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Characters - drothgery's Victorian Eberron game
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<blockquote data-quote="Einan" data-source="post: 3502520" data-attributes="member: 29893"><p>Horace Greer</p><p></p><p>[sblock]</p><p>Horace Greer</p><p></p><p>Male Human Scout 4</p><p>Lawful Neutral</p><p>Strength 10 (+0) (2 Points)</p><p>Dexterity 18 (+4) (10 points (16) +2 to stat A)</p><p>Constitution 14 (+2) (6 points)</p><p>Intelligence 10 (+0) (2 points)</p><p>Wisdom 14 (+2) (6 points)</p><p>Charisma 10 (+0) (2 points)</p><p></p><p>Size: Medium</p><p>Height: 5' 10"</p><p>Weight: 170 lb</p><p>Skin: Tan</p><p>Eyes: Blue</p><p>Hair: Light Brown; Wavy</p><p></p><p>Total Hit Points: 34</p><p>Speed: 40 feet [scout]</p><p>Armor Class: 19 = 10 +4 [dexterity] + 5 [defense]</p><p>Touch AC: 14</p><p>Flat-footed: 10</p><p></p><p>Initiative modifier: +5 = +4 [dexterity] +1 [scout]</p><p>Fortitude save: +4 = 1 [base] +2 [constitution] +1 [scout]</p><p>Reflex save: +8 = 4 [base] +4 [dexterity]</p><p>Will save: +3 = 1 [base] +2 [wisdom]</p><p>Attack (handheld): +3 = 3 [base]</p><p>Attack (unarmed): +3 = 3 [base]</p><p>Attack (missile): +7 = 3 [base] +4 [dexterity]</p><p>Grapple check: +3 = 3 [base]</p><p>Region of Origin: Maradal Principalities</p><p>Languages: Common</p><p></p><p>Feats:</p><p>Point Blank Shot (Human Bonus)</p><p>Precise Shot (1st Level)</p><p>Quick Reload: Rifle (3rd Level)</p><p>Weapon Focus x1 Weapon(s): Rifle (Scout Bonus)</p><p>Track (bonus Scout feat)</p><p></p><p>Traits:</p><p>Action Points: 7 (this level)</p><p></p><p>Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier</p><p>Balance Dex* 6 = +4 +2 [tumble]</p><p>Bluff Cha 0 = +0</p><p>Climb Str* 7 = +0 +7</p><p>Escape Artist Dex* 11 = +4 +7</p><p>Heal Wis 2 = +2</p><p>Jump Str* 6 = +0 +2 [tumble] +4 [speed 40]</p><p>Knowledge (nature) Int 9 = +0 +7 +2 [survival]</p><p>Notice Wis 9 = +2 +7</p><p>Sneak Dex* 11 = +4 +7</p><p>Search Int 7 = +0 +7</p><p>Sense Motive Wis 2 = +2</p><p>Survival Wis 9 = +2 +7</p><p>Swim Str** 0 = +0</p><p>Tumble Dex* 11 = +4 +7</p><p>Use Rope Dex 11 = +4 +7</p><p></p><p>* = check penalty for wearing armor</p><p>Escape Artist >=5 ranks gives +2 on use rope checks for bindings.</p><p>Know Nature >=5 ranks gives +2 on survival checks above ground.</p><p></p><p>Human</p><p>• Extra feat at first level (already included)</p><p>• Four extra skill points at first level (already included)</p><p>• One extra skill point at each additional level (already included)</p><p></p><p>Scout:</p><p>• Core class from "Complete Adventurer"</p><p>• Armor class bonuses after moving are not listed above.</p><p>• Level 1: Skirmish (+1d6), trapfinding, Track</p><p>• Level 2: Battle fortitude +1, uncanny dodge</p><p>• Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)</p><p>• Level 4: Bonus feat (already included)</p><p></p><p>Class HP rolled</p><p>Level 1: Scout 8 +2 Con</p><p>Level 2: Scout 6 +2 Con</p><p>Level 3: Scout 6 +2 Con</p><p>Level 4: Scout 6 +2 Con (Stat Bump +2 to dexterity)</p><p></p><p>Horace Greer's Equipment: (3300 gp to spend)</p><p>Masterwork Rifle (Ellora) (+9 to hit/+10 within 30', 2d10 dmg, 20/x2, range 60', single-shot, 2H, 8 lb, 420 gp)</p><p>MW Cold Iron Hand Axe (+4 to hit, 1d6 dmg, 312 gp, 3 lbs) (well-notched and lovingly cared for)</p><p>2 Throwing Axes (+8 to hit/+9 within 30', 1d6, 20/x2, range 10', 16 gp)</p><p>Dagger (Bowie Knife)</p><p>Buckskin leathers</p><p>Map Case, 2-3 Maps</p><p>Healer's Kit</p><p>Rations, 3 days</p><p>Backpack</p><p>Flint and Steel</p><p>Whetstone</p><p>Fishing hook</p><p>50 bullets (10 gp)</p><p>Mastercraft Bullets: 8 +1 Flaming Bullets (856 gp), 8 +1 Frost Bullets (856 gp), 4 +1 Shocking Bullets (428 gp)</p><p>Bandolier (holds 'special' bullets)</p><p>Ammo belt (holds regular bullets)</p><p>5 CLW Elixirs (250 gp)</p><p>Citizenship papers</p><p>Silken Rope (50')</p><p>5 Sunrods (10 gp)</p><p></p><p>Total GP: 3208</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Einan, post: 3502520, member: 29893"] Horace Greer [sblock] Horace Greer Male Human Scout 4 Lawful Neutral Strength 10 (+0) (2 Points) Dexterity 18 (+4) (10 points (16) +2 to stat A) Constitution 14 (+2) (6 points) Intelligence 10 (+0) (2 points) Wisdom 14 (+2) (6 points) Charisma 10 (+0) (2 points) Size: Medium Height: 5' 10" Weight: 170 lb Skin: Tan Eyes: Blue Hair: Light Brown; Wavy Total Hit Points: 34 Speed: 40 feet [scout] Armor Class: 19 = 10 +4 [dexterity] + 5 [defense] Touch AC: 14 Flat-footed: 10 Initiative modifier: +5 = +4 [dexterity] +1 [scout] Fortitude save: +4 = 1 [base] +2 [constitution] +1 [scout] Reflex save: +8 = 4 [base] +4 [dexterity] Will save: +3 = 1 [base] +2 [wisdom] Attack (handheld): +3 = 3 [base] Attack (unarmed): +3 = 3 [base] Attack (missile): +7 = 3 [base] +4 [dexterity] Grapple check: +3 = 3 [base] Region of Origin: Maradal Principalities Languages: Common Feats: Point Blank Shot (Human Bonus) Precise Shot (1st Level) Quick Reload: Rifle (3rd Level) Weapon Focus x1 Weapon(s): Rifle (Scout Bonus) Track (bonus Scout feat) Traits: Action Points: 7 (this level) Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Balance Dex* 6 = +4 +2 [tumble] Bluff Cha 0 = +0 Climb Str* 7 = +0 +7 Escape Artist Dex* 11 = +4 +7 Heal Wis 2 = +2 Jump Str* 6 = +0 +2 [tumble] +4 [speed 40] Knowledge (nature) Int 9 = +0 +7 +2 [survival] Notice Wis 9 = +2 +7 Sneak Dex* 11 = +4 +7 Search Int 7 = +0 +7 Sense Motive Wis 2 = +2 Survival Wis 9 = +2 +7 Swim Str** 0 = +0 Tumble Dex* 11 = +4 +7 Use Rope Dex 11 = +4 +7 * = check penalty for wearing armor Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Know Nature >=5 ranks gives +2 on survival checks above ground. 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) Scout: • Core class from "Complete Adventurer" • Armor class bonuses after moving are not listed above. • Level 1: Skirmish (+1d6), trapfinding, Track • Level 2: Battle fortitude +1, uncanny dodge • Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC) • Level 4: Bonus feat (already included) Class HP rolled Level 1: Scout 8 +2 Con Level 2: Scout 6 +2 Con Level 3: Scout 6 +2 Con Level 4: Scout 6 +2 Con (Stat Bump +2 to dexterity) Horace Greer's Equipment: (3300 gp to spend) Masterwork Rifle (Ellora) (+9 to hit/+10 within 30', 2d10 dmg, 20/x2, range 60', single-shot, 2H, 8 lb, 420 gp) MW Cold Iron Hand Axe (+4 to hit, 1d6 dmg, 312 gp, 3 lbs) (well-notched and lovingly cared for) 2 Throwing Axes (+8 to hit/+9 within 30', 1d6, 20/x2, range 10', 16 gp) Dagger (Bowie Knife) Buckskin leathers Map Case, 2-3 Maps Healer's Kit Rations, 3 days Backpack Flint and Steel Whetstone Fishing hook 50 bullets (10 gp) Mastercraft Bullets: 8 +1 Flaming Bullets (856 gp), 8 +1 Frost Bullets (856 gp), 4 +1 Shocking Bullets (428 gp) Bandolier (holds 'special' bullets) Ammo belt (holds regular bullets) 5 CLW Elixirs (250 gp) Citizenship papers Silken Rope (50') 5 Sunrods (10 gp) Total GP: 3208 [/sblock] [/QUOTE]
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