Steve Gorak
Hero
Hey Lot,
Here is my character ready for review.
[sblock]
Possessions & Current Wealth:
Masterwork chittin armor (as chain shirt) 250 Cp, 25 lb. , Worn on back
MW Elven Longblade 400 Cp, 3 lb. , Worn on back
MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back
Elven Longblade (short) 100 Cp, 1.5 lb. , Worn on left thigh
Bard's Friend x2 30 Cp, 2 lb. , Worn on either side of the belt
(with poison)
Dart (poisoned) x2 0.5 Cp, 1 lb. , Hidden on back, close to belt, 1 on each side
Composite longbow (+1 str) 200 Cp, 3 lb. , back
20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack
2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt
3 potion of Cure light Wounds 150 Cp, 0 lb. , In small pockets on belt
1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt
1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt
Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650
[/sblock]
History:[sblock]
n as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to the sorcerer king of [insert appropriate city] as a way to strenghten ties (and avoiding war) between the city and the tribe.
Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to [insert appropriate city].
Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.
Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners.
[/sblock]
Please note that I need a ruling on poison. If you don't like the idea of a PC having tons of it, I'll switch the Barb levels to Rogue.
Cheers,
SG
Here is my character ready for review.
[sblock]
Code:
Name: Curvik the elf
Class: Templar 1/Bard 2
Race: Elf
Size: Medium
Gender: Male
Alignment: Lawful neutral
Deity: Coraanu Star Racer, elements
[b][u]Abilities[/b][/u]
Str: 12 +1 (4 pts.) Level: 3 XP:
Con: 12 +1 (6 pts. -2 racial) BAB: +1 HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler]
Dex: 18 +4 (10 pts. +2 racial) Grapple: +2 Dmg Red:
Int: 16 +3 (10 pts.) Speed: 40' Spell Res: 0
Wis: 10 +0 (2 pts.) Init: +8 Spell Save: +0
Cha: 12 +1 (4 pts.) ACP: -1 Spell Fail: 0%
Age: 23 [spoiler] [b] BAB Calculation [/b][/spoiler]
Height: 7'2" [spoiler] Bard 2/Temp 1[/spoiler]
Weight: 186lb [spoiler] +1 / +0 [/spoiler]
Eyes: Deep Blue
Hair: Black
Skin: tan
[b][u]Armor class[/u]:[/b]
[b]Total[/b] Base Armor Shld Dex Misc
Armor: [b]18[/b] 10 +4 +0 +4 +0
Touch: 14
Flatfooted: 14
[b][u]Saves[/u]:[/b] [spoiler][b] Saves calculation[/b] [/spoiler]
[b]Total[/b] [spoiler]Base Mod Misc Bard 2/Temp 1 [/spoiler]
Fort: [b]+6[/b] [spoiler] +5 +1 +0 +3 / +2 [/spoiler]
Ref: [b]+7[/b] [spoiler] +3 +4 +0 +3 / +0 [/spoiler]
Will: [b]+5[/b] [spoiler] +5 +0 +0 +3 / +2 [/spoiler]
[b][u]Weapons[/u]:[/b][size=1][indent]
Attack Damage Type Threat Range
[i]2 handed combat[i]:
Elven Longblades +3/+3 1d8+1/1d6+1 S 18-20/x2
(regular sized & small)
Bard's Friend +0/+0 1d4+1 p 18-20/x2
[i]2 handed combat[i]:
Elven Longblade +5/+1 1d8+1 S 18-20/x2
Small Elven longblade +5/+1 1d6+1 S 18-20/x2
Dagger +2 1d4+1 p/s 19-20/x2
[i]Ranged:[i]:
Composite longbow +5 1d8+1 P ×3 110 ft.
(+1 str)
Dagger (thrown) +5 1d4+1 p 19-20/x2 10 ft.
[/size][/indent]
[b][u]Languages[/u]:[/b]Common, Elf, Pteran, Tri-Kreen, Dwarf.
[b][u]Abilities[/b]:[/u][sblock]
[b][I]Weapons and armor[/I][/b]
Elf: All bows, elven longblade is treated as a melee weapon (weapon familiarity)
Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife.
Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade
[b][I]Racial[/I][/b]
• Elven base land speed is 40 feet.
• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.
• Proficient with all bows.
• Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon.
• +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses.
• [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or
the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.
• [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state.
This state allows elves to hustle for long distances as easily as a human can move normally, and run for long
distances as easily as a human can hustle. Each day that elves continues the elf run, they must make
additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second
day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC
30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill
check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run
state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to
any Fortitude checks related to movement.
• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,
Tari and Thri-Kreen.
• Favored Class: Rogue.
[b][I]Templar[/I]:[/b]
Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).
[i]Spells[/i]:
(0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]Detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url]
(1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm]Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield of faith[/url]
[i]Secular authority[/i]: Once per day per templar level, a templar can use secular authority within his city state.
The ability depends on ranks in Diplomacy (currenlty 6)
Diplomacy Ranks Ability
2 Requisition Slave
3 Intrude on Slave
4 Accuse Slave
5 Requisition Troops
6 Intrude on freeman
7 Judge slave
[i]Sigil[/i]:
Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round.
Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration.
Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration.
[b][I]Bard[/I][/b]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url][/i]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url][/i]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler]
[i]Smuggler +1[/i]: +1 to bluff and slight of hand checks
[i]Poison Use[/i]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade.
[i]Streetsmart[/i]: +2 competence bonus to Gather Information and Intimidate checks[/sblock]
[b][u]Feats: [/b][/u]
- Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison)
- Level 3 (bonus): 2 weapon fighting
[b][u]Skills[/b][/u]
[b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler][indent]
Total [spoiler] Ranks Mod Misc [/spoiler]
Bluff (Cha) [B,T] +7 [spoiler] 5 +1 +1 smuggler[/spoiler]
Craft (alchemy) (Int)[B,T] +8 [spoiler] 5 +3[/spoiler]
Craft (poisonmaking) (Int)[B,T] +6 [spoiler] 1 +3 +2 Craft (alchemy) synergy[/spoiler]
Concentration (Con)[B,T] +6 [spoiler] 5 +1[/spoiler]
Diplomacy (Cha)[B,T] +13 [spoiler] 6 +1 +6 Bluff, Sense motive & Knowledge (nobility) synergy[/spoiler]
Gather Information (Cha)[B,T] +8 [spoiler] 5 +1 +2 streetsmart[/spoiler]
Hide (Dex) +3 [spoiler] 0 +4 -1 ACP[/spoiler]
Intimidate(Cha) +5 [spoiler] 0 +1 +2 streetsmart, +2 bluff[/spoiler]
Knowledge (nobility) (Int)[B,T] +8 [spoiler] 5 +3[/spoiler]
Listen (Wis) +2 [spoiler] 0 +0 +2 racial[/spoiler]
Literacy (none) [spoiler] 1[/spoiler]
Move Silently (Dex) +3 [spoiler] 0 +4 -1 ACP[/spoiler]
Perform [oratory] (Cha) +8 [spoiler] 5 +1 +2 racial[/spoiler]
Search (Int) +5 [spoiler] 0 +3 +2 racial[/spoiler]
Sense Motive (Wis), +5 [spoiler] 5 +0[/spoiler]
Sleight of Hand(Dex) +9 [spoiler] 3 +4 +1 smuggler, +2 bluff, -1 ACP[/spoiler]
Spot(Wis) +2 [spoiler] 0 +0 +2 racial[/spoiler]
Tumble (Dex) +4 [spoiler] 1 +4 -1 ACP[/spoiler][/INDENT]
Masterwork chittin armor (as chain shirt) 250 Cp, 25 lb. , Worn on back
MW Elven Longblade 400 Cp, 3 lb. , Worn on back
MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back
Elven Longblade (short) 100 Cp, 1.5 lb. , Worn on left thigh
Bard's Friend x2 30 Cp, 2 lb. , Worn on either side of the belt
(with poison)
Dart (poisoned) x2 0.5 Cp, 1 lb. , Hidden on back, close to belt, 1 on each side
Composite longbow (+1 str) 200 Cp, 3 lb. , back
20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack
2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt
3 potion of Cure light Wounds 150 Cp, 0 lb. , In small pockets on belt
1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt
1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt
Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650
[/sblock]
History:[sblock]
n as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to the sorcerer king of [insert appropriate city] as a way to strenghten ties (and avoiding war) between the city and the tribe.
Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to [insert appropriate city].
Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.
Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners.
[/sblock]
Please note that I need a ruling on poison. If you don't like the idea of a PC having tons of it, I'll switch the Barb levels to Rogue.
Cheers,
SG
Last edited: