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Radiance Monster Hunter (OCC Thread)
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<blockquote data-quote="KahlessNestor" data-source="post: 7030597" data-attributes="member: 6801311"><p>Okay, here's my character sheet.</p><p></p><p></p><p><img src="http://i67.tinypic.com/2m2e62c.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>NAME: Moradin Bronzoborodyy (Bronzebeard)</p><p>RACE: Dwarf</p><p>CLASS/LEVEL: Pathfinder/2</p><p>ALIGNMENT: Neutral Good</p><p>SIZE: Medium</p><p>---</p><p>SENSES: Darkvision</p><p>PERCEPTION +4</p><p>STEALTH +2</p><p>LANGUAGES: Common, Celestial, Dwarven, Draconic, Elven, Giant, Infernal, Undercommon</p><p>INITIATIVE: +2</p><p>---</p><p>SPEED: 20 ft</p><p>ATTACK: 1d20+4</p><p>WEAPON:</p><p>*Shotgun: 1d20+5; 30 ft; 6 shots/40 shells (1 reload move; full reload full round)</p><p>*Battleaxe: 1d20+4</p><p>*Handaxe: 1d20+4</p><p>DAMAGE:</p><p>*Shotgun: 2d8+2/P</p><p>*Battleaxe: 1d8/S</p><p>*Handaxe: 1d6/S</p><p>---</p><p>ARMOR: Chain shirt</p><p>DR: 4</p><p>WOUNDS: 11</p><p>VITALITY: 13</p><p></p><p>FORTITUDE 18</p><p>REFLEX 16</p><p>WILL 15</p><p>*Dwarven Resistances: +2 vs poison and magic.</p><p>*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.</p><p>*Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion.</p><p>*Trap Sense: +5 Reflex vs traps.</p><p>---</p><p>STR 11 (+0)</p><p>CON 16 (+3)</p><p>DEX 15 (+2)</p><p>INT 16 (+3)</p><p>WIS 15 (+2)</p><p>CHA 7 (-2)</p><p></p><p>PRIME ATTRIBUTE: Intelligence</p><p></p><p>SKILLS</p><p>Acrobatics (Dex) +2</p><p>Appraise (Int) +8 (Artisan: +5)</p><p>Arcane (Int) +5</p><p>Athletics (Str) +0</p><p>Bluff (Cha) -2</p><p>Craft (Int) +3 (Artisan: +5)</p><p>Diplomacy (Cha) -2</p><p>Disguise (Cha) -2</p><p>Dungeoneering (Int) +14</p><p>Endurance (Con) +10</p><p>Handle Animals (Wis) +2</p><p>Heal (Wis) +2</p><p>History (Int) +7</p><p>Insight (Wis) +2</p><p>Intimidate (Str) +0</p><p>Literacy (Int) +5</p><p>Mechanics (Dex) +2</p><p>Music (Cha) -2</p><p>Nature (Int) +9</p><p>Nobility (Cha) -2</p><p>Perception (Wis) +4 (Stonecunning: +2)</p><p>Pilot (Dex) +9 (+10 once per day)</p><p>Religion (Wis) +4</p><p>Stealth (Dex) +2</p><p>Streetwise (Cha) +0</p><p>Survival (Wis) +4</p><p>Trick (Dex) +2</p><p>Warcraft (Int) +5 (Artisan: +5)</p><p>---</p><p>AGE: 43</p><p>COMELINESS: 10</p><p>MULTICLASS OPTION: Cleric, Fighter, Psion</p><p>DEITY: Solari</p><p>THEME: Explorer</p><p>---</p><p>EQUIPMENT:</p><p>Chain Shirt (1)</p><p>Shotgun (2)</p><p>Battleaxe (2)</p><p>Handaxe (1)</p><p>Basic Pack (traveler’s outfit, standard ID papers, traveling papers, 2 days trail rations, full waterskin, backpack and bedroll, wooden holy symbol, 2 belt pouches, sunrod, tindertwig)(3)</p><p>50 ft Silk rope (1)</p><p>40 shotgun shells</p><p></p><p>ENCUMBRANCE SLOTS: 10</p><p>MAX: 15</p><p>*Pack Mule: +4 Str for carrying capacity.</p><p>COIN: 65 gp</p><p>---</p><p>RACIAL ABILITIES:</p><p>*Artisan: +5 Appraise, Craft, Warcraft related to gems, jewelry, stone, or metal.</p><p>*Darkvison: You see in conditions of total darkness as easily as full daylight. Dark vision is black and white only, but it is otherwise like normal sight.</p><p>*Dwarven Resistances: +2 vs poison and magic.</p><p>*Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground.</p><p>*Pack Mule: +4 Str for carrying capacity.</p><p>*Stonecunning: +5 Dungeoneering; +2 Perception to notice unusual stonework (traps, secret doors) when pass within 10 feet.</p><p>*Great Fortitude: +2 Fortitude</p><p>*Iron Will: +2 Will</p><p></p><p>CLASS ABILITIES:</p><p>Armor: Light</p><p>Weapons: Firearms, crossbows, small projectiles, whip, axes</p><p>Special: Thesis, on completion receive academic position of 100 gp/month </p><p>Training: 13 years</p><p>*Identify: +5 Appraise. After spending 1 hour of study and 1 Vitality, you determine all properties of an adjacent magic item within view. You don't need to touch it.</p><p>*Pathfinder Training: +2 Dungeoneering, History, Literacy, Nature, and Survival</p><p>*Trusty Weapon: Shotgun (+1 Attack, +2 Damage)</p><p>*Bear’s Endurance: +5 Endurance. +5 to resist attacks that cause fatigue or exhaustion. Can sleep in armor without becoming fatigued.</p><p>*Linguist: Elven, Celestial, Infernal</p><p>*Piloting: +5 Piloting, +10 once per day.</p><p>*Trap Sense: +5 Reflex vs traps.</p><p></p><p>MINOR BOON:</p><p>*Explorer Skills: +2 Dungeoneering, Endurance, Nature, Perception, Pilot</p><p>*Resist Energy(M): For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or +2 bonus versus all energy types. Costs 1 vitality.</p><p></p><p>BACKGROUND</p><p>Born in the dwarven enclaves of the Ural Mountains in the Russian Empire, Moradin was a bright child, curious and adventurous. His initial training was at the Imperial Academy in St. Petersberg. His interest in dwarven settlements outside the Russian Empire led him to the Royal Academy in Londinium to complete his training and led to his eventual recruitment by the Order of Shadows.</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 7030597, member: 6801311"] Okay, here's my character sheet. [IMG]http://i67.tinypic.com/2m2e62c.jpg[/IMG] NAME: Moradin Bronzoborodyy (Bronzebeard) RACE: Dwarf CLASS/LEVEL: Pathfinder/2 ALIGNMENT: Neutral Good SIZE: Medium --- SENSES: Darkvision PERCEPTION +4 STEALTH +2 LANGUAGES: Common, Celestial, Dwarven, Draconic, Elven, Giant, Infernal, Undercommon INITIATIVE: +2 --- SPEED: 20 ft ATTACK: 1d20+4 WEAPON: *Shotgun: 1d20+5; 30 ft; 6 shots/40 shells (1 reload move; full reload full round) *Battleaxe: 1d20+4 *Handaxe: 1d20+4 DAMAGE: *Shotgun: 2d8+2/P *Battleaxe: 1d8/S *Handaxe: 1d6/S --- ARMOR: Chain shirt DR: 4 WOUNDS: 11 VITALITY: 13 FORTITUDE 18 REFLEX 16 WILL 15 *Dwarven Resistances: +2 vs poison and magic. *Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground. *Bear’s Endurance: +5 vs attacks that cause fatigue or exhaustion. *Trap Sense: +5 Reflex vs traps. --- STR 11 (+0) CON 16 (+3) DEX 15 (+2) INT 16 (+3) WIS 15 (+2) CHA 7 (-2) PRIME ATTRIBUTE: Intelligence SKILLS Acrobatics (Dex) +2 Appraise (Int) +8 (Artisan: +5) Arcane (Int) +5 Athletics (Str) +0 Bluff (Cha) -2 Craft (Int) +3 (Artisan: +5) Diplomacy (Cha) -2 Disguise (Cha) -2 Dungeoneering (Int) +14 Endurance (Con) +10 Handle Animals (Wis) +2 Heal (Wis) +2 History (Int) +7 Insight (Wis) +2 Intimidate (Str) +0 Literacy (Int) +5 Mechanics (Dex) +2 Music (Cha) -2 Nature (Int) +9 Nobility (Cha) -2 Perception (Wis) +4 (Stonecunning: +2) Pilot (Dex) +9 (+10 once per day) Religion (Wis) +4 Stealth (Dex) +2 Streetwise (Cha) +0 Survival (Wis) +4 Trick (Dex) +2 Warcraft (Int) +5 (Artisan: +5) --- AGE: 43 COMELINESS: 10 MULTICLASS OPTION: Cleric, Fighter, Psion DEITY: Solari THEME: Explorer --- EQUIPMENT: Chain Shirt (1) Shotgun (2) Battleaxe (2) Handaxe (1) Basic Pack (traveler’s outfit, standard ID papers, traveling papers, 2 days trail rations, full waterskin, backpack and bedroll, wooden holy symbol, 2 belt pouches, sunrod, tindertwig)(3) 50 ft Silk rope (1) 40 shotgun shells ENCUMBRANCE SLOTS: 10 MAX: 15 *Pack Mule: +4 Str for carrying capacity. COIN: 65 gp --- RACIAL ABILITIES: *Artisan: +5 Appraise, Craft, Warcraft related to gems, jewelry, stone, or metal. *Darkvison: You see in conditions of total darkness as easily as full daylight. Dark vision is black and white only, but it is otherwise like normal sight. *Dwarven Resistances: +2 vs poison and magic. *Earth Anchor: +5 vs Bull Rush, Charge, Grapple, Trip when on the ground. *Pack Mule: +4 Str for carrying capacity. *Stonecunning: +5 Dungeoneering; +2 Perception to notice unusual stonework (traps, secret doors) when pass within 10 feet. *Great Fortitude: +2 Fortitude *Iron Will: +2 Will CLASS ABILITIES: Armor: Light Weapons: Firearms, crossbows, small projectiles, whip, axes Special: Thesis, on completion receive academic position of 100 gp/month Training: 13 years *Identify: +5 Appraise. After spending 1 hour of study and 1 Vitality, you determine all properties of an adjacent magic item within view. You don't need to touch it. *Pathfinder Training: +2 Dungeoneering, History, Literacy, Nature, and Survival *Trusty Weapon: Shotgun (+1 Attack, +2 Damage) *Bear’s Endurance: +5 Endurance. +5 to resist attacks that cause fatigue or exhaustion. Can sleep in armor without becoming fatigued. *Linguist: Elven, Celestial, Infernal *Piloting: +5 Piloting, +10 once per day. *Trap Sense: +5 Reflex vs traps. MINOR BOON: *Explorer Skills: +2 Dungeoneering, Endurance, Nature, Perception, Pilot *Resist Energy(M): For 5 minutes, you or a touched ally enjoy +10 DR against 1 energy type, or +2 bonus versus all energy types. Costs 1 vitality. BACKGROUND Born in the dwarven enclaves of the Ural Mountains in the Russian Empire, Moradin was a bright child, curious and adventurous. His initial training was at the Imperial Academy in St. Petersberg. His interest in dwarven settlements outside the Russian Empire led him to the Royal Academy in Londinium to complete his training and led to his eventual recruitment by the Order of Shadows. [/QUOTE]
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