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<blockquote data-quote="Raven Crowking" data-source="post: 5598445" data-attributes="member: 18280"><p>Some pregens. Note: I didn't have a chance to do equipment yet, but can do so over the next day or so.</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong>Angbran Iron-Nose, Dwarf Fighter 1</strong></span></p><p></p><p>Str 18 (+3); Int 10; Wis 6 (-1); Dex 10; Con 17 (+2); Cha 12</p><p>Saves: Fort +4; Pcn +0; Prow +5; Reas +0; Refl +1; Will +1</p><p>Hp 6; Shake it Off 18. Base Init +0.</p><p>Speed: 20 ft.</p><p>AC 17; ACP -5</p><p>Battleaxe (Spd S, Dam 1d8, Crit 18-20, Type S)</p><p>Throwing Axes (2) (Spd F, Dam 1d6, Crit 20, Type S, Ranges 10/20/40/50)</p><p>Knife (Spd VF, Dam 1d4, Crit 20, Type S)</p><p>Skills: Bluff 1 (+1), Climb 1 (+4), Craft (Blacksmith) 1 (+1); Heal 1 (+0), Intimidate 1 (+4), Profession (Miner) 2 (+1), Ride 1 (+0), Swim 1 (+4).</p><p>Weapon Skills: Axe Fighting 2, Axe Throwing 2, Siege Weapons 2, Sword Fighting 2, Unarmed Strike 2, Knock Opponent Back 10 ft. 2.</p><p>Special: </p><ul> <li data-xf-list-type="ul">+2 bonus on any Appraise, Craft, or Profession skill check related to metal, stone, or gems. Always considered Trained on these checks.</li> <li data-xf-list-type="ul">Darkvision 60 ft.</li> <li data-xf-list-type="ul">Ignore armour when determining encumbrance.</li> <li data-xf-list-type="ul">Stonecunning (+2 to Perception saves to locate sloping passageways, sliding walls, and traps involving stone; may gain a Free Reaction to notice if within 20 ft. and not distracted).</li> <li data-xf-list-type="ul">Earth creatures do not willingly attack dwarved, and do so with a -4 attack penalty if compelled.</li> <li data-xf-list-type="ul">+2 bonus on saves vs. poisons and mind-affecting enchantments.</li> <li data-xf-list-type="ul">Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.</li> <li data-xf-list-type="ul">Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.</li> </ul><p></p><p>[sblock]Scale Mail, Light Steel Shield, Helmet</p><p>2 Throwing Axes, Battleaxe, Knife</p><p>Flint & Steel, Hammer, Pitons (6), Iron Spikes (12), Waterskin, Medium Backpack, Small Belt Pouch, 5 days Iron Rations[/sblock]</p><p></p><p></p><p><strong><span style="font-size: 12px">John Greyson, Human Fighter 1</span></strong></p><p></p><p>Str 13; Int 14 (+1); Wis 14 (+1); Dex 16 (+2); Con 15 (+1); Cha 13</p><p>Saves: Fort +2; Pcn +4; Prow +2; Reas +1; Refl +5; Will +1</p><p>Hp 6; Shake it Off 16. Base Init +2.</p><p>Speed: 30 ft.</p><p>AC 17; ACP -1.</p><p>Rapier (Spd F, Dam 1d6, Crit 18-20, Type P; Can Disarm instead of damage on a Critical Hit)</p><p>Main Gauche (Spd VF, Dam 1d4, Crit 19-20, Type P, Can Disarm instead of damage on a Critical Hit)</p><p>Daggers (3) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)</p><p>Bola (Spd N, Dam 1d4, Crit 19-20, Ranges 15/30/60/75; Can Entangle instead of extra damage on a Critical Hit; DC 25 escape, Refl DC 10 or fall)</p><p>Shortbow (20 Arrows) (Spd F, Dam 1d6, Crit 19-20, Type P, Ranges 60/200/400/600)</p><p>Skills: Acrobatics 2 (+4), Bluff 2 (+3), Climb 1 (+3), Diplomacy 1 (+2), Escape Artist 1 (+3), Heal 1 (+2), Intimidate 2 (+2), Linguistics 1 (+2), Ride 1 (+3), Stealth 2 (+4), Swim 1 (+1).</p><p>Weapon Skills: Archery 2, Exotic Weapon (Bola) 2, Fencing 2, Knife Fighting 2, Disarm 2, Parry 2.</p><p>Special:</p><ul> <li data-xf-list-type="ul">Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round.</li> <li data-xf-list-type="ul">Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand.</li> <li data-xf-list-type="ul">+10% to earned XP.</li> </ul><p></p><p>[sblock]Studded Leather, Helmet.</p><p>Rapier, Main Gauche, Daggers (3), Bola, Shortbow, Quiver of 20 Arrows.</p><p>Grappling Hook, 50 ft. Silk Rope, Waterskin, Large Belt Pouch, Medium Backpack, 5 Days Standard Rations.</p><p>15 gp, 8 sp[/sblock]</p><p></p><p></p><p><strong><span style="font-size: 12px">Palamon Unster, Human Sorcerer 1</span></strong></p><p></p><p>Str 8; Int 12; Wis 13; Dex 14 (+1); Con 11; Cha 15 (+1)</p><p>Saves: Fort +0; Pcn +3; Prow +0; Reas +4; Refl +1; Will +3.</p><p>Hp 6; Shake it Off 12. Base Init +1.</p><p>Spells (Save DC 11): 1 0-lvl spell per day. Spell source: Eldritch Horror. Spells: Arcane Mark, Summon Horror I.</p><p>Speed: 30 ft.</p><p>AC 14; ACP -1</p><p>Daggers (5) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50)</p><p>Shortspear (Spd F, Dam 1d8, Crit 19-20, Ranges 20/40/60/100) </p><p>Skills: Arcana 2 (+2), Appraise 1 (+1), Concentration 2 (+2), Craft (Glassblowing) 1 (+2), Diplomacy 2 (+3), Heal 1 (+1), Intimidate 2 (+3), Knowledge (History) 1 (+1), Knowledge (Fey Lore) 2 (+2), Linguistics 2 (+2), Swim 1 (+1), Wilderness Lore 1 (+1).</p><p>Weapon Skills: Knife Fighting 1, Knife Throwing 2, Spear Throwing 1.</p><p>Special:</p><ul> <li data-xf-list-type="ul">Familiar (Toad, 3 hp, adds +3 hp to master; share spells; empathic link)</li> <li data-xf-list-type="ul">+10% to earned XP</li> </ul><p></p><p>[sblock]Armoured Cloak, Iron Sleeves, Helmet.</p><p>Daggers (5), Shortspear.</p><p>Spell Component Pouch, Small Steel Mirror, Oil Flasks (3), Torches (8), Waterskin, Iron Shears, Tongs, Small Belt Pouches (2).</p><p>35 gp, 16 sp.[/sblock]</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5598445, member: 18280"] Some pregens. Note: I didn't have a chance to do equipment yet, but can do so over the next day or so. [SIZE="3"][B]Angbran Iron-Nose, Dwarf Fighter 1[/B][/SIZE] Str 18 (+3); Int 10; Wis 6 (-1); Dex 10; Con 17 (+2); Cha 12 Saves: Fort +4; Pcn +0; Prow +5; Reas +0; Refl +1; Will +1 Hp 6; Shake it Off 18. Base Init +0. Speed: 20 ft. AC 17; ACP -5 Battleaxe (Spd S, Dam 1d8, Crit 18-20, Type S) Throwing Axes (2) (Spd F, Dam 1d6, Crit 20, Type S, Ranges 10/20/40/50) Knife (Spd VF, Dam 1d4, Crit 20, Type S) Skills: Bluff 1 (+1), Climb 1 (+4), Craft (Blacksmith) 1 (+1); Heal 1 (+0), Intimidate 1 (+4), Profession (Miner) 2 (+1), Ride 1 (+0), Swim 1 (+4). Weapon Skills: Axe Fighting 2, Axe Throwing 2, Siege Weapons 2, Sword Fighting 2, Unarmed Strike 2, Knock Opponent Back 10 ft. 2. Special: [LIST] [*]+2 bonus on any Appraise, Craft, or Profession skill check related to metal, stone, or gems. Always considered Trained on these checks. [*]Darkvision 60 ft. [*]Ignore armour when determining encumbrance. [*]Stonecunning (+2 to Perception saves to locate sloping passageways, sliding walls, and traps involving stone; may gain a Free Reaction to notice if within 20 ft. and not distracted). [*]Earth creatures do not willingly attack dwarved, and do so with a -4 attack penalty if compelled. [*]+2 bonus on saves vs. poisons and mind-affecting enchantments. [*]Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round. [*]Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand. [/LIST] [sblock]Scale Mail, Light Steel Shield, Helmet 2 Throwing Axes, Battleaxe, Knife Flint & Steel, Hammer, Pitons (6), Iron Spikes (12), Waterskin, Medium Backpack, Small Belt Pouch, 5 days Iron Rations[/sblock] [B][SIZE="3"]John Greyson, Human Fighter 1[/SIZE][/B] Str 13; Int 14 (+1); Wis 14 (+1); Dex 16 (+2); Con 15 (+1); Cha 13 Saves: Fort +2; Pcn +4; Prow +2; Reas +1; Refl +5; Will +1 Hp 6; Shake it Off 16. Base Init +2. Speed: 30 ft. AC 17; ACP -1. Rapier (Spd F, Dam 1d6, Crit 18-20, Type P; Can Disarm instead of damage on a Critical Hit) Main Gauche (Spd VF, Dam 1d4, Crit 19-20, Type P, Can Disarm instead of damage on a Critical Hit) Daggers (3) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50) Bola (Spd N, Dam 1d4, Crit 19-20, Ranges 15/30/60/75; Can Entangle instead of extra damage on a Critical Hit; DC 25 escape, Refl DC 10 or fall) Shortbow (20 Arrows) (Spd F, Dam 1d6, Crit 19-20, Type P, Ranges 60/200/400/600) Skills: Acrobatics 2 (+4), Bluff 2 (+3), Climb 1 (+3), Diplomacy 1 (+2), Escape Artist 1 (+3), Heal 1 (+2), Intimidate 2 (+2), Linguistics 1 (+2), Ride 1 (+3), Stealth 2 (+4), Swim 1 (+1). Weapon Skills: Archery 2, Exotic Weapon (Bola) 2, Fencing 2, Knife Fighting 2, Disarm 2, Parry 2. Special: [LIST] [*]Cut Through the Rabble: Against 1 HD or less, 1 extra attack at end of round. [*]Skilled at Arms I: Always considered Trained with any non-exotic weapon held in the primary hand. [*]+10% to earned XP. [/LIST] [sblock]Studded Leather, Helmet. Rapier, Main Gauche, Daggers (3), Bola, Shortbow, Quiver of 20 Arrows. Grappling Hook, 50 ft. Silk Rope, Waterskin, Large Belt Pouch, Medium Backpack, 5 Days Standard Rations. 15 gp, 8 sp[/sblock] [B][SIZE="3"]Palamon Unster, Human Sorcerer 1[/SIZE][/B] Str 8; Int 12; Wis 13; Dex 14 (+1); Con 11; Cha 15 (+1) Saves: Fort +0; Pcn +3; Prow +0; Reas +4; Refl +1; Will +3. Hp 6; Shake it Off 12. Base Init +1. Spells (Save DC 11): 1 0-lvl spell per day. Spell source: Eldritch Horror. Spells: Arcane Mark, Summon Horror I. Speed: 30 ft. AC 14; ACP -1 Daggers (5) (Spd VF, Dam 1d4, Crit 20, Type S, Ranges 10/20/40/50) Shortspear (Spd F, Dam 1d8, Crit 19-20, Ranges 20/40/60/100) Skills: Arcana 2 (+2), Appraise 1 (+1), Concentration 2 (+2), Craft (Glassblowing) 1 (+2), Diplomacy 2 (+3), Heal 1 (+1), Intimidate 2 (+3), Knowledge (History) 1 (+1), Knowledge (Fey Lore) 2 (+2), Linguistics 2 (+2), Swim 1 (+1), Wilderness Lore 1 (+1). Weapon Skills: Knife Fighting 1, Knife Throwing 2, Spear Throwing 1. Special: [LIST] [*]Familiar (Toad, 3 hp, adds +3 hp to master; share spells; empathic link) [*]+10% to earned XP [/LIST] [sblock]Armoured Cloak, Iron Sleeves, Helmet. Daggers (5), Shortspear. Spell Component Pouch, Small Steel Mirror, Oil Flasks (3), Torches (8), Waterskin, Iron Shears, Tongs, Small Belt Pouches (2). 35 gp, 16 sp.[/sblock] [/QUOTE]
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