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<blockquote data-quote="Dave Blewer" data-source="post: 725073" data-attributes="member: 4972"><p><strong>Characters created using the system above</strong></p><p></p><p>Below are three characters using the system described above:</p><p></p><p>1st Level Cat Wildling Rogue</p><p>Small Humanoid</p><p>Hit Dice: 1d6+1 (7 hp)</p><p>Initiative: +5 (Dex)</p><p>Speed: 20 ft</p><p>AC: 18 (+1 size, +5 Dex, Leather +2 )</p><p>Attacks: -2 Melee (Short sword) or -2 Melee (Claw), -7 Melee (Bite) +5 Ranged (Shortbow)</p><p>Damage: Claw 1d3-2, Bite 1d4-2 , Shortsword 1d6-2, Shortbow 1d6</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Attacks: Sneak Attack +1d6</p><p>Saves: Fort +3, Ref +7, Wil +3</p><p>Abilities: Str 7, Dex 21, Con 12, Int 12, Wis 16, Cha 10</p><p>Skills: Balance +15, Climb +6, Disable Device +5, Disguise +4, Escape Artist +9, Hide +13, Listen +7, Move Silently +11, Read Lips +3, Search +5, Spot +7, Tumble +9</p><p>Feats: Dodge, Weapon Finesse (Bite, Claw)(non active)</p><p></p><p>Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.</p><p></p><p></p><p>1st Level Badger Wildling Fighter</p><p>Small Humanoid</p><p>Hit Dice: 1d10+2 (12 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft, Burrow 10ft</p><p>AC: 18 (+1 size, +3 Dex, +4 Scale Mail)</p><p>Attacks: +5 Melee (Battle Axe) or +5 Melee (Claw), +0 Melee (Bite) +4 Ranged (Light Crossbow)</p><p>Damage: Claw 1d3+4, Bite 1d4+2, Battle Axe 1d8 +6, Crossbow 1d8</p><p>Face/Reach: 5ft by 5ft/5ft</p><p>Special Qualities: Rage</p><p>Saves: Fort +6, Ref +3, Wil +2</p><p>Abilities: Str 19, Dex 16, Con 14, Int 13, Wis 11, Cha 10</p><p>Skills: Climb +8, Craft (pottery) +5, Jump +8 </p><p>Feats: Iron Will, Weapon Finesse (Bite, Claw), Weapon Focus (Battle Axe)</p><p></p><p>Rage (Ex): A Wildling badger that takes damage in combat must make a Will Save (DC 12) or fly into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.</p><p></p><p></p><p>1st Level Toad Wildling Cleric</p><p>Tiny Humanoid</p><p>Hit Dice: 1d8+2 (10hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 20 ft</p><p>AC: 18 (+2 size, +1 Dex, Chainmail +5)</p><p>Attacks: -3 Melee (Dagger) +1 Ranged (Light Crossbow)</p><p>Damage: Dagger 1d4-3, Crossbow 1d8</p><p>Face/Reach: 2 1/2ft by 2 1/2ft/0ft</p><p>Saves: Fort +4, Ref +3, Wil +7</p><p>Abilities: Str 5, Dex 13, Con 15, Int 15, Wis 21, Cha 9</p><p>Skills: Concentration +6, Heal +9, Hide +9, Knowledge (Religion) +6, Spellcraft +6</p><p>Feats: Combat Casting </p><p></p><p>Skills: A toad's coloration gives it a +4 racial bonus to Hide checks</p></blockquote><p></p>
[QUOTE="Dave Blewer, post: 725073, member: 4972"] [b]Characters created using the system above[/b] Below are three characters using the system described above: 1st Level Cat Wildling Rogue Small Humanoid Hit Dice: 1d6+1 (7 hp) Initiative: +5 (Dex) Speed: 20 ft AC: 18 (+1 size, +5 Dex, Leather +2 ) Attacks: -2 Melee (Short sword) or -2 Melee (Claw), -7 Melee (Bite) +5 Ranged (Shortbow) Damage: Claw 1d3-2, Bite 1d4-2 , Shortsword 1d6-2, Shortbow 1d6 Face/Reach: 5ft by 5ft/5ft Special Attacks: Sneak Attack +1d6 Saves: Fort +3, Ref +7, Wil +3 Abilities: Str 7, Dex 21, Con 12, Int 12, Wis 16, Cha 10 Skills: Balance +15, Climb +6, Disable Device +5, Disguise +4, Escape Artist +9, Hide +13, Listen +7, Move Silently +11, Read Lips +3, Search +5, Spot +7, Tumble +9 Feats: Dodge, Weapon Finesse (Bite, Claw)(non active) Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. 1st Level Badger Wildling Fighter Small Humanoid Hit Dice: 1d10+2 (12 hp) Initiative: +3 (Dex) Speed: 20 ft, Burrow 10ft AC: 18 (+1 size, +3 Dex, +4 Scale Mail) Attacks: +5 Melee (Battle Axe) or +5 Melee (Claw), +0 Melee (Bite) +4 Ranged (Light Crossbow) Damage: Claw 1d3+4, Bite 1d4+2, Battle Axe 1d8 +6, Crossbow 1d8 Face/Reach: 5ft by 5ft/5ft Special Qualities: Rage Saves: Fort +6, Ref +3, Wil +2 Abilities: Str 19, Dex 16, Con 14, Int 13, Wis 11, Cha 10 Skills: Climb +8, Craft (pottery) +5, Jump +8 Feats: Iron Will, Weapon Finesse (Bite, Claw), Weapon Focus (Battle Axe) Rage (Ex): A Wildling badger that takes damage in combat must make a Will Save (DC 12) or fly into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. 1st Level Toad Wildling Cleric Tiny Humanoid Hit Dice: 1d8+2 (10hp) Initiative: +1 (Dex) Speed: 20 ft AC: 18 (+2 size, +1 Dex, Chainmail +5) Attacks: -3 Melee (Dagger) +1 Ranged (Light Crossbow) Damage: Dagger 1d4-3, Crossbow 1d8 Face/Reach: 2 1/2ft by 2 1/2ft/0ft Saves: Fort +4, Ref +3, Wil +7 Abilities: Str 5, Dex 13, Con 15, Int 15, Wis 21, Cha 9 Skills: Concentration +6, Heal +9, Hide +9, Knowledge (Religion) +6, Spellcraft +6 Feats: Combat Casting Skills: A toad's coloration gives it a +4 racial bonus to Hide checks [/QUOTE]
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