Creamsteak
Explorer
Character creation guidelines are listed in this thread.
Last edited:
[B]Name:[/B] Merritt Stone
[B]Class:[/B] Gestalt Clrc/Rogue 4, Ranger/KoC 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Deity:[/B] Mishakal
[B]Str:[/B] 14 +2 (06p.) [B]Level:[/B] 6 [B]XP:[/B] 15,000
[B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +5 [B]HP:[/B] 55 (4d8+2d10+12)
[B]Con:[/B] 14 +2 (06p.) [B]Grapple:[/B] +7 [B]Dmg Red:[/B] -/-
[B]Int:[/B] 19 +4 (16p.) [B]Speed:[/B] 30'/20' [B]Spell Res:[/B] -
[B]Wis:[/B] 16 +3 (10p.) [B]Init:[/B] +3 [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (04p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] 25%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +11 +0 +2 +0 +0 +0 23
[B]Touch:[/B] 12 [B]Flatfooted:[/B] 23
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 7 +2 +9
[B]Ref:[/B] 7 +2 +9
[B]Will:[/B] 6 +2 +8 +1 vs fear
[B]Weapon Attack Damage Critical[/B]
Stoneheart +9 2d6+3 19/x2
Guantlet +7 1d3+2 20/x2
Shortbow, Comp +2 +8 1d6+2 20/x2
Truncheon +8 1d6+2* 20/x2
*deals nonlethal damage
[B]Languages:[/B] Solamnic, Common, Gnome, Kenderspeak, Camptalk, Nerakese
[B]Abilities:[/B]
[B]Rogue:[/B] Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge
[B]Cleric:[/B] Divine Spellcasting, Domians: Healing (+1 caster lvl),
Community ([i]calm emotions[/i] 1/day, +2 comp Diplomacy), Turn Undead
[B]Ranger:[/B] Track, Favored Enemy: Human, Two-Weapon Fighting
[B]Knight of the Crown:[/B] Strength of Honor (+4 STR 4/rounds 1/day),
Knightly Courage (CHA bon vs fear), Heroic Iniative
[B]Feats:[/B] Urban Tracking, Honorbound, Ancestral Relic (Sword of Stone),
Leadership,
[B]Skill Points:[/B] 113 [B]Max Ranks:[/B] 9/4
[B]Skills Total Ranks Mod Misc[/B]
Bluff +6 5 +1
Diplomacy +9 2 +1 +6
Disable Device +11/13 7 +4 /+2
Gather Inf +10 7 +1 +2
Heal +5/7 2 +3 /+2
Hide +12 8 +2 +2
Religion +9 5 +4
Local +9 5 +4
Geography +9 5 +4
Nobilty +6 2 +4
Listen +11 8 +3
Move Silently +12 8 +2 +2
Open Lock +10/12 8 +2 /+2
Ride +6 4 +2
Search +12 8 +4
Sense Motive +8 5 +3
Slieght of Hand +11 7 +2 +2
Spot +11 8 +3
Survival +9 6 +3
/ :INDICATES CONDITIONAL UPON ITEM
[B]Turn Undead:[/B] 4/day, 1d20+1 check, 2d6+5 damage
[B]Spells:[/B]
Merritt's Daily Spells:
Clc 4 0/5 1/5 2/4
[I]General List[/I]
0th
Detect Magic x2
Light
Read Magic x 2
1st
D:Cure Light Wounds
Comprehend Languages
Divine Favor x 2
Shield of Faith x 2
2nd
D:Sheild Other
Bull's Strength x 2
Cure Moderate Wounds
Hold Person
[I]Court List[/I]
0th
Detect Magic x 2
Detect Poison
Guidance
Resistance
1st
D:Cure Light Wounds
Comprehend Languages x 3
Detect Chaos
Detect Evil
2nd
D:Cure Moderate Wounds
Augury x 2
Eagle's Splendor
Owl's Wisdom
[B]Equipment: Weight[/B]
Disk of Mishakal, Silver 1
3 Manacles, mstrwkd 6
Signet Ring -
Thieves Tools, mstrwkd*1 2
[i]Nightwhisper[/i] 25
[i]Stoneheart[/i] 8
Goggles of Elfsight
Hat of Disguise -
Shortbow, Composite +2, mstrwkd 2
20 Arrows 3
Truncheon, mstrwd (sap) 2
Backpack 2
-Messkit 1
-3 Mapcases and maps*2 1.5
-Fishing gear*3 5
Shave kit, mirror (stl) 1
Flint & Steel 0
7 Trail Rations 7
Sealing Wax 1
Soap 1
Whetstone 1
Warhose, heavy
-Military Saddle & pack
-Tent; 3 Winter Blanket; Bedroll; Clothes*4; Healers kit; 2 rope, silk;
5 Waterskins, 20 arrows
Horse, Heavy
-Pack Saddle
-20 waterskin; 14 Feed; 2 Winter Blankets; Canvas 10sq'; 20 Pitons;
Hatchett/Hammer; 10 Sacks; 300stl in trade goods*5
*1 The tools are hidden under his armor
*2 various maps of Solamnia and Nightlund
*3 Fish hooks, line, cork, sinkers, and a net
*4 4 Traveler clothes, 2 Courtier's Outfits w/Jewerly, Winter gear
*5 Spices, Salt, Bolts of clothe, small steel tools (needles, knives,
scissors, etc)
[B]Magic:[/B]
[i]NightWhisper[/i] Dragonmetal Fullplate +3, shadow, silent moves
AC: +11 DEX: +3 ACP: -3 SpellFail: 25% WT: 25lbs COST: 27,000st
[i]Stoneheart[/i] Starmetal Greatsword +1, Ancestral Relic
DAM: 2d6 CRIT: 19/x2 WT: 8lbs TYPE: Slashing COST: 5,050
Goggles of Elfsight
The lenses of this item are made of dark crystal. Even though the
lenses are opaque, when placed over the eyes of the wearer they
enable him to see normally and also grant him lowlight vision.
Both lenses must be worn for the magic to be effective.
COST: ?
Hat of Disguise
This apparently normal hat allows its wearer to alter her
appearance as with a disguise self spell. As part of the disguise,
the hat can be changed to appear as a comb, ribbon, headband, cap,
coif, hood, helmet, and so on. COST: 1,800
[B]Total Weight:[/B] 68.5lb, 42 without pack
[B]Money:[/B] 20pp 100st 1sp 8cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 116 175 175/350 875
[b]Abilities[/b]
[b]Str:[/b] 16 (+3) [ 8 points, +1 4th level]
[b]Dex:[/b] 18 (+4) [10 points, +2 enhancement]
[b]Con:[/b] 14 (+2) [ 6 points]
[b]Int:[/b] 14 (+2) [ 6 points]
[b]Wis:[/b] 16 (+3) [10 points]
[b]Cha:[/b] 15 (+2) [ 8 points]
[b]Saves[/b]
[b]Fort:[/b] +10 [+7 base +2 Con +1 resistance]
[b]Ref :[/b] + 7 [+2 base +4 Dex +1 resistance]
[b]Will:[/b] + 9 [+5 base +3 Wis +1 resistance]
[b]Skills[/b] [45 skill points]
Concentration +11 [9 ranks +2 Con]
Diplomacy +10 [6 ranks +2 Cha +2 synergy]
Handle Animal + 7 [5 ranks +2 Cha]
Heal +10 [7 ranks +3 Wis]
Knowledge: Nobility and Royalty +10 [8 ranks +2 Int]
Knowledge: Religion + 8 [6 ranks +2 Int]
Ride +10 [4 ranks +4 Dex +2 synergy]
[b]Armor Check Penalty:[/b] -2
[b]Feats[/b]
(H) Endurance
(1) Honor-bound
(1f) Mounted Combat
(2f) Point-blank Shot
(3) Disciple of the Sun
(4f) Weapon Focus: Longsword
(6) Die-hard
[b]Spells Known[/b]
[b]0)[/b]Create Water [V, S, 12 gallons]
Cure Minor Wounds [V, S]
Detect Poison [V, S]
Light [V, DF, 60 minutes]
Mending [V, S]
Purify Food and Drink [V, S, 6 cu. ft.]
Read Magic [V, S, F (crystal lens), 60 minutes]
[b]1)[/b]Divine Favor [V, S, DF, +2 luck bonus]
Lesser Vigor [V, S, 16 rounds]
Nimbus of Light [V, S, DF, 6 minutes, 1d8+6]
Ray of Hope [V, S, 6 rounds]
d Endure Elements [V, S]
[b]2)[/b]Lesser Restoration [V, S]
Resist Energy [V, S, DF, 10 points, 60 minutes]
d Heat Metal [V, S, DF, Save DC 15, 3 creatures]
[b]3)[/b]Vigor [V, S, 16 rounds]
d Searing Light [V, S, 3d8/6d6/6d8/3d6]
[b]Type:[/b] Animal
[b]Size:[/b] Large
[b]Hit Dice:[/b] 4d8+12 (30 hp)
[b]Initiative:[/b] +1
[b]Speed:[/b] 50 ft. -> Medium load: 35 ft.
[b]Armor Class:[/b] 18 (–1 size, +1 Dex, +4 natural, +4 armor)
touch 10, flat-footed 17
[b]Base Attack/Grapple:[/b] +3/+11
[b]Attack:[/b] Hoof +6 melee (1d6+4)
[b]Full Attack:[/b] 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
[b]Space/Reach:[/b] 10 ft./5 ft.
[b]Special Qualities:[/b] Low-light vision, scent
[b]Saves:[/b] Fort +7, Ref +5, Will +2
[b]Abilities:[/b] Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
[b]Skills:[/b] Listen +5, Spot +4 (armor check penalty -4)
[b]Feats:[/b] Endurance, Run
[b]Known Tricks:[/b] Come, heel, stay, work
[b]Carrying Capacity:[/b] Light load up to 300lb, medium load 301–600lb,
heavy load 601–900lb, drag 4,500lb.
[b]Encumbrance:[/b] Medium load (180lb or 354lb/600lb, medium barding)