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Redclaw's The Sinister Secret of Whiterock OOC
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<blockquote data-quote="Walking Dad" data-source="post: 4135334" data-attributes="member: 59043"><p>[sblock=Tulbar the Warmage]Name: Tulbar</p><p>Race: Deep Halfling</p><p>Class: Warmage 2</p><p>Diety: Yondalla</p><p>Align: N-G</p><p>HPs: 14</p><p>XPs: ?</p><p></p><p>Str: 10 (4 pts, -2 Racial)</p><p>Dex: 16 (6 pts, +2 Racial)</p><p>Con: 14 (6 pts)</p><p>Int: 14 (6 pts)</p><p>Wis: 10 (2 pts)</p><p>Cha: 14 (6 pts)</p><p></p><p></p><p>BAB: +1</p><p>AC: 19, Touch: 14, Flat Footed: 16</p><p>Fort: +3</p><p>Refl: +4</p><p>Will: +4 (+6 vs fear)</p><p>Move: 20' (15')</p><p>Init: +3</p><p>Listen/Spot: +2 / +0 </p><p>Loads: Light: 0-25 / Medium 26 - 50 / Heavy 50 - 75</p><p>[SBLOCK=Deep Halfling Traits]</p><p>- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class,</p><p>a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks,</p><p>but she uses smaller weapons than humans use, and her lifting and carrying limits</p><p>are three-quarters of those of a Medium character.</p><p>- Darkvision out to 60 feet.</p><p>- Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.</p><p>- +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.</p><p>- +2 racial bonus on Listen checks.</p><p>- +1 racial bonus on all saving throws.</p><p>- +2 morale bonus on saving throws against fear:</p><p>This bonus stacks with the halfling’s +1 bonus on saving throws in general.</p><p>- +1 racial bonus on attack rolls with thrown weapons and slings.</p><p>[/SBLOCK]</p><p></p><p>Weapons:</p><p>Dagger (x2) -- +1 To Hit, 1d3 Damage (19-20 x2)</p><p>Sling -- +5 To Hit, 1d3 Damage ( x2)</p><p></p><p>Skills:</p><p>Concentration: +7 (5 Ranks, +2 Con Mod)</p><p>Hide: +7 (0 Ranks, +3 Dex Mod, +4 size)</p><p>Knowledge (Arcane): +7 (5 Ranks, +2 Int Mod)</p><p>Knowledge (History): +7 (5 Ranks, +2 Int Mod)</p><p>Move Silently: +3 (0 Ranks, +3 Dex Mod)</p><p>Spellcraft: +9 (5 Ranks, +2 Int Mod, +2 synergy)</p><p></p><p>Languages:</p><p>Common, Halfling, Dwarven, Draconic, Elf</p><p></p><p>Class Features:</p><p>Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 196). There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield.</p><p>Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. For Area of effect spells, such as Fireball, all foes receive the bonus damage. For targeted spells, such as Ray of Fire and Magic Missile, only one target takes the extra damage.</p><p></p><p>Feats:</p><p>Class Granted</p><p>Weapon Proficiency -- simple</p><p>Armor Proficiency -- light</p><p>Shield Proficiency -- light</p><p>Chosen</p><p>Point Blank Shot</p><p>[sblock=Equipment]</p><p>Dagger 2x) 15gp 2lbs</p><p>Sling 0gp lbs</p><p>Sling Bullets (x20) 2sp 1 lbs</p><p></p><p>MW Chainshirt 400gp 12.5 lbs</p><p>light wooden shield 3gp 2.5 lbs</p><p></p><p>Backpack 2gp 0.5lbs</p><p>Bedroll 1sp 1.25lbs</p><p>Scroll Case 1gp 0.5lbs</p><p>Flint and Steel 1gp</p><p>Pouch, Belt 1gp 0.5lbs (medium sized)</p><p>Rations x1 5sp 0.25lbs</p><p>Soap 1gp 2lbs</p><p>Spell Components Pouch 5 gp 2lbs</p><p>Traveller's Outfit 1gp (1.25 lbs)</p><p>Waterskin 1gp 1lbs</p><p>Whetstone 2cp 1lbs</p><p>Sunrod (x2) 4gp 2lbs</p><p>Torch 2cp 2lbs.</p><p>Healing potion (x4) 200gp</p><p></p><p></p><p>250gp for covaithe's wand</p><p></p><p></p><p>Total Cost: 890gp, 8sp, 4cp</p><p>Left Over: 9gp, 1sp, 6cp</p><p></p><p>Total Weight: 33.25 lbs -> medium load[/sblock]</p><p>Age: 24</p><p>Height: 2'11"</p><p>Weight: 30lb</p><p>Eyes: green</p><p>Hair: brown</p><p>Skin: light tan</p><p></p><p><u></u></p><p><u>Tulbar's background:</u></p><p>Tulbar was born to a small and peaceful deep halfling community. He showed arcane talent and was ready to begin his bard apprenticeship. But evil struck the little village. An orc warlord, named Kurgar, destroyed it on his way to a highelf city. Tulbar was one of the few survivors. The elfs , after defeating the murdering horde, gave the remaining Halfling refuge. Here started Tulbar his warmage training.</p><p></p><p>Spells:</p><p>0- 6/day (DC 12)</p><p>1- 5/day (DC 13)</p><p>[sblock=Warmage Spells]<img src="http://www.enworld.org/attachment.php?attachmentid=33225" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/SBLOCK][/SBLOCK]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4135334, member: 59043"] [sblock=Tulbar the Warmage]Name: Tulbar Race: Deep Halfling Class: Warmage 2 Diety: Yondalla Align: N-G HPs: 14 XPs: ? Str: 10 (4 pts, -2 Racial) Dex: 16 (6 pts, +2 Racial) Con: 14 (6 pts) Int: 14 (6 pts) Wis: 10 (2 pts) Cha: 14 (6 pts) BAB: +1 AC: 19, Touch: 14, Flat Footed: 16 Fort: +3 Refl: +4 Will: +4 (+6 vs fear) Move: 20' (15') Init: +3 Listen/Spot: +2 / +0 Loads: Light: 0-25 / Medium 26 - 50 / Heavy 50 - 75 [SBLOCK=Deep Halfling Traits] - Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. - Darkvision out to 60 feet. - Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. - +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal. - +2 racial bonus on Listen checks. - +1 racial bonus on all saving throws. - +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. - +1 racial bonus on attack rolls with thrown weapons and slings. [/SBLOCK] Weapons: Dagger (x2) -- +1 To Hit, 1d3 Damage (19-20 x2) Sling -- +5 To Hit, 1d3 Damage ( x2) Skills: Concentration: +7 (5 Ranks, +2 Con Mod) Hide: +7 (0 Ranks, +3 Dex Mod, +4 size) Knowledge (Arcane): +7 (5 Ranks, +2 Int Mod) Knowledge (History): +7 (5 Ranks, +2 Int Mod) Move Silently: +3 (0 Ranks, +3 Dex Mod) Spellcraft: +9 (5 Ranks, +2 Int Mod, +2 synergy) Languages: Common, Halfling, Dwarven, Draconic, Elf Class Features: Armored Mage (light) – Cast Impromptu Charisma-based Arcane Spells from the Warmage Spell List (see page 196). There is no chance of Arcane Spell Failure when wearing no more than Light Armor and/or a Light Shield. Warmage Edge – Add your Intelligence modifier to the damage done by any spell that does hit-point damage. For Area of effect spells, such as Fireball, all foes receive the bonus damage. For targeted spells, such as Ray of Fire and Magic Missile, only one target takes the extra damage. Feats: Class Granted Weapon Proficiency -- simple Armor Proficiency -- light Shield Proficiency -- light Chosen Point Blank Shot [sblock=Equipment] Dagger 2x) 15gp 2lbs Sling 0gp lbs Sling Bullets (x20) 2sp 1 lbs MW Chainshirt 400gp 12.5 lbs light wooden shield 3gp 2.5 lbs Backpack 2gp 0.5lbs Bedroll 1sp 1.25lbs Scroll Case 1gp 0.5lbs Flint and Steel 1gp Pouch, Belt 1gp 0.5lbs (medium sized) Rations x1 5sp 0.25lbs Soap 1gp 2lbs Spell Components Pouch 5 gp 2lbs Traveller's Outfit 1gp (1.25 lbs) Waterskin 1gp 1lbs Whetstone 2cp 1lbs Sunrod (x2) 4gp 2lbs Torch 2cp 2lbs. Healing potion (x4) 200gp 250gp for covaithe's wand Total Cost: 890gp, 8sp, 4cp Left Over: 9gp, 1sp, 6cp Total Weight: 33.25 lbs -> medium load[/sblock] Age: 24 Height: 2'11" Weight: 30lb Eyes: green Hair: brown Skin: light tan [U] Tulbar's background:[/U] Tulbar was born to a small and peaceful deep halfling community. He showed arcane talent and was ready to begin his bard apprenticeship. But evil struck the little village. An orc warlord, named Kurgar, destroyed it on his way to a highelf city. Tulbar was one of the few survivors. The elfs , after defeating the murdering horde, gave the remaining Halfling refuge. Here started Tulbar his warmage training. Spells: 0- 6/day (DC 12) 1- 5/day (DC 13) [sblock=Warmage Spells][IMG]http://www.enworld.org/attachment.php?attachmentid=33225[/IMG][/SBLOCK][/SBLOCK] [/QUOTE]
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