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PCs for spidertrag's Eberron game
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<blockquote data-quote="Sidekick" data-source="post: 1677949" data-attributes="member: 13946"><p><strong>Halas Snowmantle</strong></p><p></p><p>Halas Snowmantle (d'Orien, sort of)</p><p>Male human Ranger2/Fighter1. AL: Neutral </p><p>Home region: Talenta Plains (originally from Cyre).</p><p></p><p>HP: 2d8+1d10+6= 32/32</p><p>AC: 19 (or 22 when using Combat Expertise). touch: 14, flatfooted: 15</p><p></p><p>History: Halas was born in a small village on the Cyrian side of Lake Cyre, his family were blood relatives of House Orien and as such held influence in the town. At age 10 his village was destroyed By Karrnathi raiders. He hid as the skeletal forces murdered his family and friends. The shock of this event turned a part of his hair white, hence the name ‘snowmantle’. He eventually fled to the Plains where in Gatherhold the Halflings took him in and raised him as one of their own.</p><p> He has subsequently been raised as a child of the plains. He has learnt to use the Tangtat (his weapon of choice) and is a proficient dinosaur rider. At the age of 18, his dragonmark became. His elders knew what this meant and sent him with their blessing to go back to his birth family. They hope that he will one day return and be a bridging gap between the people of the plains and the Humans of the Four Nations (especially House Orien).</p><p> Since his re-introduction to human society, Halas has been somewhat ostracised by House Orien. He is a rogue barbarian who, while intelligent knows very little about post-war Khorvaire and his irrational hate of Karrnath is bad for buisiness. Finally, Halas serves as a reminder of what was lost on the day of mourning. He is free to do as he pleases until such a time as the house can find a use for him in their operations.</p><p></p><p>Personality & Appearance: Halas is an inquisitive and outgoing person. He does however have a deep hate for Karrnath and their undead soldiers. Halas is dressed in brown leathers and has many braids in his hear. His white lock of hair (right temple) had beads and feather in it is not tied back under his leather headband like the rest of his long brown mess. His chain shirt is barely noticable under his brown travellers coat. Halas' Tangtat and bow are stowed over his back, daggers in boots, and his kukri and sap at his belt. His mark is on the nape of his neck and the top of it can be spied over his collar if he is unarmed</p><p></p><p>Combat: Halas prefers to use 1-2 rounds of arrows before he closes to melee. When he does so, he will immediately start at full defence taking a -3 to attack for a +3 to AC. Once he has established control or he can’t hit his enemy then he will start to sacrifice defence for attack. Halas doesn’t often take prisoners and is a brutal and efficient combatant. A favourite trick of his is to dimesional leap to an enemies side, then action surge an attack if he has surpise.</p><p></p><p>Str: 18 Int: 13</p><p>Dex: 18 Wis: 14</p><p>Con: 15 Cha: 10</p><p></p><p>SQ: favoured enemy: undead (+2)</p><p>Wild empathy: +1</p><p>Dimensional Leap 1/day (30 ft max)</p><p></p><p>Action points: 6</p><p>Initiative: +4, speed 30ft</p><p>Fort: +7 Ref: +7 Will: +2</p><p>BAB +3, melee & ranger +7</p><p></p><p>Feats: Track (b); Combat Expertise (b); Rapid Shot (b); EWP: Tangtat; Least Mark of Passage; Action Surge (3rd level).</p><p></p><p>Skills: </p><p>Survival: +9/+11 (when tracking) [ 5ranks+2wis +2 synergy+2feat]</p><p>Move Silently: +8 [4ranks+4dex]</p><p>Hide: +8 [4ranks+4dex]</p><p>Jump: +7 [3ranks+4str]</p><p>Climb: +7 [3ranks+4str]</p><p>Knowledge (geography): +3 [2ranks+1int]</p><p>Listen: +7 [5ranks+2wis]</p><p>Spot: +7 [5ranks+2wis]</p><p>Search: +5 [5ranks+1int]</p><p>Ride: +8 [4ranks+4dex]</p><p>Handle Animal: +3 [4ranks-1cha]</p><p></p><p>Equipment: +1 Chain Shirt</p><p>MW cold iron Tangtat</p><p>Composite Longbow (+1str bonus) – 20 arrows</p><p>2 daggers</p><p>Sap</p><p>Kukri</p><p>Wand of Cure light wounds (full)</p><p>Belt pouch – Alchemists acidic fire</p><p> - potion of cure light wounds</p><p>Heward’s Handy Haversack</p><p>-Handaxe</p><p>-Food (10 days)</p><p>-50ft silk rope & grapple</p><p>-5 Sunrods</p><p>-Whetstone</p><p>-2 waterflasks</p><p>-bedroll</p><p>-winter blanket</p><p>-small tent</p><p>-40 arrows</p><p>- letter of credit (000gp)</p><p>- money pouch (25gp, 9sp, 8cp)</p><p></p><p>Attacks: MW Tangtat + 8 (+5 when defending) [1d10+6; 18-20/x2]</p><p>Comp longbow +7 [1d8+1/x3] or Rapid Shot +5/+5 [1d8+1/x3]</p><p>Dagger +7 [1d4+4; 19-20/x2]</p><p>Kukri +7 [1d4+4; 18-20/x2]</p><p>Sap +7 [1d6+4S/x2]</p></blockquote><p></p>
[QUOTE="Sidekick, post: 1677949, member: 13946"] [b]Halas Snowmantle[/b] Halas Snowmantle (d'Orien, sort of) Male human Ranger2/Fighter1. AL: Neutral Home region: Talenta Plains (originally from Cyre). HP: 2d8+1d10+6= 32/32 AC: 19 (or 22 when using Combat Expertise). touch: 14, flatfooted: 15 History: Halas was born in a small village on the Cyrian side of Lake Cyre, his family were blood relatives of House Orien and as such held influence in the town. At age 10 his village was destroyed By Karrnathi raiders. He hid as the skeletal forces murdered his family and friends. The shock of this event turned a part of his hair white, hence the name ‘snowmantle’. He eventually fled to the Plains where in Gatherhold the Halflings took him in and raised him as one of their own. He has subsequently been raised as a child of the plains. He has learnt to use the Tangtat (his weapon of choice) and is a proficient dinosaur rider. At the age of 18, his dragonmark became. His elders knew what this meant and sent him with their blessing to go back to his birth family. They hope that he will one day return and be a bridging gap between the people of the plains and the Humans of the Four Nations (especially House Orien). Since his re-introduction to human society, Halas has been somewhat ostracised by House Orien. He is a rogue barbarian who, while intelligent knows very little about post-war Khorvaire and his irrational hate of Karrnath is bad for buisiness. Finally, Halas serves as a reminder of what was lost on the day of mourning. He is free to do as he pleases until such a time as the house can find a use for him in their operations. Personality & Appearance: Halas is an inquisitive and outgoing person. He does however have a deep hate for Karrnath and their undead soldiers. Halas is dressed in brown leathers and has many braids in his hear. His white lock of hair (right temple) had beads and feather in it is not tied back under his leather headband like the rest of his long brown mess. His chain shirt is barely noticable under his brown travellers coat. Halas' Tangtat and bow are stowed over his back, daggers in boots, and his kukri and sap at his belt. His mark is on the nape of his neck and the top of it can be spied over his collar if he is unarmed Combat: Halas prefers to use 1-2 rounds of arrows before he closes to melee. When he does so, he will immediately start at full defence taking a -3 to attack for a +3 to AC. Once he has established control or he can’t hit his enemy then he will start to sacrifice defence for attack. Halas doesn’t often take prisoners and is a brutal and efficient combatant. A favourite trick of his is to dimesional leap to an enemies side, then action surge an attack if he has surpise. Str: 18 Int: 13 Dex: 18 Wis: 14 Con: 15 Cha: 10 SQ: favoured enemy: undead (+2) Wild empathy: +1 Dimensional Leap 1/day (30 ft max) Action points: 6 Initiative: +4, speed 30ft Fort: +7 Ref: +7 Will: +2 BAB +3, melee & ranger +7 Feats: Track (b); Combat Expertise (b); Rapid Shot (b); EWP: Tangtat; Least Mark of Passage; Action Surge (3rd level). Skills: Survival: +9/+11 (when tracking) [ 5ranks+2wis +2 synergy+2feat] Move Silently: +8 [4ranks+4dex] Hide: +8 [4ranks+4dex] Jump: +7 [3ranks+4str] Climb: +7 [3ranks+4str] Knowledge (geography): +3 [2ranks+1int] Listen: +7 [5ranks+2wis] Spot: +7 [5ranks+2wis] Search: +5 [5ranks+1int] Ride: +8 [4ranks+4dex] Handle Animal: +3 [4ranks-1cha] Equipment: +1 Chain Shirt MW cold iron Tangtat Composite Longbow (+1str bonus) – 20 arrows 2 daggers Sap Kukri Wand of Cure light wounds (full) Belt pouch – Alchemists acidic fire - potion of cure light wounds Heward’s Handy Haversack -Handaxe -Food (10 days) -50ft silk rope & grapple -5 Sunrods -Whetstone -2 waterflasks -bedroll -winter blanket -small tent -40 arrows - letter of credit (000gp) - money pouch (25gp, 9sp, 8cp) Attacks: MW Tangtat + 8 (+5 when defending) [1d10+6; 18-20/x2] Comp longbow +7 [1d8+1/x3] or Rapid Shot +5/+5 [1d8+1/x3] Dagger +7 [1d4+4; 19-20/x2] Kukri +7 [1d4+4; 18-20/x2] Sap +7 [1d6+4S/x2] [/QUOTE]
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