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[Game Closed] Dead of Winter: DnD3e-CoC Game in the Forgotten Realms (IC Forum)
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<blockquote data-quote="RichardFannon" data-source="post: 240078" data-attributes="member: 5588"><p><strong>Character</strong></p><p></p><p>PCGen has picked exactly the wrong moment to go *bing* on me so I can't be bothered to work out the enclumberence by hand. However, I can't see his Load being anything other than Light</p><p></p><p>Oskar Dankil</p><p>Male Dwarven Diviner 2</p><p>Age: 64</p><p>Weight: 196 lbs</p><p>Height: 4' 3"</p><p>Alignment: Chaotic Good</p><p>Patron Deity: Dugmaren Brightmantle</p><p>Sanity: 50</p><p>Current XP: 1000</p><p>XP for Next Level: 3000</p><p></p><p>Attributes</p><p>Str 12 (+1)</p><p>Dex 13 (+1)</p><p>Con 16 (+3)</p><p>Int 15 (+2)</p><p>Wis 10 (+0)</p><p>Cha 6 (-2)</p><p></p><p>Combat Info</p><p>HD 2d4+6, HP 13</p><p>AC: 11 (+1 Dex)</p><p>Flat Footed AC: 10</p><p>Touch AC: 11 (+1 Dex)</p><p>BAB: +0</p><p>Saves: Fort +3, Ref +1, Will +3</p><p>Attacks: Lt. Crossbow, +1 ranged, 1d8, 19-20 x2 80', Size M, Type P </p><p>Lt. Crossbow with Masterwork bolt +2 ranged, 1d8, 19-20 x2 80', Size M, Type P</p><p>Quarterstaff, +1 Melee, 1d6, 20 x2, Size L, Type B</p><p>Dagger, +1 melee or +1 ranged, 1d4+1, 19-20 x2, 10', Size T, Type P</p><p>Unarmed, +1 melee, 1d3+1, 20 x2, Size T, Type B</p><p></p><p>Skills</p><p>Alchemy 3 (1 Rank, +2 Int)</p><p>Concentration 5 (2 Ranks, +3 Con)</p><p>Craft (Weaponsmithing) 8 (4 Ranks, +2 Int, +2 Racial)</p><p>Knowledge (Arcana) 6 (4 Ranks, +2 Int)</p><p>Knowledge (Religion) 7 (5 Ranks, +2 Int)</p><p>Scry 3 (1 Rank, +2 Int)</p><p>Spellcraft 5 (3 Ranks, +2 Int)</p><p></p><p>Languages</p><p>Common, Dwarven, Damaran, Draconic</p><p></p><p>Feats:</p><p>1st Level: Spellcasting Prodigy (Wizard), Scribe Scroll</p><p></p><p>Abilities:</p><p>Stonecunning</p><p>Save +2 vs. poison</p><p>Save +2 vs spells</p><p>+4 dodge vs giants</p><p>+2 on Appraise of stone/metal items</p><p>+2 on stone/metal Craft check</p><p></p><p>Equipment Carried</p><p>Bandoleer, Potion belt, Scroll organiser, Backpack, Bedroll, Winter blanket, Ink and pen, Belt pouch, 4 days rations, Rope (50 ft. silk), Sack (empty), Waterskin, Whetstone, Spell component pouch, Spellbook, Explorers outfit, Bolts (30), Masterwork bolts (20), Dagger (2), Acid (2),Alchemists Fire (2), Tanglefoot bag (2), Thunderstone (2), Antitoxin (2), Holy Water (2), Smokestick, Sunrod (2), Tindertwig (5), Cure Light Wounds potions (5), Scroll of Endure Elements (2), Scroll of Magic Weapon (2), Scroll of Jump (1), Scroll of Spider Climb (1), Quarterstaff, Everburning Torch</p><p></p><p>The scrolls are in the scroll organiser; the potions and alchemical gunk are in the potion belt or the bandoleer, familiar is in the belt pouch (ready to bite pickpockets). The Everburning Torch can fit into a harness on the side of his backpack, leaving his hands free. Three of the Cure Light potions are in the backpack. One case of MW bolts and one case of normal bolts are strapped to the outside of the backpack. The others are in the backpack</p><p></p><p>Toad Familiar (Stonehide). The +2 Con bonus raises Oskars hp to 15; his Concentration to 6 and his Fort save to +4</p><p></p><p>Money in Belt Pouch</p><p>25 gold, 2 silver, 9 copper</p><p></p><p>Level 0 Spells: </p><p>Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison(*), Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance </p><p> </p><p>Level 1 Spells: </p><p>Endure Elements, Identify(*), Mage Armor, Magic Weapon, True Strike (*), Comprehend Languages(*), Magic Missile</p><p></p><p>* Specialised School Divination (Necromancy prohibited)</p><p></p><p>Spells per day</p><p>Level 0: 4+1</p><p>Level 1: 2+1</p><p></p><p>Typically memorises:</p><p>Level 0: Detect Magic, Detect Poison, Read Magic, Prestidigitation, Light</p><p>Level 1: Mage Armour, True Strike, Magic Missile</p><p></p><p>Edit: Completed character and fixed typos</p></blockquote><p></p>
[QUOTE="RichardFannon, post: 240078, member: 5588"] [b]Character[/b] PCGen has picked exactly the wrong moment to go *bing* on me so I can't be bothered to work out the enclumberence by hand. However, I can't see his Load being anything other than Light Oskar Dankil Male Dwarven Diviner 2 Age: 64 Weight: 196 lbs Height: 4' 3" Alignment: Chaotic Good Patron Deity: Dugmaren Brightmantle Sanity: 50 Current XP: 1000 XP for Next Level: 3000 Attributes Str 12 (+1) Dex 13 (+1) Con 16 (+3) Int 15 (+2) Wis 10 (+0) Cha 6 (-2) Combat Info HD 2d4+6, HP 13 AC: 11 (+1 Dex) Flat Footed AC: 10 Touch AC: 11 (+1 Dex) BAB: +0 Saves: Fort +3, Ref +1, Will +3 Attacks: Lt. Crossbow, +1 ranged, 1d8, 19-20 x2 80', Size M, Type P Lt. Crossbow with Masterwork bolt +2 ranged, 1d8, 19-20 x2 80', Size M, Type P Quarterstaff, +1 Melee, 1d6, 20 x2, Size L, Type B Dagger, +1 melee or +1 ranged, 1d4+1, 19-20 x2, 10', Size T, Type P Unarmed, +1 melee, 1d3+1, 20 x2, Size T, Type B Skills Alchemy 3 (1 Rank, +2 Int) Concentration 5 (2 Ranks, +3 Con) Craft (Weaponsmithing) 8 (4 Ranks, +2 Int, +2 Racial) Knowledge (Arcana) 6 (4 Ranks, +2 Int) Knowledge (Religion) 7 (5 Ranks, +2 Int) Scry 3 (1 Rank, +2 Int) Spellcraft 5 (3 Ranks, +2 Int) Languages Common, Dwarven, Damaran, Draconic Feats: 1st Level: Spellcasting Prodigy (Wizard), Scribe Scroll Abilities: Stonecunning Save +2 vs. poison Save +2 vs spells +4 dodge vs giants +2 on Appraise of stone/metal items +2 on stone/metal Craft check Equipment Carried Bandoleer, Potion belt, Scroll organiser, Backpack, Bedroll, Winter blanket, Ink and pen, Belt pouch, 4 days rations, Rope (50 ft. silk), Sack (empty), Waterskin, Whetstone, Spell component pouch, Spellbook, Explorers outfit, Bolts (30), Masterwork bolts (20), Dagger (2), Acid (2),Alchemists Fire (2), Tanglefoot bag (2), Thunderstone (2), Antitoxin (2), Holy Water (2), Smokestick, Sunrod (2), Tindertwig (5), Cure Light Wounds potions (5), Scroll of Endure Elements (2), Scroll of Magic Weapon (2), Scroll of Jump (1), Scroll of Spider Climb (1), Quarterstaff, Everburning Torch The scrolls are in the scroll organiser; the potions and alchemical gunk are in the potion belt or the bandoleer, familiar is in the belt pouch (ready to bite pickpockets). The Everburning Torch can fit into a harness on the side of his backpack, leaving his hands free. Three of the Cure Light potions are in the backpack. One case of MW bolts and one case of normal bolts are strapped to the outside of the backpack. The others are in the backpack Toad Familiar (Stonehide). The +2 Con bonus raises Oskars hp to 15; his Concentration to 6 and his Fort save to +4 Money in Belt Pouch 25 gold, 2 silver, 9 copper Level 0 Spells: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison(*), Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance Level 1 Spells: Endure Elements, Identify(*), Mage Armor, Magic Weapon, True Strike (*), Comprehend Languages(*), Magic Missile * Specialised School Divination (Necromancy prohibited) Spells per day Level 0: 4+1 Level 1: 2+1 Typically memorises: Level 0: Detect Magic, Detect Poison, Read Magic, Prestidigitation, Light Level 1: Mage Armour, True Strike, Magic Missile Edit: Completed character and fixed typos [/QUOTE]
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