Phaeton's Falcon OOC


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Icklebad Moffet - Gnome Rogue

I think the AC is correct now. I tried to use the new Hero Lab software to do the character, and it adds all the items bought to your encumberance. I think that took 2 points of Dex bonus away... or something like that. Anyway it should be right now. 10 + 1 for Size, +3 for Dex, +4 for Chain Shirt.
 

scranford said:
I think the AC is correct now. I tried to use the new Hero Lab software to do the character, and it adds all the items bought to your encumberance. I think that took 2 points of Dex bonus away... or something like that. Anyway it should be right now. 10 + 1 for Size, +3 for Dex, +4 for Chain Shirt.

That's got it. It looked like you had stiffed yourself a point or two. Gotta get that AC up...you'll need it. :]
 


Here's my submission. Let me know what you think:

Gurv Bhegen
Male Human
Ranger (Urban) 2
Lawful Neutral
Patron Deity (Waukeen)

Str 14 +2 (06 pts)
Dex 14 +2 (06 pts)
Con 12 +1 (04 pts)
Int 13 +1 (05 pts)
Wis 12 +1 (04 pts)
Cha 12 +1 (04 pts)

Hit Points 16
Action Points ??
AC 16, Touch 12, Flat 14
Init +6
BAB +2, Grap +4
Speed 30' (base 30', Light, Light)
Fort +4, Ref +5, Will +1

+5 Longsword (masterwork), 1d8+2, 19-20/x2, Slashing
+4 Shortsword, 1d6+2, 19-20/x2, Piercing
+3/+2 Longsword and Shortsword, 1d8+2/1d6+1, 19-20/x2, Slashing/Piercing
+4 Greatclub, 1d10+3, x2, Bludgeoning
+4 Dagger, thrown, 1d4+2, 19-20/x2, Piercing
+4 Comp. Longbow (Str: +2), 1d8+2, x3, 110'r, Piercing

Size category 6'1", 190 lb., 21 yrs old
Short brown hair; brown deep-set eyes, pale skin

Speaks common and orcish

+3 Climb (2 Ranks + 2 Str - 1 ACP)
+8 Gather Information (5 Ranks + 1 Cha + 2 Syn)
+6 Handle Animal (5 Ranks + 1 Cha)
+3 Heal (2 Ranks + 1 Wis)
+6 Hide (5 Ranks + 2 Dex - ACP)
+3 Jump (2 Ranks + 2 Str - ACP)
+6 Knowledge (local) (5 Ranks + 1 Int)
+4 Listen (3 Ranks + 1 Wis)
+5 Move Silently (4 Ranks + 2 Dex - 1 ACP)
+5 Ride (1 Ranks + 2 Dex + 2 Syn)
+3 Search (2 Ranks + 1 Int)
+5 Spot (4 Ranks + 1 Wis)


Feats
-Improved Initiative (+4 to initiative)
-Combat Expertise (Trade attack bonus for AC)
-Two Weapon Fighting (Reduce two-weapon fighting penalties reduced by 2)

Human Traits
-Extra Feat
-Additonal Skill Points

Ranger Abilities
-Favored Enemy (Human)
-Urban Track
-Wild Empathy (at 1/2 level)
-Two Weapon Combat Style

Spells Prepared
0th- Spell1, Spell2
1st- Spell1, Spell2 (D) if domain spell
2nd- Spell1, Spell2 (S) if specialization spell


Special
List any special abilities or miscellaneous information that doesn't fit anywhere else on this character sheet. You can include animal companion stats, familiar's benefits and stats, horse/steed statistics, etc.


Background: Gurv was born as the son of a middle-class kennelmaster in Suzail, From an early age, Gurb shiwed a natural talent with the animals and their training. He, however, found himself much more interested in the workings of the labor guilds and organized crime in the marketplace than his father's business. All but abandoning his family work, Gurv started following around a local boss, Murl Billows. Billows, taking a liking to the young Gurv, shows him the ropes of underworld. Murl started showing Gurv the structure of this world, demonstrating its similarity to the government in matters of hierarchy and respect. This infrastructure and "honor amongst thieves" impresses Gurv and, with Murl's backing, he starts policing the underworld. Targeting thieves who refused to pay their dues and merchants who bucked the system by not making payments, Gurv works to establish a fair environment for business to take place. After about a year of this type of work, Gurv sees he is having an impact with the small time operators in the city. In his investigations, Gurv found that Murl Billows was cheating the local thieves guild. Disgusted with his benefactor's hypocrisy, Gurv breaks contact woth his adopted father, going off on his own. At this time, Gurv and his stablizing effect on the underworld became known by a minor Cormyr noble, who employed Gurv to escort him into the marketplace to oversee a summit between two warring gangs. Impressed by the young man, the noble promises to offer future work for Gurv.


Personality: Gurv is a serious young man with a relatively strong sense of ethics and personal honor. Despite working with thieves and criminals, he sees clear rules that create greater profits for everyone as long as no one gets greedy. With an almost arrogant sense of superiority, the young ranger often bites off more than he can chew, harassing bigger foes than he can realistically deal with. He is quickly learning some subtlety to match his zeal for his arbitrary sense of right and wrong. Despite this, Gurv is a likeable fellow, preferring to use kind words versus intimidation to do his work.


Appearance: Gurv is a tall, fit young man of medium frame. He wears his dull brown hair short and his face shaven, though often going several days between shaves. Gurv has dark brown, almost black, eyes under a deep brow. His nose is rather large a prominant. He wears common laborer clothing, undyed wool and cloth clothing, soft leather boots, and a warm but unremarkable cloak. The only thing outstanding about his appearance are the fine sword and armor he possesses. He attempts to hide these items; the armor worn under a tunic and the fine weapons in unremarkable scabbards.

Items Worn (Armor, Robe, Hat, etc.)
-Chain Shirt, Masterwork (250 gp, 25 lb.)
-Wool Trousers
-Hard Leather Boots
-Cotton Shirt
-Cotton Tabard
-Heavy Cloak
-Leather Belt
-Longsword, Masterwork (315 gp, 4 lb.)
-Shortsword (10 gp, 2 lb.)
-Composite Longbow, Str+2 (300 gp, 3 lb.)
-Quiver, 40 arrows (2 gp, 6 lb.)

Items in Belt Pouches
-Whetstone (2 cp, 1lb.)
-Flint and Steel (1 gp)
-Chalk (2) (2 cp)
-Oil Vials (2) (2 sp, 2 lb.)

Items in Backpack/Sack
-Lantern, Bullseye (12 gp, 3lb.)
-Rope, silk, 5' (10 gp, 5lb.)
-Potion of Cure Light Wounds (50 gp, .5 lb)

54.5 lbs. carried
63 gp
 
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Ethandrew, go ahead and go with Kelemvor. I'll allow Livingston to take the death domain and rebuke undead. I'm going off of the old version anyway. Kelemvor will fit the rest of the party dynamic better.

Blind Azathoth, go ahead and put together a wizard just in case.
 

Craw Hammerfist said:
Ethandrew, go ahead and go with Kelemvor. I'll allow Livingston to take the death domain and rebuke undead. I'm going off of the old version anyway. Kelemvor will fit the rest of the party dynamic better.

If party dynamics are going to be an issue with a necromancer, I totally don't have to play one. If you'd rather me go with a straight wizard, I can put something together by Friday night. I'm not all about the death-obsessive evil character, I just have had this urge to play one for quite sometime. Let me know if you'd rather me make the wizard and let Blind Azeroth keep his character.
 

ethandrew said:
If party dynamics are going to be an issue with a necromancer, I totally don't have to play one. If you'd rather me go with a straight wizard, I can put something together by Friday night. I'm not all about the death-obsessive evil character, I just have had this urge to play one for quite sometime. Let me know if you'd rather me make the wizard and let Blind Azeroth keep his character.

Go ahead and put together a wizard of your choice. I'll look at both cleric wizard combos and we can discuss from there.
 

Hey, this looks like fun. I've never played by post, though, and I'm not sure if I'd be able to post several times a day as requested (if I can't join 'cause of that, that's OK) but I'd like to try playing, if that's alright with everyone.

If no one minds my jumping aboard, I'd like to play a wizard or sorcerer, but I'll take any class the party is lacking in.

Uh, and if anyone could provide info/link to Invisible Castle, that's be appreciated.
 

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