Both my concepts are pretty much tank concepts.On another note, so far none of us has made a "tank" character. Aredal is definetly NOT optimised as a combat cleric and I'm afraid that without at least one frontline-man we'll get wiped pretty soon...
Name: Melara Saren Age: 15
Class/Level: Martial Rogue 1 Gender: Female
Race: Half-Orc Height: 6' 5"
Alignment: Neutral Good Weight: 180 lbs.
Deity: Volnara Speed: 30 feet.
Hair: Dark Brown (w/streaks of gray) Eyes: Dark Blue
Size: Medium Skin: Dark Tan
Ability Score Mod HP: 8
Strength 20 +5
Dexterity 16 +3 AC: 19 = 10 +4 3 0 | 14 | 13
Constitution 14 +2 Total Base + Armor + Dex + Shield | Flat | Touch
Intelligence 16 +3 Foot
Wisdom 10 00 Init: 3 3 0
Charisma 05 -3 Total = Dex + Miscl.
Base Ability Misc.
Saving Throws Total = Save + Modifier + Modifier
Fortitude +2 +0 +2 xx
Reflex +5 +2 +3 xx
Will +0 +0 xx xx
Base Attack Bonus: +0
Grapple 6 1 5
Total = BAB + STR + Size + Misc
Attack
Attack Bonus Damage Critical Range Type Weight Notes
Greatsword +6 2d6+9 19-20/x2 n/a S 8 lbs.
Key Skill Ability Misc.
Skills Ability Modifier Modifier Ranks Modifier Notes
Balance DEX +7 +3 4 1
Climb STR +7 +5 2 1
Disable Device INT +7 +3 4
Escape Artist DEX +7 +3 4 1
Jump STR +7 +5 2 1
Knowedge (Local) INT +7 +3 4
Open Lock DEX +7 +3 4
Search INT +7 +3 4
Survival WIS +5 +0 2 +3
Spot WIS +5 +0 4
Tumble DEX +7 +3 4 1
Use Rope DEX +7 +3 4
1. Armor Check Penalty (-2)
2. Double Armor Check Penalty (-4)
Languages
Common, Orc, Abyssal, Draconic, Gnoll
Feats
Martial Weapon Proficiency (Greatsword)
Skill Focus (Survival)
Racial Traits
Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is
black and white only, but it is otherwise like normal sight, and half-orcs can
function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Class Features
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap,
shortbow, and short sword. Rogues are proficient with light armor, but not with
shields.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or
higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the
spell used to create it. Rogues (and only rogues) can use the Disable Device skill to
disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used
to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check
can study a trap, figure out how it works, and bypass it (with her party) without
disarming it.
Equipment Cost Weight
Armor
- Chain Shirt 100 gp 25 lbs.
Wepaon
- Greatsword 50 gp 8 lbs.
Encumbrance 33.0 lbs.
Light: 133 lbs.
Medium: 266 lbs.
Heavy: 400 lbs.
Push/Drag: 2,000 lbs.
Lift: 800 lbs.
Platinum: 00
Gold: 00
Silver: 00
Copper: xx
Blackrat: I'm not using upkeep in this game, so you can refund that portion of Aredal's expenses.
All right. No prob.Reveille: Your ability scores are pushing the envelope a little bit. You didn't really follow the spirit of my guidelines when I suggested having one low ability score since none of your skills or class abilities are based on Charisma. That wouldn't be so big of a deal if your overall totals weren't a bit excessive. See if you can tone them down a bit. If you cut total modifiers down to max +10 that would probably be fine.
Would it be okay to just start with a little above average? Not too much, just 50 gp. Basically all I'd start with is armor and my weapon.Also, I don't believe your equipment adds up. If I recall correctly rogues start with 125 gp on average. Your total equip value is well over that. You also calculated BAB wrong, as rogues get +0 at 1st level. Additionally, you have a +2 shield bonus listed while you use a greatsword.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.