Turn
Appearance: Turndar keeps his fingers clean. He is a nondescript dwarf and he prefers that
it remain that way. He generally wears a dark red sweater over a white button-up shirt and tan
slacks when he is around town or doing business. For adventuring fits he has an old chain shirt,
heavy many-pocketed trousers, his trusty boots and a well-used leather rucksack. He wears his
House ring on a small steel chain around his neck.
Personality: Turndar prefers to be known as Turn. He is a bit less than sociable,
although he'll be the last one to admit it. He prefers a "direct" approach to most things,
although to a dwarf whose mind works like the mechanism of a tumbler lock direct can be anything
but. He is reserved but not one to be walked over when he wants to get his say in, saying what
he thinks when he thinks it needs to be said. He prefers to be nondescript, unassuming, and
anything to keep him out of the spotlight. Cautious, enterprising, independent.
Background: Why would the son of a prominent dwarven house be sent to a ramshackle town
in the Reaches? He wasn't. Turn left the Mror Hold looking for money and power and
somehow ended up on the skirts of civilization with adventure in his pockets and not much else.
Not exceptionally sociable, he has been left behind after one too many run-ins with the leader
of this or that adventuring party with less-than-economic inclinations. He now runs a small
locksmith and trap trouble-shooting business.
Tactics: Turndar prefers to avoid combat on equal footing. He prefers to use terrain and
his surroundings to the best of his advantage; whether that means using cover, concealment, height,
broken terrain, or other means he'll use it. Additionally, he is known to use objects to hinder
his opponents (such as knocking over bookcases, strewing caltrops, rolling barrels), if he can put
his opponents off balance, all the better. In social situations he will always try to get a better
deal if he can, rarely accepting a first offer.
Code:
[B]Name:[/B] Turndar d'Kundarak
[B]Class:[/B] Rogue 2 [b]Starting Level[/b]: 2
[B]Race:[/B] Dwarf
[B]Region of Origin:[/b] Mror
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Action Points:[/B] 5
[B]Deity:[/B] The Sovereign Host
[B]Str:[/B] 14 +2 (6p.) [B]Level:[/B] 2 [B]XP[/B]: 1250
[B]Dex:[/B] 14 +2 (6p.) [B]BAB:[/B] +1 [B]HP:[/B] XX (2d6+4)
[B]Con:[/B] 14 +2 (4p.) [B]Grapple:[/B] +3 [B]Craft Points:[/B] XXXX
[B]Int:[/B] 16 +3 (10p.) [B]Speed:[/B] 20' [B]Stat Increases:[/b]
[B]Wis:[/B] 14 +2 (6p.) [B]Init:[/B] +2 [B]Spell Save:[/B] XX
[B]Cha:[/B] 6 -2 (0p.) [B]ACP:[/B] -2 [B]Spell Fail:[/B] X%
[B] Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +4 +0 +2 +0 +0 +0 16
[B]Touch:[/B] 12 [B]Flatfooted:[/B] 14
[B] Total Base Mod Misc[/B]
[B]Fort:[/B] +2 +0 +2 --
[B]Ref:[/B] +5 +3 +2 +0
[B]Will:[/B] +2 +0 +0 --
[B]Notes:[/B]
[B]Weapon Attack Damage Critical Range[/B]
Morningstar +3 1d8+2 19-20/x2 ------
Blades +1 1d4+2 19-20/x2 ------
Lgt Crossbow +3 1d8 19-20/x2 80 ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
[B]Notes:[/B]
[B]Languages:[/B] Common, Dwarf, Gnome, Orc, Terran
[B]Abilities:[/B] Darkvision 60 ft., Stonecunning, Weapon Familiarity, Stability, +2 racial bonus
against poison, spells and spell-like abilities, +1 racial bonus on attack rolls vs. orcs and
goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus on Appraise & Craft checks
related to stone or metal, Sneak Attack +1d6, Trapfinding, Evasion
[B]Feats: [/B] Least Dragonmark (Warding), Nimble Fingers
[B]Dragonmark Abilities:[/B] Alarm 1/day
[B]Skill Points:[/B] 55 [B]Max Ranks:[/B] 5/2.5
[B]Skills Total Ranks Mod Misc[/B]
Search 10 5 +3 +2
Open Locks 10 5 +3 +2 (+2 with tools)
Disable Device 10 5 +3 +2 (+2 with tools)
Appraise 8 5 +3 -- (+2 stone or metal)
Climb 7 5 +2 --
Sleight of Hand 7 5 +2 --
Tumble 9 5 +2 +2
Jump 9 5 +2 +2
Balance 8 4 +2 +2
Craft (locks) 7 4 +3 -- (+2 stone or metal, +2 tools)
Arch & Eng 4 1 +3 --
[B]Notes:[/B]
[B]Worn Eq: Cost Weight[/B]
Photo ID Papers 5gp -lb
Travel Papers 2sp -lb
Chain Shirt 100gp 25lb
Boot Blades (2) 8gp 1lb
Sleeve Blades (2) 8gp 2lb
Signet Ring 5gp -lb
Explorer's Outfit -gp -lb (1st oufit free)
-Inside Pockets (2) 2gp --lb
-Hollow Boot Heel 20gp --lb
Morningstar 8gp 6lb
Light Crossbow 35gp 4lb
-20 Bolts 2gp 2lb
Backpack 2gp 2lb
-Hidden Flap 1gp -lb
-Flint & Steel 1gp -lb
-Hooded Lantern 7gp 2lb
-Oil (4 pints) 4sp 4lb
-Trail Rations (4) 2gp 4lb
-Silk Rope (50ft) 10gp 5lb
-Waterskin 1gp 4lb
-Acid Flasks (4) 40gp 4lb
-Tanglefoot Bag 50gp 4lb
[b]Locksmith Kit[/b]
MW Thieves' Tools 100gp 2lb
Steel Drill 10gp 1lb
Listening Cone 8sp 1lb
Twine 1sp --lb
Magnet 20gp 2lb
Lockslick Cab 180gp .5lb
MW Locksmith Tools 50gp 5lb
Fishhooks (2) 2sp -lb
Hammer 5sp 2lb
Magebred Mule 16gp -lb
-Bit & Bridle 2gp 1lb
-Pack Saddle 5gp 15lb
-Saddlebags 4gp 8lb
-Tent 10gp 20lb
-Bedroll 1sp 5lb
-Winter Blanket 5sp 3lb
-Manacles (2) 15gp 4lb
-MW Manacles 50gp 2lb
[B]Total Weight:[/B]XXXlb [B]Money:[/B] 125gp 4sp Xcp
[B] Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 58 116 175 350 875
[B]Age:[/B] 48
[B]Height:[/B] 4'5"
[B]Weight:[/B] 155 lb.
[B]Eyes:[/B] Dark brown
[B]Hair:[/B] Dark brown
[B]Skin:[/B] Tanned
Appearance: Turndar keeps his fingers clean. He is a nondescript dwarf and he prefers that
it remain that way. He generally wears a dark red sweater over a white button-up shirt and tan
slacks when he is around town or doing business. For adventuring fits he has an old chain shirt,
heavy many-pocketed trousers, his trusty boots and a well-used leather rucksack. He wears his
House ring on a small steel chain around his neck.
Personality: Turndar prefers to be known as Turn. He is a bit less than sociable,
although he'll be the last one to admit it. He prefers a "direct" approach to most things,
although to a dwarf whose mind works like the mechanism of a tumbler lock direct can be anything
but. He is reserved but not one to be walked over when he wants to get his say in, saying what
he thinks when he thinks it needs to be said. He prefers to be nondescript, unassuming, and
anything to keep him out of the spotlight. Cautious, enterprising, independent.
Background: Why would the son of a prominent dwarven house be sent to a ramshackle town
in the Reaches? He wasn't. Turn left the Mror Hold looking for money and power and
somehow ended up on the skirts of civilization with adventure in his pockets and not much else.
Not exceptionally sociable, he has been left behind after one too many run-ins with the leader
of this or that adventuring party with less-than-economic inclinations. He now runs a small
locksmith and trap trouble-shooting business.
Tactics: Turndar prefers to avoid combat on equal footing. He prefers to use terrain and
his surroundings to the best of his advantage; whether that means using cover, concealment, height,
broken terrain, or other means he'll use it. Additionally, he is known to use objects to hinder
his opponents (such as knocking over bookcases, strewing caltrops, rolling barrels), if he can put
his opponents off balance, all the better. In social situations he will always try to get a better
deal if he can, rarely accepting a first offer.
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