Turn
	
	
	
		
Appearance: Turndar keeps his fingers clean. He is a nondescript dwarf and he prefers that
it remain that way. He generally wears a dark red sweater over a white button-up shirt and tan
slacks when he is around town or doing business. For adventuring fits he has an old chain shirt,
heavy many-pocketed trousers, his trusty boots and a well-used leather rucksack. He wears his
House ring on a small steel chain around his neck.
Personality: Turndar prefers to be known as Turn. He is a bit less than sociable,
although he'll be the last one to admit it. He prefers a "direct" approach to most things,
although to a dwarf whose mind works like the mechanism of a tumbler lock direct can be anything
but. He is reserved but not one to be walked over when he wants to get his say in, saying what
he thinks when he thinks it needs to be said. He prefers to be nondescript, unassuming, and
anything to keep him out of the spotlight. Cautious, enterprising, independent.
Background: Why would the son of a prominent dwarven house be sent to a ramshackle town
in the Reaches? He wasn't. Turn left the Mror Hold looking for money and power and
somehow ended up on the skirts of civilization with adventure in his pockets and not much else.
Not exceptionally sociable, he has been left behind after one too many run-ins with the leader
of this or that adventuring party with less-than-economic inclinations. He now runs a small
locksmith and trap trouble-shooting business.
Tactics: Turndar prefers to avoid combat on equal footing. He prefers to use terrain and
his surroundings to the best of his advantage; whether that means using cover, concealment, height,
broken terrain, or other means he'll use it. Additionally, he is known to use objects to hinder
his opponents (such as knocking over bookcases, strewing caltrops, rolling barrels), if he can put
his opponents off balance, all the better. In social situations he will always try to get a better
deal if he can, rarely accepting a first offer.
				
			
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	[B]Name:[/B] Turndar d'Kundarak
[B]Class:[/B] Rogue 2	[b]Starting Level[/b]: 2
[B]Race:[/B] Dwarf
[B]Region of Origin:[/b] Mror
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Action Points:[/B] 5
[B]Deity:[/B] The Sovereign Host
[B]Str:[/B] 14 +2 (6p.) 	[B]Level:[/B] 2	[B]XP[/B]: 1250
[B]Dex:[/B] 14 +2 (6p.) 	[B]BAB:[/B] +1		[B]HP:[/B] XX (2d6+4)
[B]Con:[/B] 14 +2 (4p.) 	[B]Grapple:[/B] +3	[B]Craft Points:[/B] XXXX
[B]Int:[/B] 16 +3 (10p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b]
[B]Wis:[/B] 14 +2 (6p.) 	[B]Init:[/B] +2 	[B]Spell Save:[/B] XX
[B]Cha:[/B]  6 -2 (0p.) 	[B]ACP:[/B] -2		[B]Spell Fail:[/B] X%
[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+4	+0	+2	+0	+0	+0	16
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 14
[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+2	+0	+2	--
[B]Ref:[/B]	+5	+3	+2	+0
[B]Will:[/B]	+2	+0	+0	--
[B]Notes:[/B]
[B]Weapon			Attack	Damage	Critical	Range[/B]
Morningstar		+3	1d8+2	19-20/x2	------
Blades			+1	1d4+2	19-20/x2	------
Lgt Crossbow		+3	1d8	19-20/x2	80 ft
XXXXXXXX		+X	XdX+X	XX-XX/xX	XXX ft
[B]Notes:[/B]
[B]Languages:[/B] Common, Dwarf, Gnome, Orc, Terran
[B]Abilities:[/B] Darkvision 60 ft., Stonecunning, Weapon Familiarity, Stability, +2 racial bonus
against poison, spells and spell-like abilities, +1 racial bonus on attack rolls vs. orcs and
goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus on Appraise & Craft checks
related to stone or metal, Sneak Attack +1d6, Trapfinding, Evasion
[B]Feats: [/B] Least Dragonmark (Warding), Nimble Fingers
[B]Dragonmark Abilities:[/B] Alarm 1/day
[B]Skill Points:[/B] 55	[B]Max Ranks:[/B] 5/2.5
[B]Skills			Total	Ranks	Mod 	Misc[/B]
Search			10	5	+3	+2
Open Locks		10	5	+3	+2 (+2 with tools)
Disable Device		10	5	+3	+2 (+2 with tools)
Appraise		 8	5	+3	-- (+2 stone or metal)
Climb			 7	5	+2	--
Sleight of Hand	 	 7	5	+2	--
Tumble			 9	5	+2	+2
Jump			 9	5	+2	+2
Balance			 8	4	+2	+2
Craft (locks)		 7	4	+3	-- (+2 stone or metal, +2 tools)
Arch & Eng		 4	1	+3	--
[B]Notes:[/B]
[B]Worn Eq:		Cost	Weight[/B]
Photo ID Papers 	 5gp	 -lb
Travel Papers		 2sp	 -lb
Chain Shirt		100gp	25lb
Boot Blades (2)		 8gp	 1lb
Sleeve Blades (2)	 8gp	 2lb
Signet Ring		 5gp	 -lb
Explorer's Outfit	 -gp	 -lb (1st oufit free)
-Inside Pockets (2)	 2gp	--lb
-Hollow Boot Heel	20gp	--lb
Morningstar		 8gp	 6lb
Light Crossbow		35gp	 4lb
-20 Bolts		 2gp	 2lb
Backpack		 2gp	 2lb
-Hidden Flap		 1gp	 -lb
-Flint & Steel		 1gp	 -lb
-Hooded Lantern		 7gp	 2lb
-Oil (4 pints)		 4sp	 4lb
-Trail Rations (4)	 2gp	 4lb
-Silk Rope (50ft)	10gp	 5lb
-Waterskin		 1gp	 4lb
-Acid Flasks (4)	40gp	 4lb
-Tanglefoot Bag		50gp	 4lb
[b]Locksmith Kit[/b]
MW Thieves' Tools	100gp	 2lb
Steel Drill		10gp	 1lb
Listening Cone		 8sp	 1lb
Twine			 1sp	--lb
Magnet			20gp	 2lb
Lockslick Cab		180gp	.5lb
MW Locksmith Tools	50gp	 5lb
Fishhooks (2)     	   2sp     -lb
Hammer			 5sp	 2lb
Magebred Mule		16gp	 -lb
-Bit & Bridle		 2gp	 1lb
-Pack Saddle		 5gp	15lb
-Saddlebags		 4gp	 8lb
-Tent			10gp	20lb
-Bedroll		 1sp	 5lb
-Winter Blanket		 5sp	 3lb
-Manacles (2)		15gp	 4lb
-MW Manacles		50gp	 2lb
[B]Total Weight:[/B]XXXlb	[B]Money:[/B] 125gp 4sp Xcp
[B]			Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	58	116	175	350	875
[B]Age:[/B] 48
[B]Height:[/B] 4'5"
[B]Weight:[/B] 155 lb.
[B]Eyes:[/B] Dark brown
[B]Hair:[/B] Dark brown
[B]Skin:[/B] Tanned
	Appearance: Turndar keeps his fingers clean. He is a nondescript dwarf and he prefers that
it remain that way. He generally wears a dark red sweater over a white button-up shirt and tan
slacks when he is around town or doing business. For adventuring fits he has an old chain shirt,
heavy many-pocketed trousers, his trusty boots and a well-used leather rucksack. He wears his
House ring on a small steel chain around his neck.
Personality: Turndar prefers to be known as Turn. He is a bit less than sociable,
although he'll be the last one to admit it. He prefers a "direct" approach to most things,
although to a dwarf whose mind works like the mechanism of a tumbler lock direct can be anything
but. He is reserved but not one to be walked over when he wants to get his say in, saying what
he thinks when he thinks it needs to be said. He prefers to be nondescript, unassuming, and
anything to keep him out of the spotlight. Cautious, enterprising, independent.
Background: Why would the son of a prominent dwarven house be sent to a ramshackle town
in the Reaches? He wasn't. Turn left the Mror Hold looking for money and power and
somehow ended up on the skirts of civilization with adventure in his pockets and not much else.
Not exceptionally sociable, he has been left behind after one too many run-ins with the leader
of this or that adventuring party with less-than-economic inclinations. He now runs a small
locksmith and trap trouble-shooting business.
Tactics: Turndar prefers to avoid combat on equal footing. He prefers to use terrain and
his surroundings to the best of his advantage; whether that means using cover, concealment, height,
broken terrain, or other means he'll use it. Additionally, he is known to use objects to hinder
his opponents (such as knocking over bookcases, strewing caltrops, rolling barrels), if he can put
his opponents off balance, all the better. In social situations he will always try to get a better
deal if he can, rarely accepting a first offer.
			
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