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3.5: Any interest in a quick Wilderness adventure?
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<blockquote data-quote="Rhun" data-source="post: 4312803" data-attributes="member: 29098"><p>Roughed out from original character...needs some final touches and possible slight modifications if I get accepted into the game.</p><p></p><p>Also, any suggestion on a <strong>favored enemy</strong> for the adventure? I hate to ask, but the class feature is too important to make a bad choice, and could end up being completely useless without some DM guidance.</p><p></p><p><strong>Randmar "Silverdrake" Fairwynn</strong></p><p></p><p>[sblock=APPEARANCE & BACKGROUND]</p><p>Randmar is a well-built human male…at 6’3” in height and 250 lbs, his lean and muscular build can be somewhat imposing. He is dark of skin, with amber colored eyes and longish black hair that he wears tied into numerous small braids. He tends to dress simply in warm, comfortable clothing of natural colors (browns, greens, grays...that help him blend into foliage and such). He always wears a dark green tabard emblazoned with a silver dragon (from whence his nickname comes) over a shirt of fine mithral chainmail. The tabard belonged to his father, and is worn and oft-patched, but Randmar wears it proudly.</p><p></p><p><a href="http://img356.imageshack.us/my.php?image=randmarav9.jpg" target="_blank"><img src="http://img356.imageshack.us/img356/4791/randmarav9.th.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p>Randmar’s preferred weapon is a warhammer, which he wields in his right hand. His warhammer, which he calls "Steelfist" also belonged to his father. In combat, he supplements the hammer with a hand axe wielded in his left hand. He also carries a dagger and longbow to round out his arsenal. Randmar prefers to travel light, living off the land whenever possible.</p><p></p><p>Randmar’s father was a retired knight of the realm, and taught his son how to hunt and fight. When he was old enough, Randmar joined the watch, and served as a scout and guard for his home town of Timberford. Nestled in a river valley near Syrael’s lone mountain, times turned tough when Timberford began to have problems with <em>orcs and ogres</em>.</p><p></p><p>Returning from a patrol one morning, Randmar found that the town had been raided. His father was among the dead. Haunted by his father’s ghost, the young ranger left his home. Turning to mercenary work, Randmar has eked out a meager living while traveling across the lands of Sryael. </p><p>[/sblock]</p><p></p><p>[sblock=STATS] </p><p>Human Male, age 22</p><p>Alignment: Neutral Good</p><p></p><p>Str 17 (+3) (10 points, +1 level increase)</p><p>Dex 14 (+2) (6 points)</p><p>Con 14 (+2) (6 points) </p><p>Int 14 (+2) (6 points) </p><p>Wis 10 (+0) (2 points)</p><p>Cha 10 (+0) (2 points)</p><p></p><p>Ranger, level 3</p><p>Experience: 5000</p><p>Hit Points: 36</p><p>[sblock=Hit Points]</p><p>1st Level: 10 + Max Class HD + Con</p><p>2nd +: 3/4 max (except for any class which gets D4; which is max) + Con[/sblock]</p><p></p><p>Armor Class: 17 (10 base + 4 armor + 2 dex + 1 dodge feat)</p><p>Touch AC: 13</p><p>Flat footed AC: 14</p><p></p><p>Initiative: +2</p><p>Base Speed: 30 feet</p><p></p><p>Saves</p><p>Fort +6 (+4 base + 2 con)</p><p>Ref +6 (+4 base + 2 dex)</p><p>Wil +1 (+1 base + 0 wis)</p><p></p><p>BAB: +3</p><p></p><p>Feats:</p><p>Weapon Focus (Warhammer)</p><p>Improved Initiative</p><p>Combat Expertise</p><p>Dodge</p><p></p><p>Skills</p><p>Climb +9 (4 ranks, +3 str, +2 circumstance)</p><p>Heal +4 (2 ranks, +0 wis, +2 circumstance)</p><p>Hide +10 (6 ranks, +2 dex, +2 circumstance)</p><p>Jump +8 (5 ranks, +3 str)</p><p>Knowledge (dungeoneering) +3 (1 rank, +2 int)</p><p>Knowledge (geography) +4 (2 ranks, +2 int)</p><p>Knowledge (nature) +4 (2 ranks, +2 int)</p><p>Listen +6 (6 ranks, +0 wis)</p><p>Move Silently +10 (6 ranks, +2 dex, +2 circumstance)</p><p>Ride +4 (2 ranks, +2 dex)</p><p>Search +4 (2 ranks, +2 int)</p><p>Spot +6 (6 ranks, +0 wis)</p><p>Survival +6 (6 ranks, +0 wis)</p><p>Swim +7 (4 ranks, +3 str)</p><p></p><p>Languages: Common, Sylvan, Giant </p><p></p><p>Class & Racial Features:</p><p>Favored Enemy: TBD (+2)</p><p>Track</p><p>Wild Empathy</p><p>Improved Combat Style (Two-Weapon Fighting)</p><p>Endurance</p><p>[/sblock]</p><p></p><p>[sblock=GEAR]</p><p>Possessions</p><p>Warhammer +1 2312gp 5lb</p><p>Handaxe, MW 306gp 3lb</p><p>Dagger, alchemical silver 22gp 1lb</p><p>Mithral Shirt 1100gp 10lb</p><p>Longbow, composite MW (+3 str) 700gp 3lb</p><p>40 arrows, cold iron 8gp 6lb</p><p>20 arrows, alchemical silver 22gp 3lb</p><p>5 arrows, adamantine 300gp 1lb</p><p></p><p>Backpack 2gp 2lb</p><p>Bedroll 1sp 5lb</p><p>Chalk, 1 piece 1cp ----</p><p>Fishhook & line 1sp ----</p><p>Flint & steel 1gp ----</p><p>Pouch, belt 1gp ½lb</p><p>Waterskin 1gp 4lb</p><p>Everburning torch 110gp 1lb</p><p>2 sacks 2sp 1lb</p><p>Trail rations, 6 days 30sp 6lb</p><p>Alchemist Fire, 3 flasks 60gp 3lb</p><p>Oil, 3 pints 3sp 3lb</p><p>Traveler’s Outfit 1gp Worn</p><p>Cold Weather Gear 8gp 7lb</p><p>Climber’s Kit 80gp 5lb</p><p>Healer’s Kit 50gp 1lb</p><p>Thieves’ Cloak (Masterwork Tool) 50gp 1lb</p><p>Thieves’ Boots (Masterwork Tool) 50gp 1lb</p><p>Potion (Cure Moderate Wounds) 300gp ----</p><p>4 potions (Cure Light Wounds) 200gp ----</p><p></p><p>Encumberance: Light (42.5 lb)</p><p></p><p>PP:</p><p>GP: 318</p><p>SP: </p><p>CP: </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Rhun, post: 4312803, member: 29098"] Roughed out from original character...needs some final touches and possible slight modifications if I get accepted into the game. Also, any suggestion on a [b]favored enemy[/b] for the adventure? I hate to ask, but the class feature is too important to make a bad choice, and could end up being completely useless without some DM guidance. [b]Randmar "Silverdrake" Fairwynn[/b] [sblock=APPEARANCE & BACKGROUND] Randmar is a well-built human male…at 6’3” in height and 250 lbs, his lean and muscular build can be somewhat imposing. He is dark of skin, with amber colored eyes and longish black hair that he wears tied into numerous small braids. He tends to dress simply in warm, comfortable clothing of natural colors (browns, greens, grays...that help him blend into foliage and such). He always wears a dark green tabard emblazoned with a silver dragon (from whence his nickname comes) over a shirt of fine mithral chainmail. The tabard belonged to his father, and is worn and oft-patched, but Randmar wears it proudly. [URL=http://img356.imageshack.us/my.php?image=randmarav9.jpg][IMG]http://img356.imageshack.us/img356/4791/randmarav9.th.jpg[/IMG][/URL] Randmar’s preferred weapon is a warhammer, which he wields in his right hand. His warhammer, which he calls "Steelfist" also belonged to his father. In combat, he supplements the hammer with a hand axe wielded in his left hand. He also carries a dagger and longbow to round out his arsenal. Randmar prefers to travel light, living off the land whenever possible. Randmar’s father was a retired knight of the realm, and taught his son how to hunt and fight. When he was old enough, Randmar joined the watch, and served as a scout and guard for his home town of Timberford. Nestled in a river valley near Syrael’s lone mountain, times turned tough when Timberford began to have problems with [i]orcs and ogres[/i]. Returning from a patrol one morning, Randmar found that the town had been raided. His father was among the dead. Haunted by his father’s ghost, the young ranger left his home. Turning to mercenary work, Randmar has eked out a meager living while traveling across the lands of Sryael. [/sblock] [sblock=STATS] Human Male, age 22 Alignment: Neutral Good Str 17 (+3) (10 points, +1 level increase) Dex 14 (+2) (6 points) Con 14 (+2) (6 points) Int 14 (+2) (6 points) Wis 10 (+0) (2 points) Cha 10 (+0) (2 points) Ranger, level 3 Experience: 5000 Hit Points: 36 [sblock=Hit Points] 1st Level: 10 + Max Class HD + Con 2nd +: 3/4 max (except for any class which gets D4; which is max) + Con[/sblock] Armor Class: 17 (10 base + 4 armor + 2 dex + 1 dodge feat) Touch AC: 13 Flat footed AC: 14 Initiative: +2 Base Speed: 30 feet Saves Fort +6 (+4 base + 2 con) Ref +6 (+4 base + 2 dex) Wil +1 (+1 base + 0 wis) BAB: +3 Feats: Weapon Focus (Warhammer) Improved Initiative Combat Expertise Dodge Skills Climb +9 (4 ranks, +3 str, +2 circumstance) Heal +4 (2 ranks, +0 wis, +2 circumstance) Hide +10 (6 ranks, +2 dex, +2 circumstance) Jump +8 (5 ranks, +3 str) Knowledge (dungeoneering) +3 (1 rank, +2 int) Knowledge (geography) +4 (2 ranks, +2 int) Knowledge (nature) +4 (2 ranks, +2 int) Listen +6 (6 ranks, +0 wis) Move Silently +10 (6 ranks, +2 dex, +2 circumstance) Ride +4 (2 ranks, +2 dex) Search +4 (2 ranks, +2 int) Spot +6 (6 ranks, +0 wis) Survival +6 (6 ranks, +0 wis) Swim +7 (4 ranks, +3 str) Languages: Common, Sylvan, Giant Class & Racial Features: Favored Enemy: TBD (+2) Track Wild Empathy Improved Combat Style (Two-Weapon Fighting) Endurance [/sblock] [sblock=GEAR] Possessions Warhammer +1 2312gp 5lb Handaxe, MW 306gp 3lb Dagger, alchemical silver 22gp 1lb Mithral Shirt 1100gp 10lb Longbow, composite MW (+3 str) 700gp 3lb 40 arrows, cold iron 8gp 6lb 20 arrows, alchemical silver 22gp 3lb 5 arrows, adamantine 300gp 1lb Backpack 2gp 2lb Bedroll 1sp 5lb Chalk, 1 piece 1cp ---- Fishhook & line 1sp ---- Flint & steel 1gp ---- Pouch, belt 1gp ½lb Waterskin 1gp 4lb Everburning torch 110gp 1lb 2 sacks 2sp 1lb Trail rations, 6 days 30sp 6lb Alchemist Fire, 3 flasks 60gp 3lb Oil, 3 pints 3sp 3lb Traveler’s Outfit 1gp Worn Cold Weather Gear 8gp 7lb Climber’s Kit 80gp 5lb Healer’s Kit 50gp 1lb Thieves’ Cloak (Masterwork Tool) 50gp 1lb Thieves’ Boots (Masterwork Tool) 50gp 1lb Potion (Cure Moderate Wounds) 300gp ---- 4 potions (Cure Light Wounds) 200gp ---- Encumberance: Light (42.5 lb) PP: GP: 318 SP: CP: [/sblock] [/QUOTE]
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