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Oathbound : Homecoming (full up)
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<blockquote data-quote="kirinke" data-source="post: 1551065" data-attributes="member: 15409"><p><strong><span style="color: Cyan"><span style="font-size: 15px">Marisa Veridath</span></span></strong></p><p>Female Aasimar</p><p>AGE: 20</p><p></p><p>PATRON DEITY: Pelor. </p><p>ALIGNMENT: Chaotic Good. </p><p>CLASS: Ranger 4/Cleric 2. </p><p>EXP: 15000.</p><p></p><p>HGT: 6ft</p><p>WGT: 150</p><p>BUILD: slender, deceptively muscular</p><p>EYES: pale gold</p><p>HAIR: Black with silver highlights</p><p>COMPLEXION: Tanned</p><p>HOME: The Crystal Mountains</p><p></p><p>STR: 16 (+3)</p><p>DEX: 16 (+3)</p><p>CON: 12 (+1)</p><p>INT: 12 (+1)</p><p>WIS: 14 (+2)</p><p>CHA: 13 (+1)</p><p></p><p>HIT POINTS: 45</p><p>BAB/GRAPPLE: +5/+3</p><p>FORT: 8</p><p>REFLEX: 7</p><p>WILL: 6</p><p>INITATIVE: 3</p><p>MELEE/RANGED: +8/+8</p><p></p><p>CARRYING CAPACITY</p><p>LIGHT LOAD: 76 lbs or less</p><p>MEDIUM LOAD: 77-153 lbs</p><p>HEAVY LOAD: 154-230 lbs</p><p></p><p>ARMOR CLASS: 13 (16 with masterwork studded leather. +5 dex bonus)</p><p>TOUCH 13. FLAT-FOOTED 10</p><p></p><p>LANGUAGES: Common. Celestial. Infernal. Abyssal. Elvish. </p><p></p><p><strong><span style="color: White"><span style="font-size: 15px">SKILLS</span></span></strong> </p><p>+3 Concentration (+1 abil bonus = +4)</p><p>+3 Craft (+1 abil bonus = +4)</p><p>+3 Diplomacy (+1 abil bonus = +4)</p><p>+3 handle animal (+1 abil bonus = +4)</p><p>+9 Heal (+2 abil bonus = +11)</p><p>+3 Hide (+3 abil bonus = +6)</p><p>+3 knowledge arcane (+1 abil bonus = +4)</p><p>+3 knowledge dungeoneering ( +1 abil bonus = +4)</p><p>+3 knowledge geography ( +1 abil bonus = +4)</p><p>+1 knowledge history (+1 abil bonus = +4)</p><p>+3 knowledge nature (+1 abil bonus = +4)</p><p>+3 knowledge religion (+1 abil bonus = +4)</p><p>+3 knowledge planes (+1 abil bonus = +4)</p><p>+5 Listen (+2 abil bonus = +7)</p><p>+3 move silently (+3 abil bonus = +6)</p><p>+3 Ride (+3 abil bonus = +6)</p><p>+3 Search (+1 abil bonus = +4)</p><p>+10 Spot (+2 abil bonus = +12)</p><p>+4 Survival (+2 abil bonus = +6)</p><p>+1 Swim (+3 abil bonus = +4)</p><p></p><p><strong><span style="color: White"><span style="font-size: 15px">FEATS:</span></span>[/I]</strong></p><p>Scribe scroll</p><p>Improved turning</p><p>Two weapon fighting</p><p>Dodge</p><p></p><p><strong><span style="font-size: 15px"><span style="color: White">RACIAL QUALITIES</span></span></strong></p><p>+2 wisdom. +2 charisma</p><p>Medium size</p><p>Base land speed is 30ft</p><p>Can see in the dark up to 60ft</p><p>+2 racial bonus on spot and listen checks</p><p>Special attacks: daylight 1x per day</p><p>+5 resistance to acid, cold and electricity</p><p>Automatic languages: Celestial.</p><p></p><p><strong><span style="font-size: 15px"><span style="color: White">CLASS FEATURES</span></span></strong></p><p>Proficient with all types of armor</p><p>Proficient with all martial and simple weapons</p><p>Proficient with all shields save tower shields</p><p>Can turn undead.</p><p>Automatic languages: Celestial, infernal, abyssal. </p><p>Favored enemy: Incorporeal undead</p><p>Track. Wild empathy</p><p>Combat style Archery: Rapid shot</p><p>Virtual ambidexterity</p><p>Endurance</p><p>Animal Companion</p><p></p><p><strong><span style="font-size: 15px"><span style="color: White">AURA:</span></span></strong> </p><p>as both a cleric and an Aasimar, Marisa has a very powerful chaotic good aura. Because she is possessed by a demon (despite it being lawful good), Marisa’s aura is oddly tainted with evil. She usually dismisses it as a reaction to the extreme negative energy backlash she suffered when both the demon and high priest (who tried to kill her) both perished at the same time. </p><p></p><p><strong><span style="font-size: 15px"><span style="color: White">DOMAINS</span></span></strong> </p><p><strong><em><span style="color: Cyan">Sun. Strength</span></em></strong></p><p>She can perform a feat of strength as a super natural ability. She gains an enhancement bonus to strength equal to her cleric level. Activating the power is a free action and the power lasts 1 round. It is usable 1x per day.</p><p></p><p>1x per day, she can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.</p><p></p><p><strong><span style="color: White">DOMAIN SPELLS</span></strong></p><p>Endure elements. Enlarge person.</p><p></p><p><strong><span style="color: White">0 LEVEL CLERICAL SPELLS:</span></strong> Create water. Detect magic. Light. Read magic. Detect undead.</p><p><strong><span style="color: White">1 LEVEL CLERICAL SPELLS:</span></strong> Detect evil. Bless water. Cure light wounds.</p><p><strong><span style="color: White">1 LEVEL RANGER SPELLS:</span></strong> Detect poison</p><p></p><p><strong><em><span style="color: White"><span style="font-size: 15px">APPEARANCE</span></span></em></strong></p><p>Marisa is a striking young woman with finely chiseled features and a slender, rangy build. She is 6ft tall and her skin is tanned from countless hours spent outdoors. Her eyes are a strange pale gold, and on occasion, they seem to glow with an unsettling light. Her jet black hair has silver highlights and is normally braided into a wrist thick braid, which hangs past her waist. She favors green and yellow clothing, both for the fact that they blend in well with forest settings and as a respectful nod to her own clergy. </p><p></p><p><strong><em><span style="color: White"><span style="font-size: 15px">BACKGROUND</span></span></em></strong></p><p>The Veridath family was always odd.</p><p>About 90% of her family is composed of healers of one sort or another and the rest are equally divided between paladins, magic-workers, rangers and the like. For the most part, her family is usually well-received wherever they go. In fact, almost all of them displayed some sort of supernatural gift.</p><p></p><p>Marisa was no exception. As a child, she could call light to her fingers, and the most vicious animal was docile under her gentle influence. Despite this, she tested negative for the more usual wizardly powers and was given into the care of a cousin skilled in woodcraft and druidism. </p><p></p><p>When she was ten, Marisa’s family was attacked by an evil cult, possibly belonging to Nerull. During the fighting, she was taken prisoner. The cult’s high priest was very close to ascending to god-hood status. All he needed to complete the process was a demonic sacrifice of at least pit fiend status and a being with some celestial blood running through their veins. Marisa was chosen both for her celestial heritage and her innocence.</p><p></p><p>The cultist’s did manage to get their hands on a pit fiend, but one who had been imprisoned for thousands of years. The pit fiend had nothing to do but think. He eventually began to realize that his past actions had hurt many people and started to slide towards good. When the cultist’s ’freed’ him, the pit fiend had slid almost completely towards lawful good.</p><p></p><p>Due to the fact that he was no longer evil, the cultist’s spells did not quite hold him and he managed to break free long enough to kill the high priest and many of the rest of the cultists, before he himself was cut down. For some reason, his spirit was drawn to Marisa’s, and he inadvertently possessed her. Since then, her aura has been oddly tainted with evil, for though the demon is good and relatively harmless to her, he is still a demon.</p><p></p><p>The demon causes most sensitive people to be slightly jumpy around her. He rarely manifests himself and then, only when he absolutely has to in order to protect Marisa from soul/life destroying situations. That only happened once, when she was beset by a necromancer commanding an entire cemetery of greater undead (she was only second level). For the most part, the demon contents himself with offering mental advice and sarcastic comments, usually quite helpful.</p><p></p><p><strong><p style="text-align: center"><span style="color: White"><span style="font-size: 18px">ANIMALS</span></span></p><p></strong></p><p><strong><span style="color: Cyan"><span style="font-size: 15px">Female Warhorse, Heavy</span></span></strong></p><p>NAME: Sugar </p><p>Large Animal </p><p>Hit Dice: 4d8+12 (30 hp) </p><p>Initiative: +1 </p><p>Speed: 50 ft. (10 squares) </p><p>Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 </p><p>Base Attack/Grapple: +3/+11 </p><p>Attack: Hoof +6 melee (1d6+4) </p><p>Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +7, Ref +5, Will +2 </p><p>Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 </p><p>Skills: Listen +5, Spot +4 </p><p>Feats: Endurance, Run </p><p></p><p>These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.</p><p>Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.</p><p></p><p>Sugar is generally a very sweet and mild-mannered war-horse, though she can be death on four hooves if Marisa asks it of her. Sugar looks very much like a Percheron and is a dapple gray with a white mane and tale. </p><p></p><p><strong><span style="font-size: 15px"><span style="color: Cyan">MULE</span></span></strong></p><p>NAME: Spice</p><p>Large Animal </p><p>Hit Dice: 3d8+9 (22 hp) </p><p>Initiative: +1 </p><p>Speed: 30 ft. (6 squares) </p><p>Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 </p><p>Base Attack/Grapple: +2/+9 </p><p>Attack: Hoof +4 melee (1d4+3) </p><p>Full Attack: 2 hooves +4 melee (1d4+3) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +6, Ref +4, Will +1 </p><p>Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6 </p><p>Skills: Listen +6, Spot +6 </p><p>Feats: Alertness, Endurance </p><p></p><p>Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.</p><p>Combat</p><p>A mule’s powerful kick can be dangerous.</p><p>Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.</p><p>Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.</p><p></p><p>Spice is a very cute, black hinny. As a foal, her bouncy exuberance earned her name. Now as an adult, she enjoys sleeping and is a bit lazy and grumpy at times. </p><p></p><p><span style="font-size: 15px"><span style="color: White"><strong>EQUIPMENT</strong></span></span></p><p>(01 lbs) Bit and bridle</p><p>(01 lbs) Horse grooming equipment</p><p>(40 lbs) Military saddle</p><p>(20 lbs) Pack saddle</p><p>(01 lbs) 2 saddle blankets</p><p>(02 lbs) 2 horse blankets (one for sugar, one for spice)</p><p>(64 lbs) 8 saddle bags</p><p>(140 lbs) 2 weeks of feed</p><p>(10 lbs) bedroll/2 blankets</p><p>(06 lbs) 2 winter blankets</p><p>(20 lbs) tent</p><p>(05 lbs) repair kit</p><p></p><p>(50 lbs) Healer’s kit</p><p>(01 lbs) Sewing kit</p><p>(01 lbs) Toiletry kit</p><p>(01 lbs) soap</p><p>(01 lbs) Mess kit</p><p>(01 lbs) cooking kit</p><p>(01 lbs) hand mill</p><p>(01 lbs) percolator</p><p>(70 lbs) 1 week of iron rations</p><p>(01 lbs) salt</p><p>(01 lbs) sugar</p><p>(01 lbs) tea</p><p>(12 lbs) 3 sets of cleric’s vestments</p><p>(24 lbs) 3 sets of explorer’s outfits</p><p>(--- lbs) money belt</p><p>(14 lbs) 3 cold weather outfits</p><p>(02 lbs) quiver scabbard</p><p></p><p></p><p><strong>ARMOR</strong></p><p>Masterwork Studded leather armor</p><p>Armor/shield bonus: +3</p><p>Max dex bonus: +5</p><p>Armor check penalty: 0</p><p>Arcane spell failure chance: 15</p><p>Speed 30ft/20ft: 30ft/20ft</p><p>Weight: 20 lbs</p><p></p><p><strong>WEAPONS</strong></p><p>Flaming Scimitar (+1 bonus): 1d6 hit points of fire damage on a successful hit. (1 handed melee weapon)</p><p>*note these statistics are without the bonuses</p><p>DMG: small 1d4</p><p>Damage medium: 1d6</p><p>Critical: 18–20/x2</p><p>Weight: 4 lbs</p><p>Type: slashing</p><p>Name: Grace</p><p></p><p><strong><span style="font-size: 15px">Frost Scimitar</span></strong> </p><p>(+1 bonus): 1d6 hit points of damage on a successful hit (1 handed melee weapon)</p><p>*note these statistics are without the bonuses</p><p>DMG: small 1d4</p><p>Damage medium: 1d6</p><p>Critical: 18–20/x2</p><p>Weight: 4 lbs</p><p>Type: slashing</p><p>Name: Promise</p><p></p><p>*****</p><p><strong>Masterwork composite longbow</strong></p><p>DMG small: 1d6</p><p>DMG medium: 1d8</p><p>Critical: x3</p><p>Range increment: 110 feet</p><p>Weight: 3 lbs</p><p>(09 lbs) 60 arrows</p><p></p><p></p><p><strong>TREASURE</strong></p><p>PP: 50. GP: 25. SP: 100. CP: 100.</p><p></p><p>Silver holy symbol on a silver necklace</p><p>Signet ring</p><p>5 vials of holy water</p><p>Bag of holding 500 lbs</p></blockquote><p></p>
[QUOTE="kirinke, post: 1551065, member: 15409"] [B][COLOR=Cyan][SIZE=4]Marisa Veridath[/SIZE][/COLOR][/B] Female Aasimar AGE: 20 PATRON DEITY: Pelor. ALIGNMENT: Chaotic Good. CLASS: Ranger 4/Cleric 2. EXP: 15000. HGT: 6ft WGT: 150 BUILD: slender, deceptively muscular EYES: pale gold HAIR: Black with silver highlights COMPLEXION: Tanned HOME: The Crystal Mountains STR: 16 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) HIT POINTS: 45 BAB/GRAPPLE: +5/+3 FORT: 8 REFLEX: 7 WILL: 6 INITATIVE: 3 MELEE/RANGED: +8/+8 CARRYING CAPACITY LIGHT LOAD: 76 lbs or less MEDIUM LOAD: 77-153 lbs HEAVY LOAD: 154-230 lbs ARMOR CLASS: 13 (16 with masterwork studded leather. +5 dex bonus) TOUCH 13. FLAT-FOOTED 10 LANGUAGES: Common. Celestial. Infernal. Abyssal. Elvish. [B][COLOR=White][SIZE=4]SKILLS[/SIZE][/COLOR][/B] +3 Concentration (+1 abil bonus = +4) +3 Craft (+1 abil bonus = +4) +3 Diplomacy (+1 abil bonus = +4) +3 handle animal (+1 abil bonus = +4) +9 Heal (+2 abil bonus = +11) +3 Hide (+3 abil bonus = +6) +3 knowledge arcane (+1 abil bonus = +4) +3 knowledge dungeoneering ( +1 abil bonus = +4) +3 knowledge geography ( +1 abil bonus = +4) +1 knowledge history (+1 abil bonus = +4) +3 knowledge nature (+1 abil bonus = +4) +3 knowledge religion (+1 abil bonus = +4) +3 knowledge planes (+1 abil bonus = +4) +5 Listen (+2 abil bonus = +7) +3 move silently (+3 abil bonus = +6) +3 Ride (+3 abil bonus = +6) +3 Search (+1 abil bonus = +4) +10 Spot (+2 abil bonus = +12) +4 Survival (+2 abil bonus = +6) +1 Swim (+3 abil bonus = +4) [B][COLOR=White][SIZE=4]FEATS:[/SIZE][/COLOR][/I][/B] Scribe scroll Improved turning Two weapon fighting Dodge [B][SIZE=4][COLOR=White]RACIAL QUALITIES[/COLOR][/SIZE][/B] +2 wisdom. +2 charisma Medium size Base land speed is 30ft Can see in the dark up to 60ft +2 racial bonus on spot and listen checks Special attacks: daylight 1x per day +5 resistance to acid, cold and electricity Automatic languages: Celestial. [B][SIZE=4][COLOR=White]CLASS FEATURES[/COLOR][/SIZE][/B] Proficient with all types of armor Proficient with all martial and simple weapons Proficient with all shields save tower shields Can turn undead. Automatic languages: Celestial, infernal, abyssal. Favored enemy: Incorporeal undead Track. Wild empathy Combat style Archery: Rapid shot Virtual ambidexterity Endurance Animal Companion [B][SIZE=4][COLOR=White]AURA:[/COLOR][/SIZE][/B] as both a cleric and an Aasimar, Marisa has a very powerful chaotic good aura. Because she is possessed by a demon (despite it being lawful good), Marisa’s aura is oddly tainted with evil. She usually dismisses it as a reaction to the extreme negative energy backlash she suffered when both the demon and high priest (who tried to kill her) both perished at the same time. [B][SIZE=4][COLOR=White]DOMAINS[/COLOR][/SIZE][/B] [B][I][COLOR=Cyan]Sun. Strength[/COLOR][/I][/B] She can perform a feat of strength as a super natural ability. She gains an enhancement bonus to strength equal to her cleric level. Activating the power is a free action and the power lasts 1 round. It is usable 1x per day. 1x per day, she can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. [B][COLOR=White]DOMAIN SPELLS[/COLOR][/B] Endure elements. Enlarge person. [B][COLOR=White]0 LEVEL CLERICAL SPELLS:[/COLOR][/B] Create water. Detect magic. Light. Read magic. Detect undead. [B][COLOR=White]1 LEVEL CLERICAL SPELLS:[/COLOR][/B] Detect evil. Bless water. Cure light wounds. [B][COLOR=White]1 LEVEL RANGER SPELLS:[/COLOR][/B] Detect poison [B][I][COLOR=White][SIZE=4]APPEARANCE[/SIZE][/COLOR][/I][/B] Marisa is a striking young woman with finely chiseled features and a slender, rangy build. She is 6ft tall and her skin is tanned from countless hours spent outdoors. Her eyes are a strange pale gold, and on occasion, they seem to glow with an unsettling light. Her jet black hair has silver highlights and is normally braided into a wrist thick braid, which hangs past her waist. She favors green and yellow clothing, both for the fact that they blend in well with forest settings and as a respectful nod to her own clergy. [B][I][COLOR=White][SIZE=4]BACKGROUND[/SIZE][/COLOR][/I][/B] The Veridath family was always odd. About 90% of her family is composed of healers of one sort or another and the rest are equally divided between paladins, magic-workers, rangers and the like. For the most part, her family is usually well-received wherever they go. In fact, almost all of them displayed some sort of supernatural gift. Marisa was no exception. As a child, she could call light to her fingers, and the most vicious animal was docile under her gentle influence. Despite this, she tested negative for the more usual wizardly powers and was given into the care of a cousin skilled in woodcraft and druidism. When she was ten, Marisa’s family was attacked by an evil cult, possibly belonging to Nerull. During the fighting, she was taken prisoner. The cult’s high priest was very close to ascending to god-hood status. All he needed to complete the process was a demonic sacrifice of at least pit fiend status and a being with some celestial blood running through their veins. Marisa was chosen both for her celestial heritage and her innocence. The cultist’s did manage to get their hands on a pit fiend, but one who had been imprisoned for thousands of years. The pit fiend had nothing to do but think. He eventually began to realize that his past actions had hurt many people and started to slide towards good. When the cultist’s ’freed’ him, the pit fiend had slid almost completely towards lawful good. Due to the fact that he was no longer evil, the cultist’s spells did not quite hold him and he managed to break free long enough to kill the high priest and many of the rest of the cultists, before he himself was cut down. For some reason, his spirit was drawn to Marisa’s, and he inadvertently possessed her. Since then, her aura has been oddly tainted with evil, for though the demon is good and relatively harmless to her, he is still a demon. The demon causes most sensitive people to be slightly jumpy around her. He rarely manifests himself and then, only when he absolutely has to in order to protect Marisa from soul/life destroying situations. That only happened once, when she was beset by a necromancer commanding an entire cemetery of greater undead (she was only second level). For the most part, the demon contents himself with offering mental advice and sarcastic comments, usually quite helpful. [B][CENTER][COLOR=White][SIZE=5]ANIMALS[/SIZE][/COLOR][/CENTER][/B] [B][COLOR=Cyan][SIZE=4]Female Warhorse, Heavy[/SIZE][/COLOR][/B] NAME: Sugar Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Run These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds. Sugar is generally a very sweet and mild-mannered war-horse, though she can be death on four hooves if Marisa asks it of her. Sugar looks very much like a Percheron and is a dapple gray with a white mane and tale. [B][SIZE=4][COLOR=Cyan]MULE[/COLOR][/SIZE][/B] NAME: Spice Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) Space/Reach: 10 ft./5 ft. Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +1 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6 Skills: Listen +6, Spot +6 Feats: Alertness, Endurance Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile. Combat A mule’s powerful kick can be dangerous. Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds. Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling. Spice is a very cute, black hinny. As a foal, her bouncy exuberance earned her name. Now as an adult, she enjoys sleeping and is a bit lazy and grumpy at times. [SIZE=4][COLOR=White][B]EQUIPMENT[/B][/COLOR][/SIZE] (01 lbs) Bit and bridle (01 lbs) Horse grooming equipment (40 lbs) Military saddle (20 lbs) Pack saddle (01 lbs) 2 saddle blankets (02 lbs) 2 horse blankets (one for sugar, one for spice) (64 lbs) 8 saddle bags (140 lbs) 2 weeks of feed (10 lbs) bedroll/2 blankets (06 lbs) 2 winter blankets (20 lbs) tent (05 lbs) repair kit (50 lbs) Healer’s kit (01 lbs) Sewing kit (01 lbs) Toiletry kit (01 lbs) soap (01 lbs) Mess kit (01 lbs) cooking kit (01 lbs) hand mill (01 lbs) percolator (70 lbs) 1 week of iron rations (01 lbs) salt (01 lbs) sugar (01 lbs) tea (12 lbs) 3 sets of cleric’s vestments (24 lbs) 3 sets of explorer’s outfits (--- lbs) money belt (14 lbs) 3 cold weather outfits (02 lbs) quiver scabbard [B]ARMOR[/B] Masterwork Studded leather armor Armor/shield bonus: +3 Max dex bonus: +5 Armor check penalty: 0 Arcane spell failure chance: 15 Speed 30ft/20ft: 30ft/20ft Weight: 20 lbs [B]WEAPONS[/B] Flaming Scimitar (+1 bonus): 1d6 hit points of fire damage on a successful hit. (1 handed melee weapon) *note these statistics are without the bonuses DMG: small 1d4 Damage medium: 1d6 Critical: 18–20/x2 Weight: 4 lbs Type: slashing Name: Grace [B][SIZE=4]Frost Scimitar[/SIZE][/B] (+1 bonus): 1d6 hit points of damage on a successful hit (1 handed melee weapon) *note these statistics are without the bonuses DMG: small 1d4 Damage medium: 1d6 Critical: 18–20/x2 Weight: 4 lbs Type: slashing Name: Promise ***** [B]Masterwork composite longbow[/B] DMG small: 1d6 DMG medium: 1d8 Critical: x3 Range increment: 110 feet Weight: 3 lbs (09 lbs) 60 arrows [B]TREASURE[/B] PP: 50. GP: 25. SP: 100. CP: 100. Silver holy symbol on a silver necklace Signet ring 5 vials of holy water Bag of holding 500 lbs [/QUOTE]
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