Hi
I've just build a drow character (level 9) and I'm trying to figure out his position in a Noble house. I would like to hear your opinion about what rank he should have in a noble house. I was thinking of him as a weaponmaster and a house about the 30s.
In his background his house has been destroyed and he fleed etc.. Can't post the background because it's in Danish. To make it clear and simple, he is on the surface now because it's far more safer than the underdark - he would either try to get revenge later or just get glory and power on the surface... somehow.
If you spot anything which is wrong in the character sheet you're welcome to comment it.
Please don't comment the English grammar and so on, I know it's bad ;P.
It somehow messed up because it won't fit like I want it to ;P
Name: Baerar Aleanghym (fated seeker, House: the Noble line of the forgotten ways)
Class/level: Ranger level 9 Player: Jon Pedersen Alligment: Lawful evil
Race: Drow Age: 189 Height: 1,75m Weight: 64kg Eyes: Red Hair: White
Size: Medium Deity: Vhaerun (Thievery, Territory, Drow males).
Streng: 12 +1 HP: 55 (9d8 + 9)
Dexterity: 20 +5 AC: 25 (10+1 amulet of armor,+5 dexterity,+5 mithrall,
Constitution: 12 +1 +2 buckler, +2 feat)
Intelligence: 14 +2 Speed: 30 ft
Wisdom: 14 +2 Initiativ: +5 dexterity
Charisma: 12 +1 Base attack: 9/4
Flatfooted: 18 (10+1 amulet of armor + 7 armor) Touch: 15 (10+5)
Fortitude: 7 6+1
Reflex: 11 6+5
Will: 5 3+2
Melee: 10/5
Ranged: 14/9
Two weapon fighting score: 10/5/8/5 => Damage 1d8+2(4 fav enemy) / 1d6+2(4 fav enemy)
Archery score: 16/11/12-12 => Damage: 1d8+4(6 fav enemy)
Skills: all mod rank synergy
Diplomacy 3 1 0 2
Climb - 4 1 1 2 (Involving
ropes)
Concentrate - 6 1 5
Craft (arrow fletc) - 5 2 3
Craft (trapmaking) - 7 2 5
Handle animal - 6 1 5
Heal - 3 2 1
Hide - 6 5 1
Jump - 9 1 8
Knowledge Dungeonneering - 7 2 5
Knowledge Geographic underdark - 4 2 2
Knowledge Geographic surface - 7 2 5
Knowledge Mathematic 7 2 5 (class skill due
to background)
Knowledge Nature underdark - 5 2 3 2
Knowlegde Nature surface - 9 2 5 2
Knowledge Nobility 7 2 5 (class skill due
to background)
Listen - 9 2 5 2
Move silently - 10 5 5
Perform (massage) 4 1 3
Search - 9 2 5 2
Spot - 9 2 5 2
Survival - 10 2 8 2(Nature)
2 (Geographic)
2(Dungeoneering
2(track)
Swim - 4 1 3
Use rope - 10 5 5
Ride - 4 1 1 2
Escape artist- 5 5 0 2 (Involving
ropes)
Tumble - 7 5 0 2
*wild emphaty* 2
Gear:
Backpack
Masterwork composite longbow +1 streng, enchantment +2 110 ft range
Mithrall armor (+5)
2 Masterwork mithrall buckler (+1 each)
Amulet of armor (+1)
Masterwork silver dagger
Masterwork rapier
Masterwork longsword
Masterwork whip
Traveler outfit worth 80 gold pieces
Cloak (brown) worth 20 gold pieces
Flint n' steel
Disguise kit special +4 (albino)
Masterwork arrows (35) personal signs wroten in drow signs (zolarix elghinn - painful death)
Wooden sculptur (3) - spiders
Bedroll
Gold: 25 Gold pieces
Langues:
Common, Elven, Undercommon, Drow sign, Abyssal
Special abilities/Feats:
+2 will safe vs spells and spell-like abilities
Immune to sleep spells
Darkvision 120 feet
Spellresistense 11+class level
Spell-like abilities: Dancing light, Darkness, Fairy fire
1. favorit enemy: Elven (+2 damage, +2 on bluff, listen, sense motive, spot, survival)
2. favotir enemy: Humans (+2 damage, +4 on bluff, listen, sense motive, spot, survival)
Track
Wild emphaty 1d20 + Class level + charisma + 2 (synergy)
Combat style - Archery (rapid shot)
Improved combat style - archery (manyshot)
Endurance - + 4
Distracting attack
Woodland stride
Swift tracker
Evasion
Ambidexterity
Two-weapon fighting
Improved two-weapon fighting
Twin sword style - +2 dodge ac
Spells:
Level 1 ranger spells one/day
Team benefit
Crowded Charge
Foe Hunting
Group Trance
Indirect fire
Camp Rutine
Team Rush
I've just build a drow character (level 9) and I'm trying to figure out his position in a Noble house. I would like to hear your opinion about what rank he should have in a noble house. I was thinking of him as a weaponmaster and a house about the 30s.
In his background his house has been destroyed and he fleed etc.. Can't post the background because it's in Danish. To make it clear and simple, he is on the surface now because it's far more safer than the underdark - he would either try to get revenge later or just get glory and power on the surface... somehow.
If you spot anything which is wrong in the character sheet you're welcome to comment it.
Please don't comment the English grammar and so on, I know it's bad ;P.
It somehow messed up because it won't fit like I want it to ;P
Name: Baerar Aleanghym (fated seeker, House: the Noble line of the forgotten ways)
Class/level: Ranger level 9 Player: Jon Pedersen Alligment: Lawful evil
Race: Drow Age: 189 Height: 1,75m Weight: 64kg Eyes: Red Hair: White
Size: Medium Deity: Vhaerun (Thievery, Territory, Drow males).
Streng: 12 +1 HP: 55 (9d8 + 9)
Dexterity: 20 +5 AC: 25 (10+1 amulet of armor,+5 dexterity,+5 mithrall,
Constitution: 12 +1 +2 buckler, +2 feat)
Intelligence: 14 +2 Speed: 30 ft
Wisdom: 14 +2 Initiativ: +5 dexterity
Charisma: 12 +1 Base attack: 9/4
Flatfooted: 18 (10+1 amulet of armor + 7 armor) Touch: 15 (10+5)
Fortitude: 7 6+1
Reflex: 11 6+5
Will: 5 3+2
Melee: 10/5
Ranged: 14/9
Two weapon fighting score: 10/5/8/5 => Damage 1d8+2(4 fav enemy) / 1d6+2(4 fav enemy)
Archery score: 16/11/12-12 => Damage: 1d8+4(6 fav enemy)
Skills: all mod rank synergy
Diplomacy 3 1 0 2
Climb - 4 1 1 2 (Involving
ropes)
Concentrate - 6 1 5
Craft (arrow fletc) - 5 2 3
Craft (trapmaking) - 7 2 5
Handle animal - 6 1 5
Heal - 3 2 1
Hide - 6 5 1
Jump - 9 1 8
Knowledge Dungeonneering - 7 2 5
Knowledge Geographic underdark - 4 2 2
Knowledge Geographic surface - 7 2 5
Knowledge Mathematic 7 2 5 (class skill due
to background)
Knowledge Nature underdark - 5 2 3 2
Knowlegde Nature surface - 9 2 5 2
Knowledge Nobility 7 2 5 (class skill due
to background)
Listen - 9 2 5 2
Move silently - 10 5 5
Perform (massage) 4 1 3
Search - 9 2 5 2
Spot - 9 2 5 2
Survival - 10 2 8 2(Nature)
2 (Geographic)
2(Dungeoneering
2(track)
Swim - 4 1 3
Use rope - 10 5 5
Ride - 4 1 1 2
Escape artist- 5 5 0 2 (Involving
ropes)
Tumble - 7 5 0 2
*wild emphaty* 2
Gear:
Backpack
Masterwork composite longbow +1 streng, enchantment +2 110 ft range
Mithrall armor (+5)
2 Masterwork mithrall buckler (+1 each)
Amulet of armor (+1)
Masterwork silver dagger
Masterwork rapier
Masterwork longsword
Masterwork whip
Traveler outfit worth 80 gold pieces
Cloak (brown) worth 20 gold pieces
Flint n' steel
Disguise kit special +4 (albino)
Masterwork arrows (35) personal signs wroten in drow signs (zolarix elghinn - painful death)
Wooden sculptur (3) - spiders
Bedroll
Gold: 25 Gold pieces
Langues:
Common, Elven, Undercommon, Drow sign, Abyssal
Special abilities/Feats:
+2 will safe vs spells and spell-like abilities
Immune to sleep spells
Darkvision 120 feet
Spellresistense 11+class level
Spell-like abilities: Dancing light, Darkness, Fairy fire
1. favorit enemy: Elven (+2 damage, +2 on bluff, listen, sense motive, spot, survival)
2. favotir enemy: Humans (+2 damage, +4 on bluff, listen, sense motive, spot, survival)
Track
Wild emphaty 1d20 + Class level + charisma + 2 (synergy)
Combat style - Archery (rapid shot)
Improved combat style - archery (manyshot)
Endurance - + 4
Distracting attack
Woodland stride
Swift tracker
Evasion
Ambidexterity
Two-weapon fighting
Improved two-weapon fighting
Twin sword style - +2 dodge ac
Spells:
Level 1 ranger spells one/day
Team benefit
Crowded Charge
Foe Hunting
Group Trance
Indirect fire
Camp Rutine
Team Rush
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