RG for Nightmares of a Sleeping God


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HolyMan

Thy wounds are healed!
Dorn of the Sable Mountains

[sblock=Dorn]
[sblock=Game Info]
Race: Dwarf
Class: Fighter
Level: 1
Experience: 0
Alignment: Chaotic Good
Languages: Dwarven and Common
Deity: Dwarven Pantheon[/sblock]
[sblock=Abilities]
STR: 15 +2 (8pts)
DEX: 12 +1 (4pts)
CON: 18 +4 (10pts, +2 Racial)
INT: 10 +0 (0pts)
WIS: 11 +0 (3pts)
CHA: 9 -1 (3pts, -2 Racial)[/sblock]
[sblock=Combat]
HP: 17 = [1d10 = 10] + 4 [CON] + 3 [feat]
AC: 19 = 10 + 5 (armor) + 3 (shield & feat) + 1 (DEX)
AC Touch: 11 = 10 + 1 (DEX)
AC Flatfooted: 18 = 10 + 5 (armor) + 3 (shield & feat)
INIT: +1 = +1(DEX)
BAB: +1 = +1 (fighter)
Fort: +6 = +2 (base) + 4 (CON) + 2* (racial)
Reflex: +1 = +0 (base) + 1 (DEX)
Will: +0 = +0 (base) + 0 (WIS) + 2**(racial)
* = save vs. poisons
** = save vs. spells and spell like effects
Speed: 20'
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Warhammer: +3 = +1 (BAB) + 2 (STR)/ 1d8+2 (B), CRIT:x3
Dagger(melee): +3 = +1 (BAB) + 2(STR)/ DMG = 1d4+2(P or S), CRIT:19-20x2
Dagger(range): +2 = +1 (BAB) + 1 (DEX)/ DMG = 1d4+2(P or S), CRIT:19-20x2 RANGE: 10'
Throwing Axe(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d6+2(S), CRIT:x2
Throwing Axe(range): +2 = +1 (BAB) + 1 (STR)/ DMG = 1d6+2(S), CRIT:x2 RANGE: 10'[/sblock]
[sblock=Racial Traits]
Dwarves possess the following racial traits.

  • +2 Constitution, -2 Charisma.
  • Medium size.
  • A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to to 60 feet.
  • Stonecunning: This ability grants a dwarf a +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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
  • Favored Class: Fighter.
[/sblock] [sblock=Class Features]
Bonus Feats: At 1st lvl a fighter gets a bonus feat in addition to the feat that any 1st lvl character gets. They gain an additional feat at 2nd lvl and every two fighter lvls thereafter.
NOTE: Feats must be drawn from the list of feats known as Fighter Bonus Feats and character must meet all prerequisites for that feat. [/sblock]
[sblock=Feats]
Fighter - Prof. with all Simple Weapons
Fighter - Prof. with all Martial Weapons
Fighter - Armor Prof. (light)
Fighter - Armor Prof. (medium)
Fighter - Armor Prof. (heavy)
Fighter - Shield Prof.
Fighter - Tower Shield Prof.
Fighter bonus - Shield Specialization (PHB2 pg.82)
1st lvl - Toughness[/sblock]
[sblock=Skills]
Skill Points: 8 = [2 + 0(INT)x4]
Max Ranks: 4/2
ACP: -6
Code:
Skills                   Ranks Mod  Misc  ACP Total
Appraise[Int]             1    +0   +2*        +1/+3* 
Balance[Dex]              0    +1         -6   -5
Bluff[Cha]                0    -1              -1
Climb[Str]                2    +2         -6   -2
Concentration[Con]        0    +4              +4
Craft[Int]                0    +0   +2*        +0/+2*
Decipher Script[Int]      0    +0              na
Diplomacy[Cha]            0    -1              -1
Disable Device[Int]       0    +0              na            
Disguise[Cha]             0    -1              -1           
Escape Artist[Dex]        0    +1         -6   -5
Forgery[Int]              0    +0              +0
Gather Information[Cha]   0    -1              -1
Handle Animal[Cha]        0    -1              na
Heal[Wis]                 0    +0              +0
Hide[Dex]                 0    +1         -6   -5                               
Intimidate[Cha]           2    -1   +2         +3                        
Jump[Str]                 0    +2         -6   -4
Knowledge(Architecture    0    +0              na 
and engineering)
Knowledge(Dungeoneering)  0    +0              na  
Knowledge(Geography)      0    +0              na
Knowledge(History)        0    +0              na
Knowledge(Arcana)         0    +0              na
Knowledge(The Planes)     0    +0              na
Knowledge(Religion)       0    +0              na
Knowledge(Local)          0    +0              na
Knowledge(Nobility        0    +0              na
and Royalty)
Listen[Wis]               0    +0              +0
Move Silently[Dex]        0    +1         -6   -5
Open Locks[Dex]           0    +1              na           
Perform[Cha]              0    -1              -1
Profession(merchant)[Wis] 1    +0              +1
Ride[Dex]                 0    +1              +1
Search[Int]               0    +0   +2**       +0/+2**
Sleight of Hand[Dex]      0    +1         -6   na 
Spot[Wis]                 0    +0              +0
Sense Motive[Wis]         0    +0              +0
Spellcraft[Int]           0    +0              na
Survival[Wis]             0    +0              +0
Swim[Str]                 0    +2        -12   -10
Tumble[Dex]               0    +1   +2    -6   na
Use Magic Device[Cha]     0    -1              na
Use Rope[Dex]             0    +1              +1
* = stone and metal related items only
** = search for unusual stonework
[/sblock]
[sblock=Equipment]
Code:
[U]Item                             Cost  Weight[/U]
Warhammer                        12gp    5lb
Dagger                            2gp    1lb
Throwing Axe                      8gp    2lb
Breastplate                     200gp   30lb
Heavy Steel Shield               20gp   15lb
Traveler's Outfit                free    0lb
Bedroll                           1sp    5lb
Rope (50'hemp)                    1gp   10lb
Backpack                          2gp    2lb
 -torches(4)                      4cp    4lb
 -rations,trail(2days)            1gp    2lb
 -waterskin                       1gp    4lb
 -pitons(4)                       4sp    2lb
 -sack,empty                      1sp   .5lb
 -peasant's outfit                1sp    2lb
Belt Pouch                        1gp   .5lb
 -whetstone                       2cp    1lb
 -flint and steel                 1gp    0lb
 
[U]Misc Magic[/U]
None yet
Treasure: 0gp, 2sp, 4cp Gems:none

Total weight carried: 86lbs (medium)

Maximum weight possible: 66lbs(light), 133lbs(medium), 200lbs(heavy)
Lift over Head: 200lbs
Lift of Ground: 400lbs
Push/Drag: 1,000lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 44
Height: 4'-1'
Weight: 265lbs
Hair Color: reddish brown
Eye Color: deep brown
Skin Color: lightly complexed

Apperance: TBD
Deamenaor: Dour, stubborn, greedy, you know dwarvish. [/sblock] [/sblock]

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Myth and Legend

First Post
[sblock=Tonar Dunehunter]Tonar Dunehunter

Chaotic Good Male Desert Half Orc Half Orc Druid 1

Patron Deity: Obad-Hai

EXP: 0


Strength 8 (-1) [8 base]
Dexterity 8 (-1) [8 base]
Constitution 18 (+4) [16 base] + 2 [racial]
Intelligence 8 (-1) [10 base] - 2 [racial]
Wisdom 18 (+4) [18 base]
Charisma 8 (-1) [8 base]


Size: Medium
Age: 30
Height: 6' 8"
Weight: 220 lb
Eyes: Gold - yellow
Hair: Red
Skin: Tan

[sblock=Appearance and personality]Tonar is a tall and lean Half Orc, with animalistic golden eyes that shine in the dusk of night and a bright red mane left hanging wild at his shoulders.

His skin is tanned from exposure to the desert sun and his feet are rough from walking barefoot (although even he has had trouble walking across the burning sands during the day).

Tonar's demeanor is rough and uncivilized, his nature is aggressive and passionate, both because of his Orcish blood and because of his lack of contact with civilization. He frequently challenges others when he sees fit, but ultimately does not wish others harm and prioritizes nature and the well being of his animal friends.[/sblock]


Total Hit Points: 14

Speed: 30 feet

Armour Class: 12 = 10 +3 [hide armour] +2 [heavy wooden shield] -1 [dexterity] -1 [vulnerable] -1 [aggressive]
Touch AC: 7
Flat-footed: 12

Caster Level: 1
Spell DC: 10 + Spell Level + 4 (Wis)

Initiative modifier: + 7 = -1 [dexterity] +4 [improved initiative] +2 [aggressive]
Fortitude save: + 6 = 2 [base] + 4 [constitution]
Reflex save: - 1 = 0 [base] -1 [dexterity]
Will save: + 6 = 2 [base] +4 [wisdom]
Attack (handheld): - 1 = 0 [base] - 1 [strength]
Attack (missile): - 3 = 0 [base] -1 [dexterity] -2 [shaky]
Grapple check: - 1 = 0 [base] - 1 [strength]

[sblock=Special]Low-Light Vision (Ex)
Nature Sense (Ex)
Wild Empathy (Ex)
Tough animal companion (Ex)
Orc Blood
[/sblock]

Weapon and armor proficiency: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Light and medium armor and shields (wooden, leather and hide only)

Languages: Common, Orc, Druidic


[sblock=Feats] Run (free)
Improved Initiative (lvl 1)
Extend Spell (flaw)
Ashbound (flaw) (Ecs)
[/sblock]

[sblock=Skills]Appraise - 1 = - 1 [Int]
Balance - 5 = - 1 [Dex] - 4 [ACP]
Bluff - 2 = - 1 [Cha] -1 [uncivilized]
Climb - 1 = - 1 [Str]
Concentration + 8 = + 4 [base] + 4 [Con]
Craft - 1 = - 1 [Int]
Diplomacy - 2 = - 1 [Cha] -1 [uncivilized]
Disguise - 1 = -1 [Cha]
Escape Artist- 5 = - 1 [Dex] - 4 [ACP]
Forgery - 1 = - 1 [Int]
Gather Information - 2 = - 1 [Cha] -1 [uncivilized]
Handle Animal + 8 = +4 [base] + 4 [Wis]
Heal + 4 = + 4 [Wis]
Hide- 5 = - 1 [Dex] - 4 [ACP]
Intimidate - 1 = - 1 [Cha]
Jump - 1 = -1 [Str]
Knowledge (Nature) + 5 = 4 [base] - 1 [Int] + 2 [Nature Sense]
Listen + 4 = + 4 [Wis]
Move Silently- 5 = - 1 [Dex] - 4 [ACP]
Ride - 1 = - 1 [Dex]
Search - 1 = - 1 [Int]
Spot + 4 = + 4 [Wis]
Sense Motive + 4 = + 4 [Wis]
Survival + 4 = + 4 [Wis] + 2 [Nature Sense]
Swim - 9 = - 1 [Str] - 8 [ACP]
Use Rope - 1 = - 1 [Dex]
[/sblock]


[sblock=Spells]Spells/Day
0 level: 4+1 =
1 level: 6+1 = 4 + 2 [Int]

Prepared spells

0 level:
1 level:
[/sblock]



[sblock=Level Advancement]
1: Half-Orc Druid sub level (RoD)

HP: 14 (10+4)

Saves: Fort: +2, Ref: +0, Will: +2
BAB: +0

Skills (2 + Int): Concentration + 4, Knowledge (Nature) +4, Spelllcraft + 4

Gain:
Spellcasting
Spontaneous Casting (summon nature's ally)
d10 HD
Tough animal companion
Nature sense
Wild empathy
Intimidate as class skill

Trade:


Shaky flaw (UA) for extra feat (-2 on ranged attack rolls)
Vulnerable flaw (UA) for extra feat (-1 AC)
Aggressive trait (UA) (+2 initative - AC)
Uncivilized trait (UA) (+ 1 handle animal and wild empathy, - 1 bluff, diplomacy, gather information)

Feats: Run (free) Improved Initiative (lvl 1) Extend Spell (flaw) Ashbound (flaw) (Ecs)
[/sblock]

[sblock=Desert Half-Orc]The deserts of the world are harsh places, and ideal testing grounds for Gruumsh’s chosen people. Many tribes of orcs live in isolated desert canyons or the ruins of ancient cities, now abandoned to the sands. Often their mutual dependence on sources of fresh water brings them into contact with desert-dwelling human barbarians. The resulting offspring, valued for their tenacity, courage, and combat prowess, are often welcome in places where full-blooded orcs are not.

Racial Traits: Desert half-orcs have the general desert racial trait described above and all the half-orc racial traits given in Chapter 2 of the Player’s Handbook, with additions and exceptions as noted below.

+2 Constitution, –2 Intelligence: The desert half-orc is lean and hardy rather than muscular, but has adapted to be more socially adept than a typical half-orc.

Low-Light Vision: A desert half-orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

No darkvision.

Run: Desert half-orcs receive Run as a racial bonus feat. Typically too poor to afford mounts, half-orcs learn from an early age to get from place to place by running.
[/sblock]

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 41-60 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

[sblock=Equipment]

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Hide Armour [medium; +3 AC; max dex +4; check penalty -3; 25 lb.]
Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]

_____
Total:


GP on person:

Starting gold
[/sblock]

[sblock=Background]

[/sblock]

[/sblock]
 
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