]XP[/B]: 1550
[B]Dex:[/B] 18 +4 (10p.)	[B]BAB:[/B] +0		[B]HP:[/B] 15 (1d6+1; 1d10+1)
[B]Con:[/B] 12 +1 (04p.)	[B]Grapple:[/B] -4	[B]Dmg Red:[/B] None
[B]Int:[/B] 14 +2 (06p.)	[B]Speed:[/B] 20'	[B]Spell Res:[/B] None
[B]Wis:[/B] 14 +2 (06p.)	[B]Init:[/B] +4		[B]Spell Save:[/B] XX
[B]Cha:[/B] 08 -1 (00p.)	[B]ACP:[/B] -1		[B]Spell Fail:[/B] X%
			[B]Craft Points:[/B] 500

[B]		Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+3	+0	+4	+1	+0	+0	18
[B]Touch:[/B]	15	[B]Flatfooted:[/B] 13 

[B]		Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	2	+1	+1	+4
[B]Ref:[/B]	2	+4	+1	+7
[B]Will:[/B]	0	+2	+1	+3
[B]Notes:[/B]+1 Racial bonus to all saves (already Included). 

[B]Weapon			Attack	Damage	Critical[/B]
Lt. Crossbow			+6	1d8+0	20/3
Dagger (thrown)			+7	1d3+0	19-20/2
Kukri (melee)			+6	1d3+0	18-20/2
Culass 				+6	1d4+0	18-20/2
TWF (Culass/Khukri) 		+4/+4	1d4+0/1d3+0 (see above for criticals)

[B]Notes:[/B]+1 Racial bonus to all attacks (already Included). 
+1 Racial bonus attacks with thrown weapons(already Included). 

[B]Languages:[/B] Common, Halfling, Sign Language, 

[B]Abilities:[/B] 
	o - +2 Dexterity, -2 Strength. 
	o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus 
	    on Hide checks, -4 penalty on grapple checks, lifting and carrying limits
	    ¾ those of Medium characters. 
	o - A halfling’s base land speed is 20 feet. 
	o -  +2 racial bonus on Climb, Jump, and Move Silently checks. 
	o - +1 racial bonus on all saving throws. 
	o - +2 morale bonus on saving throws against fear. This bonus stacks with 
	    the halfling’s +1 bonus on saving throws in general. 
	o - +1 racial bonus on attack rolls with thrown weapons and slings. 
	o - +2 racial bonus on Listen checks. 
	o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, 
	    Gnome, Goblin, Orc. 
	o - Favored Class: Rogue. 

[B]Feats: [/B] Two Weapon Fighting; Weapon Finesse


[B]Skill Points:[/B] 44/40 [B]Max Ranks:[/B] 5/2.5

[B]Skills		Ranks	Mod	Misc 		Total[/B]
_____________________[b]Class Skills[/b]_____________________

Appraise		00	+2			+2
Balance 		00 	+4	(-1ACP) 	+3
Bluff 			00	-1 			-1 
Climb			00 	+0  	+2(-1ACP)	+1
Craft 			00 	+2			+2		
Decipher Script		01	+2			+3 
Diplomacy		00	-1			-1
Disable Device 		04	+2			+6
Disguise 		00	-1			-1
Escape Artist   	00	+4	(-1ACP)		+3
Forgery			00	+2			+2
GatherInformation	00	-1			-1
Hide			04	+4	+4(-1ACP)	+11
Intimidate 		00	-1			-1 
Jump 			04	+0 	+2(-1ACP)	+5
Knowlege(Local) 	01	+2			+3
Listen 			01	+2	+2		+5
Move Silently 		04	+4 	+2(-1ACP)	+9
Open Locks 		04	+4	(-1ACP)		+7
Perform			00	-1			-1
Profession (Barrister)	03	+2			+5
Search			04	+2			+6
Sense MOtive		02	+2			+4
Sleight of hand		04	+4	(-1ACP)		+7
Spot			04	+2			+6
Swim			00	-1	(-1ACP)*	-3
Tumble			04	+4	(-1ACP)		+7
Use Magic Device	00	+2			+2	
Use Rope		00	+4	(-1ACP)		+3

* X2 ACP For swimming.  

_____________________[b]Untrained Skills[/b]_____________________

Concentration 		00	+1			+1
Heal 			00	+2 			+2
Ride 			00	+4			+4 
Survival 		00	+2			+2 

[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Studded Leather*	25gp	10lb
Lt. Crossbow*		35gp	02lb
Quarells (17)*		02gp	.5lb
Cutlass*		20gp	01lb
Dagger (throwing)* 	02gp	.5lb
Dagger (throwing)* 	02gp	.5lb
Kukri*			04gp	01lb
Backpack		02gp	01lb
Bedroll			.1gp	01lb
WaterSkin		01gp	02lb
Thieves Tools*		30gp	.5lb
Signet Ring*		05gp	00lb
Rations (5)		2.5gp	2.5lb


[B]Total Weight:[/B]	23lb		[B]Money:[/B] 320gp 4sp 0cp

In droppable Backpack 	07lb
Worn* 			16.0lb

			Lgt	Med         Hvy	 	Lift	Push[/B]
[B]Max Weight:[/B]	19.5  19.6-39.75  39.75-60	120 	300

[B]Age:[/B] 40
[B]Height:[/B] 3'3"
[B]Weight:[/B] 38lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Brown
[B]Skin:[/B] Fair

[sblock=Character Notes]

Appearance:Tall for a halfling and a little hefty as well, this
little guy wears a charcoal gray cloak with black irregular patterns
over his black studded leather armor. His armor looks new or incredibly
well oiled and maintained and it makes hardly a squeak when moving. He
sports a pair of black but unpolished pair of half-calf boots well worn
in contrast. He carries a small light crossbow, a cutlass at his belt
and a brace of daggers across his chest. He has a well worn backpack
with a bedroll tightly secured underneath. Incredibly for all the
buckles, snaps, and the leather itself he seems to make little noise when
moving. He wears a scarf around his neck in bright yellow that looks as
if it might be of feminine design.

Personality:This little halfling is very aggressive and loves to
talk but can come off abrasive and coarse. He is up for any adventure and
aside from insisting he travels with his "companion" places no stipulations
on his employ. He is known to accept "questionable" tasks for the right
price.

He does have a soft spot for children and will take jobs involving them
pro-bono.

Background: Little is known about this halfling's origin even in
the "business". It is rumored he is some kind of displaced nobility and
displays a signet ring though he never uses it for any real purpose dismissing
any real claim to nobility without denying it completely.

He always travels with his "companion" who is a much younger halfling female.
They seem to have a familiar type relationship like mentor student. It is
rumored that she is a princess in exile and has a signet ring of her own. He
may be her protector or rumor has it sometimes her older bastard half-brother.

He is known in the "business" as an excellent locksmith and trap
finder/neutralizer. He is a decent fighter can "take the eyes off a potato
from 100' with a crossbow.

His partner is known as an excellent information gatherer, negotiator and has
a good head for selling/buying "special" goods. She is a well known casing
expert and fence. She is also an excellent shot with a crossbow.

Together they have been known to set a wicked ambush, fighting well as a
team as if rehearsed. They work well as an advance party gathering
information and clearing complexes for adventurers or military operations.

As a side business he has been known to work as a barrister from time to
time for the right price he might argue any case. She on the other hand
designs and applies tattoos of moderate complexity in bars and taverns.

In reality the pair are father and daughter. They are all that remains of a
large extended family group that traveled together from town to town selling
goods and occasionally stealing them back to be sold again. The group was
attacked most killed and some scattered some 10 years ago.

They are in fact from the ruling family of that group but not recognized nobility
per se but nobility within those on the graft, swindlers and con artists.
Their signets might be recognized by friend and foe alike within those circles.
Thus they rely on their anonymity enjoying the rumors often associated with that
status - both good and bad. They can be sinners and saints as the situation fits.

[/sblock]


[Sblock=Logs]
XP log:
250 From Fire Sceene
850 From A Sailor Talks Too Much
500 From Rich Beyond Dreams



Wealth log:
450 gp, from A Sailor talks Too Much


Other log:
XXXX from
[/sblock]

Notes:
XXXX

[sblock=Advancement]
L2 -> Fighter 1 HP: +8 (7+1CON) SP: +4 (2 Figher +2 Int)
Jump + 4 RANKS
Feat: Weapon Finesse
Other:
[/sblock]
 
Last edited:

LiL'Hauptman

First Post
(Pending Approval Level 2)

Code:
[B]Name:[/B] Lady Paycn (aka "P", Pinkie, and Princess)
[B]Class:[/B] Rogue/Fighter
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] N
[B]Deity:[/B] None 

[B]Str:[/B] 10 +0 (04p.)	[B]Level:[/B] 1		[B]XP[/B]: 1300
[B]Dex:[/B] 18 +4 (10p.)	[B]BAB:[/B] +1		[B]HP:[/B] 15 (1d6+1;1d10+1)
[B]Con:[/B] 12 +1 (04p.)	[B]Grapple:[/B] -4	[B]Dmg Red:[/B] None
[B]Int:[/B] 14 +2 (06p.)	[B]Speed:[/B] 20'	[B]Spell Res:[/B] None
[B]Wis:[/B] 08 -1 (00p.)	[B]Init:[/B] +4		[B]Spell Save:[/B] XX
[B]Cha:[/B] 14 +2 (06p.)	[B]ACP:[/B] -1		[B]Spell Fail:[/B] X%
			[B]Craft Points:[/B] 500

[B]		Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+3	+0	+4	+1	+0	+0	18
[B]Touch:[/B]	15	[B]Flatfooted:[/B] 13 

[B]		Base	Mod	Misc	Total[/B]
[B]Fort:[/B]	2	+1	+1	+4
[B]Ref:[/B]	2	+4	+1	+7
[B]Will:[/B]	0	-1	+1	+0
[B]Notes:[/B]+1 Racial bonus to all saves (already Included). 

[B]Weapon			Attack	Damage	Critical[/B]
Lt. Crossbow			+6	1d6+0	20/3
Dagger (thrown)			+7	1d3+0	19-20/2
Dagger (melee)			+6	1d3+0	18-20/2
Cutlass				+6	1d4+0	18-20/2
TWF (Cutlass/Dagger) 		+4/+4	1d4+0/1d3+0 (see above for criticals)

[B]Notes:[/B]+1 Racial bonus to all attacks (already Included). 
+1 Racial bonus attacks with thrown weapons(already Included). 

[B]Languages:[/B] Common, Halfling, a Unique and Personal Sign Language used with her partner and Elven

[B]Abilities:[/B] 
	o - +2 Dexterity, -2 Strength. 
	o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus 
	    on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 
	    ¾ those of Medium characters. 
	o - A halfling’s base land speed is 20 feet. 
	o -  +2 racial bonus on Climb, Jump, and Move Silently checks. 
	o - +1 racial bonus on all saving throws. 
	o - +2 morale bonus on saving throws against fear. This bonus stacks with 
	    the halfling’s +1 bonus on saving throws in general. 
	o - +1 racial bonus on attack rolls with thrown weapons and slings. 
	o - +2 racial bonus on Listen checks. 
	o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, 
	    Gnome, Goblin, Orc. 
	o - Favored Class: Rogue. 

[B]Feats: [/B] Two Weapon Fighting; Weapon Finesse


[B]Skill Points:[/B] 44 [B]Max Ranks:[/B] 5/2.5

[B]Skills		Ranks	Mod	Misc 		Total[/B]
_____________________[b]Class Skills[/b]_____________________

Appraise		04	+2			+6
Balance 		00 	+4	(-1ACP) 	+3
Bluff 			04	+2 			+6 
Climb			00 	+0  	+2(-1ACP)	+1
Craft(Tattoo Making)	01 	+2			+3		
Decipher Script		00	+2			+2 
Diplomacy		04	+2			+6
Disable Device 		01	+2			+3
Disguise 		00	+2			+2
Escape Artist   	00	+4	(-1ACP)		+3
Forgery			04	+2			+6
GatherInformation	04	+2			+6
Hide			02	+4	+4(-1ACP)	+9
Intimidate 		00	+2			+2 
Jump 			04	+0 	+2(-1ACP)	+5
Knowlege(Local) 	00	+2			+2
Listen 			04	-1	+2		+5
Move Silently 		02	+4 	+2(-1ACP)	+7
Open Locks 		01	+4	(-1ACP)		+4
Perform			00	+2			+2
Profession 		00	-1			-1
Search			02	+2			+4
Sense MOtive		00	-1			-1
Sleight of hand		00	+4	(-1ACP)		+3
Spot			00	-1			-1
Swim			00	+0	(-1ACP)*	-2
Tumble			03	+4	(-1ACP)		+6
Use Magic Device	04	+2			+6	
Use Rope		00	+4	(-1ACP)		+3

* X2 ACP For swimming.  

_____________________[b]Untrained Skills[/b]_____________________

Concentration 		00	+1			+1
Heal 			00	-1 			-1
Ride 			00	+4			+4 
Survival 		00	-1			-1 

[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Studded Leather*	25gp	10lb
Lt. Crossbow*		35gp	02lb
Quarells (20)*		02gp	.5lb
Cutlass*		20gp	01lb
Kukri*			04gp	01lb
Dagger (throwing)* 	02gp	.5lb
Dagger (throwing)* 	02gp	.5lb
Backpack		02gp	01lb
Bedroll			.1gp	02lb
WaterSkin		01gp	02lb
Signet Ring*		05gp	00lb
Rations (5)		05gp	2.5lb
Tatoo Tools		10gp	02lb
(Inks and pins tappers 
etc.)
Tunk 			20gp	15lbs
(Ladies outfits Pink)




[B]Total Weight:[/B]	25lb	[B]Money:[/B] 11gp 4sp Xcp
					
In Droppable Backpack	09.5lb
Worn (carried)*		15.5lb
Trunk			15lb

			Lgt	Med         Hvy	 	Lift	Push[/B]
[B]Max Weight:[/B]	19.5  19.6-39.75  39.75-60	120 	300

[B]Age:[/B] 20
[B]Height:[/B] 2'9"
[B]Weight:[/B] 28lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde
[B]Skin:[/B] Fair

[sblock=Character Notes]
Appearance:Short and sleight even for a halfling, she wears
a charcoal gray cloak with irregular patterns over her black studded
leather armor. Her armor looks new or incredibly well maintained.
She sports a pair of black but very polished (think PVC like) impossibly
high heeled boots. She carries a small light crossbow, a cutlass at her
belt and a couple daggers on her person (one in her boot and the other on
her back under her cloak). She has a backpack with a bedroll tightly secured
underneath. She has her gear fastened well and seems to make little noise
when moving. She wears a pink scarf around her neck.

Personality:Uniquely nieve, this girl acts as if still a child she is a
brat, spoiled by her mentor and loves to make a scene. Her partner/mentor
often uses as a distraction to pulls some choice items off the crowd that gathers
as they always will. She likes to use her frail childlike nature to play up her
role as the victim to get others to protect her, especially her own mentor. She
will not travel alone and refuses to make any arrangements letting her partner/
mentor as the mood fits do things for her. In the end though she lets him make
all the real decisions content to choose accommodations, food, mounts and outfits,
she has a trunk with several outfits all common but varied in color and style
from light pants and shirts to practical women’s wear. She wears pink as often
as possible and a full 80% of her wardrobe is indeed pink.

She will do almost anything her mentor says, however, she will never hurt or
abandon a mount, or any other animal in distress. She does have a soft spot
for ponies and will go out of her way to take missions involving their rescue
and or care. She will take those type missions for free as long as she gets to
keep and or ride them. Any negotiation for a job will invariably involve a
request for a pony.

Background: Little is known about her real origin even in the
"business". It is rumored she is some kind of princess. She uses this and acts
the part feeding the rumors and sometimes getting good rooms and food for cheaper
rates or for free with fake letters of credit from one family or another using her
fairly decent forgery skills. She flashes her signet ring often, but quickly.
She cuts a "royal" fit if questioned about her station or origin making common
folk intimidated, full of doubt, and threatened with "punishment" for such
presumption as to question try to verify her position.

She always travels with a "companion" who is a much older halfling male.
They seem to have a familiar type relationship like that of a mentor and
student, or a steward or some other staff and his royal charge. She is
to be a princess in exile and has enjoyed some success in the more remote
regions gaining favors, housing and board for periods of time from minor
nobility seeking favor from this "princess when she regains her throne.

When not masquerading as a princess she dons her leathers and is well known
in the "business" as an excellent information gatherer, negotiator, and graft
artist. She has a clear head for selling/buying "unique" goods and items. She
is a well known casing expert and fence. She is also an excellent shot with
a crossbow.

Together with her partner/mentor they are known to set a wicked ambush,
fighting well as a team as if rehearsed. They work well as an advance
party gathering information and clearing complexes for adventurers or
military operations.

She has a couple personas the "princess" and what she refers to as the "P".
The "P" is her traveling artist persona. She travels from inn to inn applying
decent tattoos for fair prices. She works the clients for information preying
upon the often impaired state required to endure a tattoo to get key information
about the new town and any opportunities. She works with her partner to lift
jewelry and other valuables from clients as well while in this state.

In reality the pair are father and daughter. They are all that remains of a
large extended family group that traveled together from town to town selling
goods and occasionally stealing them back to be sold again.

Their family was all but destroyed by a band of savage hobgoblins in an ambush,
her father carries some guilt at abandoning the rest of the group and running off
with his only daughter. They would like someday to regain control of a thief’s
guild, band of highwaymen, or traveling troupe, traveling and redistributing wealth
from everyone else to them.

They are in fact from the ruling family but not recognized nobility per se.
However, among swindlers and con artists their signets might recognized
by friend and foe alike. Thus they rely on their anonymity enjoying
the rumors often associated with that status - both good and bad. They can
be sinners and saints as the situation fits.


[/sblock]


[Sblock=Logs]
XP log:
150 Fire Scene
650 from Sailor Talks Too Much
500 from Rich Beyond Dreams

Wealth log:
300 gp, X sp from A Sailor Talks Too Much

Other log:
XXXX from
[/sblock]

[sblock=Advancement]
L2 -> Fighter 01 HP: +07 (1d10+1) SP: +4 (2+2)
JUMP +4, +2 Base Fort, +1 Base Attack
FEAT(s): Weapon Finese
Other: OTHER NOTES
[/sblock]
 
Last edited:

IamTheTest

First Post
Code:
[B]Name:[/B] Daeualas (White Holy Bow) 
[B]Class:[/B] Cleric
[B]Race:[/B] Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] Grendath
[B]Domains:[/B] Luck and Trickery

[B]Str:[/B] 12 +1 (4p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 16 +3 (6p.)     [B]BAB:[/B] +0         [B]HP:[/B] 7 (1d8+1)
[B]Con:[/B] 12 +1 (6p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] -
[B]Int:[/B] 10 +0 (2p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 16 +3 (10p.)    [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +0    +3    +0    +0    +0    16
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       0    +3          +3
[B]Will:[/B]                      2    +3          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Longbow                    +3     1d8+0     20/X3
Longsword                  +1     1d8+1     19-20/x2
Dagger                     +1     1d4+1     19-20/X2

[B]Languages:[/B] Common, Elf

[B]Abilities:[/B] Re-roll 1/day (luck domain), Turn Undead 3/day

[B]Feats:[/B] Point Blank Shot

[B]Skill Points:[/B] 8       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              4    +1          +5
Heal                       2    +3          +5
Survival                   2    +3          +5


[B]Equipment:               Cost  Weight[/B]
Longbow                   75gp   3lb
Longsword                 15gp   4lb
Arrows (40)               2gp   6lb
Dagger                    2gp   1lb
Studded Leather           25gp   20lb
Wood Holy Symbol          1gp   -

[B]Total Weight:[/B]34lb      [B]Money:[/B] 80gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                  43   44   87   130   650

[B]Spells[/B]
[B]Level 0 DC 13[/B] 3
[B]Level 1 DC 14[/B] 2+1

[B]Age:[/B] 122
[B]Height:[/B] 5'11"
[B]Weight:[/B] 173lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Light Brown Pulled Back
[B]Skin:[/B] Smooth Pale
Appearance: Dae looks quite happy usually. He has always been quite optimistic. His eyes always seemed fixated on the horizon and there seems to always be a smile on his face.

Background: Dae grew up in a small wooded community in the central lands. He led an uneventful life. One day a stranger came to his community. This stranger told him grand stories of the world outside his forest. Dae begged his father to let him leave. His father told Dae that should he complete his clerical training that he may leave, but only as a missionary. The day Dae graduated he left.
 

DrZombie

First Post
Under construction.

Under construction, sorry 'bout the mess

[sblock]
Morendrian
Male Human Monk 1
Lawful Good
Representing DrZombie


Strength 14 (+2)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 8 (-1)
Size: Medium
Height: 6' 2"
Weight: 140 lb
Skin: Light
Eyes: Black
Hair: None




Total Hit Points: 9

Speed: 30 feet

Armor Class: 15 = 10 +3 [dexterity] +2 [wisdom]

Touch AC: 15
Flat-footed: 12
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): +2 = 0 [base] +2 [strength]
Attack (unarmed): +2 = 0 [base] +2 [strength]
Flurry of Blows: 0/0 [includes strength modifier]
Attack (missile): +3 = 0 [base] +3 [dexterity]
Grapple check: +2 = 0 [base] +2 [strength]


Light load:58 lb. or less

Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.




Languages: Common Dwarven


Unarmed Damage: 1d6 +2 [strength]

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Sai [1d4, crit x2, range incr 10 ft., 1 lb., light, bludgeoning]


Feats:

Combat Reflexes
Dodge
Improved Unarmed Strike [monk]
Stunning Fist [monk]

Traits:


Skill Total = Ability + ranks + Misc
Appraise Int 1 = +1
Balance Dex* 4 = +3 +1
Bluff Cha -1 = -1
Climb Str* 3 = +2 +1
Concentr Con 1 = +1
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Art Dex* 3 = +3
Forgery Int 1 = +1
Gather Info Cha -1 = -1
Heal Wis 2 = +2
Hide Dex* 7 = +3 +4
Intimidate Cha -1 = -1
Jump Str* 2 = +2
Listen Wis 4 = +2 +2
Move Silent Dex* 7 = +3 +4
Perform_1 Cha -1 = -1
Ride Dex 3 = +3
Search Int 1 = +1
Sense Motive Wis 4 = +2 +2
Spot Wis 6 = +2 +4
Survival Wis 2 = +2
Swim Str** 4 = +2 +2
Tumble Dex* 7 = +3 +4
Use Rope Dex 3 = +3


* = check penalty for wearing armor


Human:


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk:

AC Bonus for Wisdom

Flurry of Blows

Unarmed Strike

Bonus Feats

Class HP rolled
Level 1: Monk 8




Morendrian's Equipment:


69 lb

Backpack
Bedroll
Flint and steel
Lantern (bullseye)
Oil flasks x1
Rations (1 day) x4
Rope (50', hempen) x1
Rope (50', silk) x1
Soap
Tent
Waterskins x2
Climber's kit

Total 69 Lbs





More about Morendrian:
[/sblock]
 
Last edited:

DrZombie

First Post
under construction

[sblock]

Dondurgarion Draskhameranguar
Male Dwarf Barbarian 1
Chaotic Good
Representing DrZombie


Strength 14 (+2)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 6 (-2)
Size: Medium
Height: 4' 1"
Weight: 175 lb
Skin: Pale
Eyes: Blue
Hair: Blond; Straight; Thick Beard / Hirsute




Total Hit Points: 16

Speed: 30 feet [barbarian]

Armor Class: 17 = 10 +4 [Scale Mail] +2 [heavy wooden] +1 [dexterity]

Touch AC: 11
Flat-footed: 17
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +1 = 0 [base] +1 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +3 = 1 [base] +2 [strength]


Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.

Languages: Common Dwarven Orc Undercommon


Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]

Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]

Scale Mail [medium; +4AC; max dex +3; check penalty -4; 30 lb.]

Heavy Wooden Shield [+2 AC; check penalty -1; hardness 10; hp 20; 10 lb.]


Feats:

Weapon Focus x1 Weapon(s): Battle Axe

Traits:


Skill Ability Total = Ability + ranks + misc
Appraise Int 2 = +2
Balance Dex* 1 = +1
Bluff Cha -2 = -2
Climb Str* 5 = +2 +3
Concentrati Con 4 = +4
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Arti Dex* 1 = +1
Forgery Int 2 = +2
Gather Info Cha -2 = -2
Handle Anim Cha 1 = -2 +3
Heal Wis 1 = +1
Hide Dex* 1 = +1
Intimidate Cha -2 = -2
Jump Str* 4 = +2 +2
Listen Wis 4 = +1 +3
Move Silent Dex* 1 = +1
Ride Dex 4 = +1 +3
Search Int 3 = +2 +1
Sense Mot Wis 1 = +1
Spot Wis 2 = +1 +1
Survival Wis 3 = +1 +2
Swim Str** 4 = +2 +2
Use Rope Dex 1 = +1


* = check penalty for wearing armor


Dwarf:


+2 constitution / -2 charisma (already included)

Can move 20 feet even if in heavy armor

Darkvision (see 60 feet in pitch-dark)

Stonecunning (+2 on searching stone, intuit depth)

+4 to avoid being bullrushed while standing on ground

+2 racial bonus on saves vs. poison

+2 racial bonus on saves vs. spells / spell-like abilities

+1 racial bonus to hit orcs and goblinoids

+4 dodge bonus on AC against giants

+4 stability bonus to avoid being tripped/bull rushed standing on ground

+2 racial bonus on appraise checks if stone/metal

Barbarian:

Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

This barbarian can read/write.


Class HP rolled
Level 1: Barbarian 12




Dondurgarion Draskhameranguar's Equipment:

Heavy crossbow 50 gp 8 lb
Battleaxe 10 gp 6 lb
GreatAxe 20 gp 12lb
Scale Mail 50 gp 30lb
Heavy Wooden Shield 7 gp 10lb

Crossbow bolts (quiver of 10) 1 gp 1lb
Backpack 2 gp 2 lb
Bedroll 0.1gp 5lb
Blanket, winter x1 0.5gp 3lb
Canvas (2 x 2 yd) 0.4gp 4lb
Crowbar 2gp 5lb
Fishhook 0.1gp
Flasks x3 0.09gp 3lb
Flint and steel 1gp
Hammer 0.5gp 2 lb
Lantern (hooded) 7gp 2 lb
Oil (3) 0.3gp 3 lb
Pick 3gp 10 lb
Pitons x3 0.3gp 2 lb
Rope (50', hempen) 1gp 10 lb
Waterskins 1gp 4 lb
Whetstone 0.02gp 1 lb

Total 157.31gp 123lb





More about Dondurgarion Draskhameranguar:
Dondurgarion was trained from an early age as a scout for the Khamerenguar clan, the miners of the deep, at the border with the underdark. He



[/sblock]
 
Last edited:

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