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DnD 3.5 Prophet's Blood
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<blockquote data-quote="SolosAddie" data-source="post: 3232795" data-attributes="member: 48194"><p><strong>putting everything together</strong></p><p></p><p>Kardus</p><p></p><p>HP: 8</p><p>AC: 14</p><p>Attack bonus +0 melee, +2 ranged</p><p></p><p>Str: 10 </p><p>Dex:14 +2</p><p>Con:10 </p><p>Int: 16 +3</p><p>Wis:16 +3</p><p>Cha:10</p><p></p><p>Equipment: 20 gold left (approx, but i rounded down)</p><p>Quarterstaff (given)</p><p>Ring(given)</p><p>Necklace(given)</p><p>sling: 1d4 dmg, x2, 50ft, 20 bullets. 10 lbs 2sp</p><p>Leather Armor: +2 AC, 10gold, 15 lbs.</p><p>Backpack, bedroll, winter blanket, flint and steel, 2x pouch belt, 2 waterskins, weeks trail ration. 10g</p><p>Saddle Bags 8g</p><p>Military Saddle: 20g</p><p></p><p></p><p>SKILL TIME total 32 points.</p><p></p><p>Concentration: 4</p><p>Handle Animal: 4 +0 +2 (feat) = 6</p><p>Heal: 2+3= 5</p><p>Knowledge(nature):4+3+2= 9</p><p>Listen:2+3 = 5</p><p>Ride:4+2+2(feat) = 8</p><p>Spot:2+3 = 5</p><p>Survival:2+3+2= 7</p><p>Hide:4+2 +2(feat)= 8</p><p>Move Siliently:4+2 +2(feat)= 8</p><p></p><p>Languages: Common (or equivalent), Dwarvish, Sylvan, Orcish, and Druidic (free with class)</p><p></p><p>Spells: 3 0th levels, 2 1st levels</p><p>Light, purify food & drink, and resistence.</p><p></p><p>1st: goodberry(2d4 berrys cure 1hp each), calm animals (calm 2d4 animals)</p><p>**generally carries 5-6 goodberries on him.</p><p>Combat focused selection:</p><p></p><p>0th: light, flare, cure minor wounds</p><p>1st: magic fang, entangle</p><p></p><p>These spells are every day ones that he may use often. will change upon entering a more combat-oriented envirotment.</p><p></p><p>Feats</p><p> Animal Affinity +2 to Handle Animal and Ride</p><p>Combat Casting +4 on casting defensively</p><p>**Death Feat Last Voyage (Death)</p><p>**(extra feat from death feat) Stealthy : +2 to hide and move siliently</p><p>**** The animal affinity feat added in.</p><p><strong>**Assuming Wild Flaw accepted== Eschew Materials </strong></p><p></p><p>*Flaw: I know I've seen this somewhere but tell me what you think: Wild Affinity: Make Will save to attack animals/hurt nature otherwise take -4 to attack, Will save is DC 10+ animals level. NOTE: This does not apply to magical or otherwise unnatural beasts like owlbears, etc.</p><p></p><p>*I might know Catrin fairly well, I imagine a tomboy would take advantage of slightly wilder setting, going out for herbs, visiting and riding the horses etc. I assume I know other people connected to the village. I think the painter could be friends with my grandfather both being artists and having lost people they cared for. Just a thought, subject to Daffyd and DM.</p></blockquote><p></p>
[QUOTE="SolosAddie, post: 3232795, member: 48194"] [b]putting everything together[/b] Kardus HP: 8 AC: 14 Attack bonus +0 melee, +2 ranged Str: 10 Dex:14 +2 Con:10 Int: 16 +3 Wis:16 +3 Cha:10 Equipment: 20 gold left (approx, but i rounded down) Quarterstaff (given) Ring(given) Necklace(given) sling: 1d4 dmg, x2, 50ft, 20 bullets. 10 lbs 2sp Leather Armor: +2 AC, 10gold, 15 lbs. Backpack, bedroll, winter blanket, flint and steel, 2x pouch belt, 2 waterskins, weeks trail ration. 10g Saddle Bags 8g Military Saddle: 20g SKILL TIME total 32 points. Concentration: 4 Handle Animal: 4 +0 +2 (feat) = 6 Heal: 2+3= 5 Knowledge(nature):4+3+2= 9 Listen:2+3 = 5 Ride:4+2+2(feat) = 8 Spot:2+3 = 5 Survival:2+3+2= 7 Hide:4+2 +2(feat)= 8 Move Siliently:4+2 +2(feat)= 8 Languages: Common (or equivalent), Dwarvish, Sylvan, Orcish, and Druidic (free with class) Spells: 3 0th levels, 2 1st levels Light, purify food & drink, and resistence. 1st: goodberry(2d4 berrys cure 1hp each), calm animals (calm 2d4 animals) **generally carries 5-6 goodberries on him. Combat focused selection: 0th: light, flare, cure minor wounds 1st: magic fang, entangle These spells are every day ones that he may use often. will change upon entering a more combat-oriented envirotment. Feats Animal Affinity +2 to Handle Animal and Ride Combat Casting +4 on casting defensively **Death Feat Last Voyage (Death) **(extra feat from death feat) Stealthy : +2 to hide and move siliently **** The animal affinity feat added in. [B]**Assuming Wild Flaw accepted== Eschew Materials [/B] *Flaw: I know I've seen this somewhere but tell me what you think: Wild Affinity: Make Will save to attack animals/hurt nature otherwise take -4 to attack, Will save is DC 10+ animals level. NOTE: This does not apply to magical or otherwise unnatural beasts like owlbears, etc. *I might know Catrin fairly well, I imagine a tomboy would take advantage of slightly wilder setting, going out for herbs, visiting and riding the horses etc. I assume I know other people connected to the village. I think the painter could be friends with my grandfather both being artists and having lost people they cared for. Just a thought, subject to Daffyd and DM. [/QUOTE]
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