Kelsynn 'Ironhand'- WORK IN PROGRESS
(VERY MUCH A WORK IN PROGRESS)
>Kelsynn 'Ironhand'
Mountain Dwarf, female
Rogue 1/Ranger 1/Fighter 1; XP ?
Background: Criminal (smuggler)/soldier
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STR 16 (+3)/19 (+4)
CON 14 (+2)
DEX 14 (+2, save +4)
INT 10 (+0, save +2)
WIS 13 (+1)
CHA 10 (+0)
HP: 26 (8+2+6+2+6+2)
AC: 19 (16 Breastplate, +2 DEX, +2 shield, +1 Defense style)(14 w/ leather, no shield)
Magic item: Gauntlets of Ogre Power (her left hand is actually a technomagic prosthesis, similar to the 'living construct' make-up of a warforged; it also acts as half the set of Gauntlets)
Melee attack: +5
Range/finesse: +4
-Trained skills: Athletics +5, Investigation +2, Perception +5, Sleight of hand +4 (Rogue class); Deception +2, Survival +3 (background); Nature +2 (Ranger MC)
-Expert skills: Perception, Thieves tools
-Tool proficiencies: Smith's tools (racial); Thieves Tools (class); Carpenter's tools (Background); Tinker's tools (learning)
-Languages: Common, Dwarven, Draconic
-Feats/ASI: None yet
>Dwarf racial features:
-Mountain dwarf; +2 STR, +2 CON
-Dwarven armor training
-Size Medium; Speed 25 (not reduced by armor)
-Darkvision 60'
-Dwarven resilience
-Dwarven combat training
-Tool proficiency: Smith's tools
-Stonecunning
-Languages: Common, Dwarven
>Rogue class features:
-Sneak attack: +1d6
-Expertise: Perception, Thieves tools
>Ranger class features (MC):
-Natural explorer= favored terrain- Underdark (tunnels on asteroids or planets)
-Favored enemy= undead
>Fighter class features (MC):
-Fighting style= defense
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Background feature: Criminal contact (Broker/fence)
Trait: I'm fascinated by technology, magic or not- from the tiniest clockwork toy to the largest ships in the fleet.
Trait: I'm happiest when I'm working- I hate sitting still or doing nothing.
(Trait: I collect exotic melee weapons, even if I can't use them)
Ideal:I'm loyal to my friends, not to any ideals. (Also, I don't give my word often- but if I do, I'll keep it)
Bond: Someone saved my life on the battlefield. To this day, I'll never leave a friend behind.
Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear (or anger); She hates 'normal' undead, fears spectral/magical undead, and doesn't trust dragons worth a darn...
Capsule background: Like many dwarven clans, Kelsynn's relatives made a lot of their living mining asteroids for precious substances, most of which they sold to mercantile agents of the dragon empire. They also sold other interesting substances (mined or distilled) to a variety of less reputable buyers, and indulged in a bit of smuggling and similar 'hobbies', which were frowned upon by the dragons, who saw the dwarves as their subjects... After a raid by imperial agents, Kelsynn and several of her clansfolk were arrested, and offered a term of military service instead of execution. They were inducted into different units- Kelsynn's first term was in the infantry (as part of a mostly dwarven unit who specialized in confined space work, both on ships and in tunnels on planets or asteroids); her second term was in a combat engineering team (handling fortifactions, sapping, and heavy weapons). After a particularly disastrous action on an asteroid filled with undead, Kelsynn was mustered out of the service due to injuries. She drifted a bit until she reconnnected with an old friend of her clan, who needed some work done- in return for her service, she got a new left hand. And some more work... Since then, she has served as crew aboard a number of ships, some more reputable than others- she typically works as a rigger, cargomaster, and engineer; she also does a bit of work as an enforcer (as well a some more, ahem, complicated assignments).
Background: Criminal (smuggler)/Soldier (Engineer/infantry); Skills- Deception, Survival; Tools- Carpenter's tools; Language- Draconic; Feature- criminal contact (broker/fence)
Gear: (1000 gp; c= carried/worn, s= on ship, eq= donated as part of ship's equipment)
-Gauntlets of Ogre Power (uncommon)
-Breastplate (medium armor); c
-Leather armor (light; back-up); s
-Shield; c
-Battle ax; c
-Short sword; c
-Whip; c
-Club; c
-Dagger (x3); c
-Javelin (x5); c
-Hand ax; s
-Thieves tools; c
-Carpenter's tools (X2); 1s, 1 eq
-Smith's tools; s
-Tinker's tools; s
-Explorer's pack (2 x50' silk rope instead of hemp); c or s
-Crowbar (x2; 1c, 1 eq)
-Hammer; s
-Climbing kit; s
-Rope (50' hemp, x3; 1s, 2 eq)
-Travelers clothes (x4; 2c, 2s)
-Block and tackle; eq
-Grappling hook; eq
-Pitons (x20); 10s, 10 eq
-Sledge hammer; s
-Belt pouch x2; c
-Sack (x5); c
-Chalk (x5); c
-Iron spikes (x10); 5c, 5s
-Whetstone (x2); c
-Waterskin; c
-Ready cash: 100 gp, 9 sp, 6 cp
-Donated to ship fund: 100 gp (+equipment)
-Applied to learning 'tinkers tools': 48gp/48 days (of 250)
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