Mark Chance
Boingy! Boingy!
Answering the Call players: Please put your characters in here. 

Last edited:
Str 13 +1 Cleric 1 EL: 1 Ht: 6' 1"
Dex 8 -1 Exp: 750 Wt: 180 lbs
Con 10 +0 BAB:+0 Eyes: Green
Int 12 +1 Grapple:+2 Hair: Light Red
Wis 15 +2 Inititive: -1 Skin: Light / Freckled
Chr 14 +2 Move 30 feet Age: 26 Years Old
Hit Points:
Hit die [u]d8[/u] Hit points [u]8[/u] non lethel damage [u]0[/u]
[b][u]Damage Conversion[/u][/b] 4 points (from armor)
Diety: Pelor
[b][u]Encumbrance:[/b][/u]
Carrieing: [u] 66.0 LB [color=yellow] medium encumberence[/u][/color]
Lite: [u] to 50 LB [/u]
Med: [u] 51 to 100 LB[/u]
Hvy: [u] 101 to 150 LB[/u]
Lift off ground: [u] 150 LB[/u]
Lift over head: [u] 450 LB[/u]
Push/Shove: [u] 750 LB[/u]
[b]SAVES: [u]base abil misc total[/u][/b]
[u]Fort[/u] 2 +0 -- +2
[u]Reflex[/u] 0 -1 -- -1
[u]will[/u] 2 +2 -- +4
[b]ARMOR:[/b][u]Chain Shirt[/u]
[B][U]ARMOR CLASS;[/u][/b] 9
[B][U]TOUCH[/B][/U] 9
[b][U]FLATFOOTED:[/B][/U] 10
BAB-Dodge; +/- 0; Dex -1
[b][u]Armor stats[/b][/u]
[b]type:[/b] light [b]bonus:[/b] +4 [b]max dex:[/b]+4
[b]spell fail:[/b]20% [b]ACP: [/b]-2
[b]Mv:[/b] 30 [b]wt:[/b] 25 lb
[b]WEAPONS:[/b]
[u][b] att dam crit rng type[/u][/b]
Mace, light +1 d6+1 X2 -- B
Dagger +1 d4+1 19-20/X2 10 P/S
Sling -1 d4+1 X2 50 B
Turning Undead:
A burst of positive energy does 1d6/cleric level
+ 50% damage for sun domain
30 ' radius, standard action
will save 15 (10 + cleric level + cha mod +
2 for sun domain) for 1/2 damage
[b][u]Feats[/b][/u]
[u]*str domain:[/u] (class) feat of str (Su)bonus to str score
equal to cleric level. activate as a free action
duration: 1 round use once per day
[u]*Sun Domain:[/u] (class) Turning more effective
Human: Brew Potion
Char level 1:extra turning
[u][b]Skills[/u][/b]
Relavant Abil
[u]name Ability ranks mod misc total[/u]
Concentration (con) +2 -- -- +2
Craft: Carving (int) +2 +1 -- +3
Heal (wis) +2 +2 -- +4
Know: Arcana (int) +2 +1 -- +3
Know: History (int) +2 +1 -- +3
Know: Religeon (int) +2 +1 -- +3
Know: Planes (int) +2 +1 -- +3
Spell Craft (int) +2 +1 -- +3
Appraise (int) * +1 -- +1
Balence (dex) * -1 -- -1
Bluff (cha) * +2 -- +2
Climb (str) * +1 -- +1
Decipher Script (int) * +1 -- +1
Disguise (cha) * +2 -- +2
Escape Artist (dex) * -1 -- -1
Forgery (int) * +1 -- +1
Gather info (cha) * +2 -- +2
Hide (dex) * -1 -- -1
Intimidate (cha) * +2 -- +2
Jump (str) * +1 -- +1
Listen (Wis) * +2 -- +2
Move Silent (dex) * -1 -- -1
Ride (dex) * -1 -- -1
Search (int) * +1 -- +1
Sense Motive (Wis) * +2 -- +2
Spot (Wis) * +2 -- +2
Survival (Wis) * +2 -- +2
Swim (str) * +1 -- +1
Use Rope (dex) * -1 -- -1
450 GP to spend
[u] [b]cost weight (lb)[/b][/u]
Mace, Light 5.00 4.0 lb
Dagger 2.00 1.0 lb
Sling --- ---
Bullets: 00000 00000 0.10 5.0 lb
Backpack 2.00 2.0 lb
Bedroll 0.10 5.0 lb
Flint/steel 1.00 ----
Rope, silk (100') 20.00 10.0 lb
rataions x 7 3.50 7.0 lb
sunrods x 6 12.00 6.0 lb
Healer's Kit 50.00 1.0 lb
Chain Shirt 100.00 25.0 lb
Explorer's oputfit [u] --- ---lb [/u]
sub total: 195.7 gp 66 lb
potions: 250.0 gp
total: 445.7 gp
change: 4 gp 3 sp
cash spent: 1 gp
potion of cure light wounds (d8+1 healing)
50 gp each 0 0 0 0 0 250 gp
[u][b]Level 0 1 2 3 4 5[/u][/b]
base 3 1+1
bonus[u] -- 1 1 [/u]
total 3 2+1
[u][i][b]Spells memorized:[/b][/u][/i]
0 level: Create Water, Det. Magic, Virtue
1st level: Summon Monster I,Endure Elements
[b][u][i]orisons[/b][/u][/i]
Create Water
Cure Minor Wounds**
Det. Magic
Guidence
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue
[b][u][i]level one[/b][/u][/i]
d: Endure Elements
d: Enlarge Person
Bless
Bless Water
Cause Fear
Command
Comp Lnag
Cure Light wounds**
Death Watch
Detect Evil
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Hide fm Undead
Magic Stone
Obscuring Mist
protect Fm Evil
Remove fear
Sanctuary
Shield of Faith
Summon Monster I
Male Human Sorcerer 1
Chaotic Good
Strength 8 (-1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)
XP: 750
Equipment/Appearance:
Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Light
Eyes: Green
Hair: Dark Brown; Straight; Beardless
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.
2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
-----------------------------------
Combat:
Hit Points: 5 / 5
Speed: 30 feet [20 under medium load]
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 2 [base] +0 [wisdom]
+2 to saves vs. [i]sleep[/i] or [fire] effects
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +0 = 0 [base]
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts
-----------------------------------
Skills/feats:
Languages: Common, Draconic
Raven familiar
Feats:[list]
[*]Draconic Heritage (brass)
[*]Draconic Breath [/list]
Appraise Int 4 = +1 +3 [raven]
Balance Dex* 2 = +2
Bluff Cha 6 = +2 +4
Climb Str* -1 = -1
Concentration Con 5 = +1 +4
Craft Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 6 = +2 +4
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Knowledge (arcana) Int 2 = +1 +1
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform Cha 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spellcraft Int 4 = +1 +3
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** -1 = -1
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
-----------------------------------
Spells:
Zero-level Sorcerer spells: 4 per day
First-level Sorcerer spells: 3 (2+1) per day
Known Spells:
Level 0 (cantrips): Resistance, Detect Magic, Read Magic, Acid Splash, Mage Hand.
Level 1: Shield, Sleep.
----------------------------------
Raven familiar:
Benedict
Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 2; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks one character language (Elven) Alertness feat when in arm's reach; improved evasion; share spells; empathic link.
----------------------------------
History/Background info:
Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.
During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through.
His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face. He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer.
Menno would love to find a place to be comfortable and call home. He tends to act with confidence and bravado, but it is generally a front. He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend. His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way.
2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
Appraise Int 4 = +1 +3 [raven]
Balance Dex* 2 = +2
Bluff Cha 6 = +2 +4
Climb Str* -1 = -1
Concentration Con 6 = +2 +4
Craft Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Info Cha 7 = +3 +4
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Arcana Int 3 = +2 +1
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform Cha 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spellcraft Int 7 = +2 +3 +2 (from feat)
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str* -1 = -1
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").