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DCC #7 The Secret of Smuggler's Cave - IC
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<blockquote data-quote="Leif" data-source="post: 5604401" data-attributes="member: 48762"><p><strong>Caramir Thistledown, Elf Urban Druid5</strong></p><p></p><p>As Caramir and his compatriots neared the Village of FairHaven, the Druid once again had certain misgivings about what they were about to do. <span style="color: violet">"So, let me get this straight, FairHaven is still a viable settlement, isn't it? Even though there are reports of hauntings in the lighthouse and the manor? Personally, I feel that we should perhaps try to take care of the manor first, because if we do that then the people of FairHaven will perhaps be more kindly disposed to us and more willing to provide help, should we find ourselves in need. I am interested to know everyone else's thoughts."</span></p><p></p><p>[sblock=Caramir's sheet]</p><p>[code]</p><p>Caramir Thistledown</p><p>Elf Urban Druid 5</p><p>Final Ability Scores</p><p>S 12 +1</p><p>D 16 +3</p><p>C 11 +0</p><p>I 13 +1</p><p>W 16 +3</p><p>C 12 +1</p><p></p><p>HP=8+6+6+6+6=32</p><p>AC: 23 [10+6(armor)+2(shield)+1(amulet)+1(feat)+3(dex)]</p><p>FF: 19 T: 15</p><p>Init: +5</p><p></p><p>BAB=+3</p><p>+1 Longsword, Att = +5, for 1-8+2 hp damage</p><p>Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip</p><p></p><p>CMB=+6</p><p>CMD=17</p><p></p><p>FEATS [3]</p><p>Dodge [+1AC]</p><p>Combat Expertise [trade Att bonus for AC bonus]</p><p>Agile Maneuvers [use dex in place of str for CMB]</p><p></p><p>SKILLS [5 points/level = 25]</p><p>Handle Animal [4 ranks, +1 Cha, +5]</p><p>Knowledge, Nature [4 ranks, +1 Int, +1 trait +6]</p><p>Ride [2 ranks, +3 Dex, +5]</p><p>Sense Motive [5 ranks, +3 Wis, +8]</p><p>Survival [10 ranks, +3 Wis, +13]</p><p></p><p>EQUIPMENT</p><p>+2 Magical Hide Armor [4,165 gp] [+6 AC]</p><p>Heavy Wooden Shield [7 gp] [+2 AC]</p><p>Amulet of Natural Armor +1 (2,000 gp)</p><p>Brooch of Shielding [1,500 gp] [absorbs 101 hp damage from magic missiles]</p><p>+1 Magical Longsword [2,315 gp]</p><p>Sickle [1d6 dam, special: trip attack]</p><p>Backpack [2gp]</p><p>Belt Pouch [1gp]</p><p>Everburning Torch [110gp]</p><p>Trail Rations, 8 days [4 gp]</p><p>Light Horse [combat trained, 110 gp]</p><p>Riding Saddle [30gp]</p><p>Saddle Bags [4gp]</p><p>50' Silk Rope [10gp]</p><p>Ink, 5 vials [40gp]</p><p>Inkpens, 20 [2gp]</p><p>Paper, 50 sheets [20gp]</p><p>25 Goodberries</p><p>[164gp left to spend]</p><p></p><p>TRAITS:</p><p>Devotee of the Green: +1 trait bonus on Knowledge (geography) and (nature) checks (both were already class skills)</p><p>Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!]</p><p></p><p>SPELLS PREPARED</p><p>L0[4]: Flare, Guidance, Detect Magic, Resistance</p><p>L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump</p><p>L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser</p><p>L3[2]: Cure Moderate Wounds, Protection From Energy</p><p>[/code]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 5604401, member: 48762"] [b]Caramir Thistledown, Elf Urban Druid5[/b] As Caramir and his compatriots neared the Village of FairHaven, the Druid once again had certain misgivings about what they were about to do. [color=violet]"So, let me get this straight, FairHaven is still a viable settlement, isn't it? Even though there are reports of hauntings in the lighthouse and the manor? Personally, I feel that we should perhaps try to take care of the manor first, because if we do that then the people of FairHaven will perhaps be more kindly disposed to us and more willing to provide help, should we find ourselves in need. I am interested to know everyone else's thoughts."[/color] [sblock=Caramir's sheet] [code] Caramir Thistledown Elf Urban Druid 5 Final Ability Scores S 12 +1 D 16 +3 C 11 +0 I 13 +1 W 16 +3 C 12 +1 HP=8+6+6+6+6=32 AC: 23 [10+6(armor)+2(shield)+1(amulet)+1(feat)+3(dex)] FF: 19 T: 15 Init: +5 BAB=+3 +1 Longsword, Att = +5, for 1-8+2 hp damage Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip CMB=+6 CMD=17 FEATS [3] Dodge [+1AC] Combat Expertise [trade Att bonus for AC bonus] Agile Maneuvers [use dex in place of str for CMB] SKILLS [5 points/level = 25] Handle Animal [4 ranks, +1 Cha, +5] Knowledge, Nature [4 ranks, +1 Int, +1 trait +6] Ride [2 ranks, +3 Dex, +5] Sense Motive [5 ranks, +3 Wis, +8] Survival [10 ranks, +3 Wis, +13] EQUIPMENT +2 Magical Hide Armor [4,165 gp] [+6 AC] Heavy Wooden Shield [7 gp] [+2 AC] Amulet of Natural Armor +1 (2,000 gp) Brooch of Shielding [1,500 gp] [absorbs 101 hp damage from magic missiles] +1 Magical Longsword [2,315 gp] Sickle [1d6 dam, special: trip attack] Backpack [2gp] Belt Pouch [1gp] Everburning Torch [110gp] Trail Rations, 8 days [4 gp] Light Horse [combat trained, 110 gp] Riding Saddle [30gp] Saddle Bags [4gp] 50' Silk Rope [10gp] Ink, 5 vials [40gp] Inkpens, 20 [2gp] Paper, 50 sheets [20gp] 25 Goodberries [164gp left to spend] TRAITS: Devotee of the Green: +1 trait bonus on Knowledge (geography) and (nature) checks (both were already class skills) Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!] SPELLS PREPARED L0[4]: Flare, Guidance, Detect Magic, Resistance L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser L3[2]: Cure Moderate Wounds, Protection From Energy [/code] [/sblock] [/QUOTE]
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