[FULL!] ADVENTURERS Inc. Recruitment drive!


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I'm working on my sheet, but a severe lack of sleep is catching up to me at the moment. Finishing the sheet might have to give way to a nap... ;-)
 


I am working out his personality and looks, and why he is in the Adventurers Inc. but here is the basic stuff so far...

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Devin Greenwalker

RANGER 8th Level
EXP: 28,000
Human Male
ALN: Chaotic Good
Hair: Black
Eyes: Brown
Height: 5' 8"
Weight: 171 lbs
Age: 24
Deity: ?

STR: 14 (+2)
DEX: 16/18 (+4 ) [bonus attribute at level 4th and 8th; gloves of DEX]
CON: 14 (+2)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 10

Hit Points: 52 (8 [max 1st] +28 [average levels 2-8] + 16 [con bonus])
Action Points: 9
Armor Class: 24/20 [base 10 +6 armor +3 shield +4 DEX] flat-footed 19, touch 14

Saving Throw Bonus:
Fortitude: +8 [+6 base +2 con]
Reflexes: +9 [+6 base +3 dex]
Willpower: +6 [+2 base +2 wis +2 feat]

Initiative: +4
Base Attack Bonus: +8/+3
Grapple: +10

Longsword +1 Attack +11; Full Attack +11/+6 (1d8+3, crit 19-20/x2)
Heavy Mace, mastercraft Byeshk Attack +11; Full Attack +11/+6 (1d8+3, crit 20/x2)
Composite Longbow +2 Attack +15; Full Attack +15/+10, rapid shot +13/+13/+10; manyshot +11/+11/+5/+5 (1d8+4. crit 20/x3)

Skills [32 +8 +8 +8 +8 +8 +8 +8 +8 = 88]:
Climb +7 (5 ranks +2 str)
Handle Animals +6 (6 ranks +0 cha)
Heal +7 (5 ranks +2 wis)
Hide +20 (11 ranks +4 dex +5 cloak)
Knowledge +12 [nature] (11 ranks +1 int)
Listen +13 (11 ranks +2 wis)
Move Silent +20 (11 ranks +4 dex +5 boots)
Ride +7 (1 rank +4 dex +2 sy)
Search +6 (5 ranks +1 int)
Spot +13 (ranks 11 +2 wis)
Survival +13 (ranks 11 +2 wis) [+2 when tracking]

Languages:
Common, Goblinish

Race: Human
additional Feat
+4 skill points at first level; +1 each additional level

Class: Ranger
Favored Enemies: 'Magical Beasts' +4 to Bluff, Listen, Sense Motives, Spot, and Surviva. +4 damagel; second enemy Aberrations +2 to Bluff, Listen, Sense Motives, Spot, and Survival. +2 damage
Track
Wild Empathy: +8
Combat Style: Archery - Rapid Shot
Endurance
Animal Companion (riding/war horse of some kind)
Improved Combat Style: Archery - Manyshot
Woodland Stride
Swift Track
Spells: two 1st level, one 2nd level (Generally will be: 1st: Longstride, Pass without a Trace; 2nd: Cat's Grace)

Feats [4]:
Iron Will
Pierce Shot
Point Blank Shot
Weapon Focus (long bow)

Equipment:
+2 Chaimain Shirt (4250gp)
+1 Darkwood Large Wooden Shield (1257gp)
+2 Composite Longbow [strength +2] (8600gp)
+1 Longsword (2315gp)
mastercraft Byeshk Heavy Mace (1812gp)
10 adamatine arrows (600gp)
10 silver arrows (gp)
Ring of Sustenance (2500gp)
Boots of Elvenkind (2500gp)
Cloak of Elvenkind (2500gp)
Gloves of Dexterity +2 (4000gp)

{total spent on magic = 30,334gp}
 
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Alright. Now that I've finally got a good, solid block of time, I can get somewhere with this character sheet/background.
*glances sorrowfully at the stack of games he bought from Electronic Boutique today, then looks back at the computer screen*
Y...Yes. A good, solid block of time.

Class: Fighter(5), Warforged Juggernaut(3)
Total Level: 8

Str: 18(+4) Dex: 12(+1) Con: 18(+4) Int: 8(-1) Wis: 8(-1) Cha: 8(-1)

Hit Points: 70/70

Base Attack Bonus: +7
- Base Melee/Grapple Bonus: +11
- Base Ranged Bonus: +8

Fort: +11 Ref: +3 Will: +1

Init: +1
Speed: 20' (25' for Charge)

Armor Class: 27
- Touch: 11
- Flat-Footed: 26

Special Features
Living Construct Subtype:
- Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- Cannot naturally heal.
- May be harmed by spells/effects that target constructs, as well as heat metal, chill metal, repelt metal or stone, and repel wood. Takes 2d6 damage from rusting grasp (Reflex half; DC 14 + caster's ability mod). Same damage from rust monster's touch (Reflex half; DC 17). Supernatural abilities that cure hit points or ability damage provide only half normal effect.
- Takes no damage from strenuous activity while at 0 hit points. Does not lose additional hit points per round while less than 0 and greater than -10.
- May be resurrected.
- Need not eat, sleep or breathe.
+3 Adamantine Plating: +11 AC bonus, damage reduction 4/adamantine. Base speed 20' and considered to be wearing heavy armor. +1 max Dex bonus to AC, -5 armor check penalty, spell failure of 35%. May not wear armor or robes.
Light Fortification: 25% a sneak attack is negated and damage rolled normally.
Slam Attack: 1d4 damage.
Proficient with all simple and martial weapons as well as armor spikes. Also proficient with all armor and shields.
Armor Spikes: Deal 1d6 damage on a successful grapple attack.
Expert Bull Rush: Adds +3 to Str checks when trying to break down doors as well as making or defending against a bull rush.
Reserved: -3 to Bluff, Diplomacy, Gather Information and Sense Motive.
Charge Bonus: Additional +1 bonus to attack when charging (for a total of +3).
Construct Perfection I: Not subject to nonlethal damage or extra damage from critical hits.
Construct Perfection II: Immune to all mind-affecting spells and abilities, positive and negative.
Extended Charge: +5' bonus to speed when making a charge.
Healing Immunity: Immune to benefits of the healing subschool. May not benefit from the effects of consumable spells and magic items.
Superior Bull Rush: When a successful bull rush is made, damage equal to the armor spikes plus Str mod may be dealt in addition. May add the extra damage from Powerful Charge as well if made as part of a charge.

Feats: Adamantine Body, Improved Bull Rush, Improved Damage Reduction(x2), Power Attack, Powerful Charge, Weapon Focus: Spiked Gauntlet, Weapon Specialization: Spiked Gauntlet.

Languages: Common.

Skills: Bluff +0/-4, Climb +5/+9, Diplomacy +0/-4, Gather Information +0/-4, Intimidate +6/+5, Sense Motive +0/-4.
- Armor Check Penalty: -5

Weapons
+2 Battlefist
- To Attack:+14/+9
- To Damage: 1d8+8 (Bludgeoning & Piercing)
- Crit: 20/x2
- Notes: Embedded. Counts as a spiked gauntlet.

Armor
+3 Adamantine Plating. See special features up above.

+3 Heavy Steel Shield
- To AC: +5
- Armor Check Penalty: -2

Gold: 230

Background: Barrel was made decades ago, back when sentience was still a tricky matter for the Warforged and their only concern was war. In his eyes it was a glorious time, with his time divided between killing and waiting to kill. It was a time of meaning and focus, with no question as to his purpose.

But one day the war inevitably ended, the march of battle silenced by a peace treaty concoted out of the blue. Just as suddenly, Barrel found himself lacking for a task. He was no longer an effective soldier in an army of metal and wood, but an ugly reminder of a time people wanted to forget.

With no conception of not being ordered to do something, Barrel took to wandering the streets, searching for any jobs openings. While it was an unorthodox system and understandably difficult for him to find any work, he still found some. Sometimes for no pay. Often without any idea of what he was doing. Always with disastrous results.

His attempts as a sparring partner ended in the death of his student. The try at being a guardsman resulted in far too many executions for the laws liking. And let us not speak of the time he tried his hand at being a short-order cook. Men still shriek at the mere sight of a dinner plate in certain areas.

Obsessed with his failures and his continued lack of purpose, Barrel grew ever more depressed. More and more he took to simply standing stark still, his eyes staring blankly at any unsettled pedestrians who happened to walk by. If he could not be a soldier, if he could not be a success...then he would simply stand still and wait for another war.

As luck would have it, the war came to him.

While standing in a rainstorm one night, his metal casing slowly losing a battle against rust, a band of employees from Adventure Inc. passed by Barrel. They were rip-roaring drunk, riding high from their latest success at snatching a profitable job from beneath the noses of another mercenary band. Unbeknown to the drunks, the mercenaries had not given up, but decided it would be easiest to simply kill the adventurers after they succeed at the task. Then they could have both payment and whatever else the luckless band had on their person.

Swiftly the warriors decended on the adventurers, blade, arrow and spell made ready. Truth of the matter be told, the fight likely would have been won without a bit of difficulty...had Barrel not chosen that moment to charge forward, arms flailing wildly. While he might not have cared for the fate of those about to be ambushed, he damned well wasn't about to miss the first chance at any fun in years.

Things took their natural flow of events from there. Barrel crushed the mercenaries with much blood and screaming. The adventurers, glad to be living, passed him one of their fliers, directed him to their headquarters, then rushed off before he decided to squish them too. Ecstatic at the prospective of having something to do, the Warforged rushed off and signed up with the company immediately.
 
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One point to clarify: Karl Green and Gramcrackered both added on their bonus attribute points from 4th and 8th level to the 30 point-buy system, whilst I assumed they were incorporated. Who was right? I could sure use two bonus attribute points... :p
 



I just realized something. Sort of central to my concept, is my Clawfoot mount/companion. How should I handle his advancement, if any?

If I can't sort it out I can knock together my first concept of a Human Up-Close and Personal Monster Killer pretty easily.
 
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