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<blockquote data-quote="Lobo Lurker" data-source="post: 2635845" data-attributes="member: 25172"><p>I have no idea what the adventure's about (a plus, I assume). But sure, why not. I like your posting style from the other game we're in so color me interested.</p><p></p><p></p><p></p><p></p><p><strong>Nuressa Jherhud</strong>, Female Dwarf, Fighter 1: CR 1; Medium Humanoid (<em>Dwarf</em>) AL: NG;</p><p>HD 1d10+3 (Fighter) ; hp 13; Init +6; Spd 20; AC:18 (Flatfooted:17 Touch:11)</p><p>Atk +4 base melee, +2 base ranged; +5 (1d8+3 20/x3, Warhammer); +4 (1d4+3 18/x2, Kukri), +2 (1d4+3 sling); +4 (1d6+3, Spiked Shield), Grapple +4</p><p></p><p><strong>SQ</strong>: Slow, base land speed 20 (unaffected by medium/heavy loads); Darkvision 60 ft.; Stonecunning (+2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up); Weapon familiarity (waraxes & urgoshes); Stability (+4 vs. bull rushes & trips); +2 racial save vs. Poison; +2 racial save vs. spells & spell-like abilities; +1 racial bonus on attacks vs. orcs & goblinoids, +4 dodge bonus to AC vs monsters of the GIANT type; +2 racial bonus to Appraise checks on stone/metal items; +2 racial bonus to Craft checks related to stone/metal; </p><p></p><p><strong>Saves</strong>: Fort +5, Ref +1, Will +0</p><p></p><p><strong>Abilities</strong>: STR 16, DEX 12, CON 16, INT 14, WIS 10, CHA 6.</p><p></p><p><strong>Skills</strong>: Climb <strong>+7</strong> (4, +3 mod), Craft: weaponsmith <strong>+4</strong> (2, +0 mod, +2* race), Handle Animal <strong>+0</strong> (2, -2 mod), Intimidate <strong>+2</strong> (4, -2 mod), Jump +3 (0, +3 mod), Ride <strong>+3</strong> (2, +1 mod), Swim <strong>+5</strong> (2, +3 mod)</p><p></p><p><strong>Languages</strong>: Common, Dwarven, Goblin, & Giant</p><p></p><p><strong>Feats</strong>: Armor Proficiency: light, Armor Proficiency: medium, Armor Proficiency: heavy, Improved Initiative, Weapon Focus (<em>warhammer</em>), </p><p></p><p><strong><u>Possessions</u></strong></p><p style="margin-left: 20px"><strong>Weapons </strong>(20 GP, 7 lbs): Warhammer (1d8 dmg, 20/x3, Blunt, 5 lbs), Kukri (1d4 dmg, 18+/x2, Slashing, 2 lbs), Heavy Wooden Spiked Shield (1d6 dmg, 20/x2, Piercing), Sling (1d4 dmg, 20/x2, blunt, 20 ft. range) </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Armor </strong>(167 GP; 50 lbs, -7 ACP): Heavy Wooden Spiked Shield (+2 AC, -2 ACP, 10 lbs), Chainmail (+5 AC, MDB 2, ACP -5, 40 lbs), </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Goods</strong>: Flint & Steel (1 gP), Bullseye Lantern (12 gp, 3 lbs, clear illumination in 60 ft cone & shadowy in 120 ft cone), 6 Pints of Lantern oil (6 sp, 6 lbs, powers lantern for 6 hours per pint), 150 ft of hemp rope (30 lbs, 3 gp), Explorer's Outfit (10 G, 8 lbs), Pouch of 20 sling bullets (2 sp)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Magic</strong>: Wondrous: <none></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Money Bag</strong>: 32 Gold 12 Silvers</p><p></p><p><strong>Background</strong></p><p> As as child, there was nothing special about Nuressa. She trained as an apprentice smith with her father and was betrothed to another young dwarven silversmith. That would have been the end of her story if a cart full of iron ore hadn't crushed her when one of it's wheels collapsed.</p><p> Everyone thought she would die... and indeed, most hoped she would as she had been terribly disfigured. The local cleric was away on a spiritual retreat and thier community wasn't that large. Her cousin, the local naturalist/guide couldn't do much for her.</p><p> Despite all that, Nuressa woke up one morning. She'd once been fair, but now her nose was broken, her left eye seemed to be bloodied and half her teeth had been knocked out. Likewise, her cheekbones had fractured and her left arm was twisted. The greatest damage, however, had been to her mind. </p><p> While not amnesiac or slow, she never-the-less was a bit queer after the accident and seemed to have forgotten a great many things that she'd learned. Where once she was a dutiful daughter interested in forging horse shoes, spades, and oxwaynes she now yearned to explore. She was contrary just for the sake of being contrary, and while she meant no harm she just didn't fit in with the rest of the community anymore.</p><p> 6 years after her accident, Nuressa stole some weapons and armor from her father's smithy and attached herself to a passing caravan of halflings bound for the great city of Greyhawk.</p><p> She's just arrived and is amazed at what she's found.</p><p></p><p><strong>Appearance</strong></p><p> Not savory, even for a dwarf. Nuressa's hair is flame red shot through with black. Her nose is crooked and half her teeth are made of nickle. Her left eye is bloodshot while the right one is a beautiful blue. </p><p> She's tall for a dwarf, not that it means much, and is large shouldered. She tends to walk with a pronounced limp and her left arm hangs at an akward angle. It obviously pains her but it doesn't seem to hinder her any.</p></blockquote><p></p>
[QUOTE="Lobo Lurker, post: 2635845, member: 25172"] I have no idea what the adventure's about (a plus, I assume). But sure, why not. I like your posting style from the other game we're in so color me interested. [B]Nuressa Jherhud[/B], Female Dwarf, Fighter 1: CR 1; Medium Humanoid ([I]Dwarf[/I]) AL: NG; HD 1d10+3 (Fighter) ; hp 13; Init +6; Spd 20; AC:18 (Flatfooted:17 Touch:11) Atk +4 base melee, +2 base ranged; +5 (1d8+3 20/x3, Warhammer); +4 (1d4+3 18/x2, Kukri), +2 (1d4+3 sling); +4 (1d6+3, Spiked Shield), Grapple +4 [b]SQ[/b]: Slow, base land speed 20 (unaffected by medium/heavy loads); Darkvision 60 ft.; Stonecunning (+2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up); Weapon familiarity (waraxes & urgoshes); Stability (+4 vs. bull rushes & trips); +2 racial save vs. Poison; +2 racial save vs. spells & spell-like abilities; +1 racial bonus on attacks vs. orcs & goblinoids, +4 dodge bonus to AC vs monsters of the GIANT type; +2 racial bonus to Appraise checks on stone/metal items; +2 racial bonus to Craft checks related to stone/metal; [b]Saves[/b]: Fort +5, Ref +1, Will +0 [B]Abilities[/B]: STR 16, DEX 12, CON 16, INT 14, WIS 10, CHA 6. [B]Skills[/B]: Climb [b]+7[/b] (4, +3 mod), Craft: weaponsmith [b]+4[/b] (2, +0 mod, +2* race), Handle Animal [b]+0[/b] (2, -2 mod), Intimidate [b]+2[/b] (4, -2 mod), Jump +3 (0, +3 mod), Ride [b]+3[/b] (2, +1 mod), Swim [b]+5[/b] (2, +3 mod) [b]Languages[/b]: Common, Dwarven, Goblin, & Giant [b]Feats[/b]: Armor Proficiency: light, Armor Proficiency: medium, Armor Proficiency: heavy, Improved Initiative, Weapon Focus ([I]warhammer[/I]), [B][U]Possessions[/U][/B] [INDENT][B]Weapons [/B](20 GP, 7 lbs): Warhammer (1d8 dmg, 20/x3, Blunt, 5 lbs), Kukri (1d4 dmg, 18+/x2, Slashing, 2 lbs), Heavy Wooden Spiked Shield (1d6 dmg, 20/x2, Piercing), Sling (1d4 dmg, 20/x2, blunt, 20 ft. range) [B]Armor [/B](167 GP; 50 lbs, -7 ACP): Heavy Wooden Spiked Shield (+2 AC, -2 ACP, 10 lbs), Chainmail (+5 AC, MDB 2, ACP -5, 40 lbs), [B]Goods[/B]: Flint & Steel (1 gP), Bullseye Lantern (12 gp, 3 lbs, clear illumination in 60 ft cone & shadowy in 120 ft cone), 6 Pints of Lantern oil (6 sp, 6 lbs, powers lantern for 6 hours per pint), 150 ft of hemp rope (30 lbs, 3 gp), Explorer's Outfit (10 G, 8 lbs), Pouch of 20 sling bullets (2 sp) [B]Magic[/B]: Wondrous: <none> [B]Money Bag[/B]: 32 Gold 12 Silvers[/INDENT] [B]Background[/B] As as child, there was nothing special about Nuressa. She trained as an apprentice smith with her father and was betrothed to another young dwarven silversmith. That would have been the end of her story if a cart full of iron ore hadn't crushed her when one of it's wheels collapsed. Everyone thought she would die... and indeed, most hoped she would as she had been terribly disfigured. The local cleric was away on a spiritual retreat and thier community wasn't that large. Her cousin, the local naturalist/guide couldn't do much for her. Despite all that, Nuressa woke up one morning. She'd once been fair, but now her nose was broken, her left eye seemed to be bloodied and half her teeth had been knocked out. Likewise, her cheekbones had fractured and her left arm was twisted. The greatest damage, however, had been to her mind. While not amnesiac or slow, she never-the-less was a bit queer after the accident and seemed to have forgotten a great many things that she'd learned. Where once she was a dutiful daughter interested in forging horse shoes, spades, and oxwaynes she now yearned to explore. She was contrary just for the sake of being contrary, and while she meant no harm she just didn't fit in with the rest of the community anymore. 6 years after her accident, Nuressa stole some weapons and armor from her father's smithy and attached herself to a passing caravan of halflings bound for the great city of Greyhawk. She's just arrived and is amazed at what she's found. [B]Appearance[/B] Not savory, even for a dwarf. Nuressa's hair is flame red shot through with black. Her nose is crooked and half her teeth are made of nickle. Her left eye is bloodshot while the right one is a beautiful blue. She's tall for a dwarf, not that it means much, and is large shouldered. She tends to walk with a pronounced limp and her left arm hangs at an akward angle. It obviously pains her but it doesn't seem to hinder her any. [/QUOTE]
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