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S@squ@tch's Against the Giants - Alternate RG
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<blockquote data-quote="pathfinderq1" data-source="post: 4221339" data-attributes="member: 48394"><p><strong>Back-up concepts- in progress (1 and 2 of 4)</strong></p><p></p><p>I'm just putting up my concept info for replacement/back-up characters. You know, just in case something happens... Concepts 1 and 2 are in this post, 3 and 4 are in a different post- even with s-blocks, they are too long to fit in one post.</p><p></p><p>Concept 1: Haergrr the Bull, Gatekeeper champion; (Tank/meat shield)(DONE)[sblock] </p><p></p><p>Haergrr the Bull</p><p>Half-orc male</p><p>Role: tank/meatshield</p><p>Region of origin: Eldeen Reaches (SW, near Droaam)</p><p>Alignment: CG</p><p>Religion: Gatekeeper druidic tradition</p><p>Age: 16</p><p>Height: 6’2”</p><p>Weight: 255 lbs</p><p>Hair: black</p><p>Eyes: muddy brown</p><p></p><p>Description: The first thing most people notice about Haergrr is that he is big, even by half-orc standards. He is fairly tall- especially since he tends to stand up straight, rather than adopting the stooped-over posture usually seen in orcs and their kin. More than that, though, he is broad-shouldered and muscular- his nickname was earned through honest respect, not sarcasm. Of course, it doesn’t hurt that he wears massive spiked boots which make him look even taller and heavy armor of some dark green (nearly black) material, usually with a bearskin cloak over it- when fully ready for battle, he looks almost square, and his helmet is adorned with a set of downward-curving horns which frame the faceplate. Despite his bulk, he moves with a frightening grace, and he wields his heavy axe with uncanny ease. His arms and torso are heavily scarred, though his armor covers most of the markings. His skin is a dark grey-green, and he is just about as ugly as one would expect from a full-blooded orc- he has leathery skin, a thick brow, and pronounced tusks. His gaze is disturbingly direct- not unsettling enough to be frightening, but most people are put off by it. </p><p></p><p>Background: Haergrr is really more like three-quarters orc- his mother was a half-orc ranger of nearly-legendary skill, while his father, a full-blood orc, was a respected Gatekeeper druid. Haergrr was born in a small village in the southwestern corner of the Eldeen Reaches, near the border of Droaam. The village was an isolated one, centered around an ancient Gatekeeper shrine, and it served as a guardpost against the terrible things that came out of the Gloaming or down from the Byeshk Mountains.</p><p> From an early age, Haergrr’s physical potential was obvious- games of play-wrestling or King-of-the forest with the other village children quickly became very one-sided affairs. He had also inherited his parents’ deep love and respect for the natural world, but he did not have the good judgment and mental fortitude that they did. As soon as he was able, he began training to join the rangers that guarded the village. While his physical skills and his understanding of the forest were excellent, his stubborn and aggressive tendencies often got in the way of his learning. As he grew up, he began to spend more and more time on his own, wandering through the woods. The solitude and protective majesty of the great trees gave him a sense of peace that eluded him in more crowded or civilized places.</p><p> In time, his parents despaired of ever getting him to be a serious student of the Gatekeeper doctrine- while his love for nature was strong, his emotions were stronger. He was shipped off to a larger village, where he began to train in a more direct warrior’s path. Even as he learned this craft, he still sought out the calm of the deep forests in his time off. With his natural aggression and exceptional physical gifts, it was not long before his training was counted as complete, and he returned to his home village, where he joined the ranks of the warriors who guarded the Gatekeeper shrine. Time and time again, he waded fearlessly into battle against the beasts who threatened the peace of the land. As time passed, his prowess as a warrior continued to grow- there was little in the forests which he feared to face directly. But not all the threats that faced the Gatekeepers could be fought in simple face-to-face combat, and not every battle could be fought close to home…</p><p> The elders of the village began to receive more and more puzzling and disturbing visions as they meditated within the shrine. As they pondered the disturbing scenes from their oracles, they decided that the answer lay far from their forest home- something important was happening, and the key lay in the far-off jungles of Xen’drik. Despite his physical abilities, Haergrr was not one of the first candidates chosen- his emotional instability was well-known. Something within his spirit rallied to the call, however- and Haergrr found that he wanted to be part of this great expedition, more than he had wanted anything before. Even when asked, he could not express why he wanted to go- but it was obvious to all who knew him. For months, as the elders pondered their visions and planned for the journey, Haergrr pushed himself to his limits, even learning bits of Gatekeeper doctrine which had previously eluded him. When the turning of the seasons came, and the elders named the final members of the expedition, Haergrr was among those chosen. The village equipped their chosen emissaries with the finest equipment they could make or procure, and it was a truly formidable group who set out for whatever lay waiting in the far-off jungle. Haergrr proved his worth and his valor again and again- even before they left Khorvaire, the group had found enough enemies to forestall anyone less determined. But it was in the ancient ruins of Xen’drik that they faced their hardest tests…</p><p></p><p>Personality: Haergrr is very honest and emotionally open- he wears his heart on his sleeve, as they say, and does not believe in hiding how he feels about things. He is friendly, and as reliable as a rock to those he likes or trusts, and a direct and vicious enemy to his foes. He tends to prefer the straight-forward approach to just about everything, and he tends to think of problems and obstacles in a very direct, physical fashion even though he knows that method doesn’t always work. He is not stupid, though, and he is certainly sharp enough to realize his own shortcomings. He tends to leave complicated social or arcane matters to those who understand them better- though he is eager to help out if someone tells him how. He revels in the physical sensations of life- particularly fighting, even in non-lethal or mock combat. He has a deep love and respect for the beauty and power of the natural world- and, as one might expect given his Gatekeeper upbringing, he has a strong hatred of unnatural things. When he feels the need for peace and quiet, or he needs to think, he seeks the solitude of the deep forest- the sound of a breeze shuffling through the trees is one of the few things he finds relaxing.</p><p></p><p></p><p>Crunch:</p><p>Half-orc male Ranger 1/Fighter 2/Barbarian 4/Eldeen ranger- Gatekeeper 1</p><p>Experience points: 28,000 Advancement: RBFFBBB(ER); next Barbarian 5 </p><p></p><p>STR 22 (+6; 10 pts, +2 race, +2 advancement 4 and 8, +2 Gauntlets)(26/+8 Rage)</p><p>DEX 14 (+2; 6 pts)</p><p>CON 16 (+3; 10 pts)(20/+5 Rage)</p><p>INT 12 (+1; 6 pts, -2 racial)</p><p>WIS 8 (-1; 0 pts)</p><p>CHA 6 (-2; 0 pts, -2 racial)</p><p></p><p>Action points: 9 (level 8)</p><p>HP 89 (8/9/7/8/9/9/9/6= 65 +24 CON)(+16 raging)</p><p>AC 23 (21 Rage)(t 13/ff 23; Armor +10, DEX +2, deflection+1)</p><p>Initiative: +2</p><p>Speed: 30 feet (medium armor; unarmored speed 40 feet) </p><p>Weight carried: 109.5 lbs (light load, to 173 lbs)</p><p></p><p>BAB: +8/+3</p><p>Melee: +14/+9 (+15/+10 Longaxe +1; 1d12 +10)(Rage +17/+12; 1d12+13)</p><p>Ranged: +10/+5 (+10 sling; 1d4+6, increment 50 feet)</p><p>Grapple: +14 (Rage +16)</p><p></p><p>+14 FORT (+2+3+4+2 base, +3 CON; natural 1 does not auto-fail)</p><p>+7 REF (+2+0+1+2 base, +2 DEX)</p><p>+4 WILL (+0+0+1+0 base, +3 CON)</p><p>Modifiers: +2 vs. spells, spell-like or psionic powers of aberrations; +2 on Fort and Will saves while Raging; </p><p></p><p>Racial abilities (half-orc): Ability adjustments (+2 STR, -2 INT/CHA); size medium; base speed 30 feet; Darkvision 60 feet; Orcish blood</p><p></p><p>Class abilities (Ranger, Fighter, Barbarian, Eldeen ranger- Gatekeeper): Favored enemy (Aberrations +2); Wild empathy (1d20-1); Bonus fighter feats (2); Fast movement (+10 feet); Rage (2x/day, lasts 13 rounds); Uncanny dodge; Trap sense (+1); Resist corruption; </p><p></p><p>Feats: Endurance (level 1); Track (ranger 1 bonus); Steadfast determination (PHB II; level 3); Power attack (fighter 1 bonus); Exotic weapon proficiency –Longaxe (Complete Adventurer; fighter 2 bonus); Extend rage (level 6)</p><p></p><p>Languages: Common, Orcish, +Sylvan, +Giant</p><p></p><p>Skills (ACP –3):</p><p>+14/Climb//11 pts/11 ranks/+6 STR, -3 armor</p><p>+8/Jump//5 pts/5 ranks/+6 STR, -3 armor</p><p>+4/Knowledge- dungeoneering//3 pts/3 ranks/+1 INT</p><p>+10/Knowledge- nature//5 pts +4 cc/7 ranks/+1 INT, +2 synergy</p><p>+2/Knowledge- religion//2 pts cc/1 rank/+1 INT</p><p>+7/Listen//8 pts/8 ranks/-1 WIS</p><p>+8/Search//6 pts +2 cc/7 ranks/+1 INT</p><p>+1/Speak language/2 pts cc/1 rank/+n/a</p><p>+10/Survival//11 pts/11 ranks/-1 WIS</p><p></p><p>Equipment:</p><p>Darkleaf full plate +2 (7650 gp; medium armor/50 lbs/20 feet; ACP –3; max DEX +2)</p><p>Darkwood heavy shield (257 gp, 5 lbs)</p><p>Longaxe +1 (2335 gp; 15 lbs)</p><p>MW Greatsword (350 gp; 8 lbs; +16/+11; 2d6+10)</p><p>Scimitar (machete)(15 gp, 4 lbs) </p><p>Throwing axe (x2; 16 gp, 4 lbs)</p><p>Dagger (2 gp, 1 lb)</p><p>Sling with 4 bullets (4 cp, 2 lbs)</p><p></p><p>Gauntlets of ogre power (4000 gp; 4 lbs)</p><p>Vanguard treads (boots; MIC; 3100 gp, 2 lbs)</p><p>Ring of sustenance (2500 gp, 0 lbs)</p><p>Ring of protection +1 (2000 gp, 0 lbs)</p><p>Heward’s handy haversack (2000 gp, 5 lbs)</p><p>Armband of elusive action (MIC; 800 gp, 1 lb)</p><p>Healing belt (MIC; 750 gp, 1 lb)</p><p>Armor crystal (Least, Rubicund frenzy; MIC; 500 gp, 0 lbs)</p><p></p><p>Alchemist’s fire (x1)(20 gp, 1 lb)</p><p>Explorer’s outfit (10 gp, 0 lbs/as clothing)</p><p>Belt pouch (1 gp, 0.5 lbs)</p><p>Flint and steel (1 gp, 0 lbs)</p><p>Bedroll (1 sp, 5 lbs)</p><p>Whetstone (2 cp, 1 lb)</p><p></p><p>Equipment in Haversack:</p><p>Potion: Lesser restoration (x1; 300 gp)</p><p>Potion: Cure light wounds (x2; 100 gp)</p><p>Identification papers (standard; 2 gp)</p><p>Dagger (spare)(2 gp)</p><p>Sling with 6 bullets (6 cp)</p><p>Morningstar (wrapped)(8 gp)</p><p>MW studded leather armor (back-up/stealth armor)(175 gp)</p><p>Explorer’s outfit (spare)(10 gp)</p><p>Sunrod (x5; 10 gp)</p><p>Alchemist’s fire (x1; 20 gp)</p><p>Rope (50 feet, silk, x2; 20 gp)</p><p>Grappling hook (folding; 2 gp)</p><p>Waterskin (x2; 2 gp)</p><p>Trail rations (x4 days; 2 gp)</p><p>Belt pouch (spare; 1 gp)</p><p>Flint and steel (spare; 1 gp)</p><p>Hammock (1 gp)</p><p>Pitons (x10; 1 gp)</p><p>Hammer (5 sp)</p><p>Sack (x4; 4 sp)</p><p>Torches (x6; 6 cp)</p><p>Whetstone (2 cp)</p><p></p><p>Spare cash: 2 cp, 8 sp, 34 gp[/sblock]</p><p></p><p>Concept 2: Oscarl Hammerstep (recon/light melee)(DONE)[sblock]</p><p></p><p>Oscarl Hammerstep</p><p>Dwarf male</p><p>Role: recon/skill monkey; light melee</p><p>Region of origin: Mror Holds (originally)</p><p>Alignment: Neutral (formerly CG)</p><p>Deity:: Sovereign Host (not religious)</p><p>Age: 54</p><p>Height: 4’4”</p><p>Weight: 165 lbs</p><p>Hair: black</p><p>Eyes: black</p><p></p><p>Description: Oscarl is a rather odd-looking dwarf. He is well above average height, and rather wiry by dwarven standards (though that is still hardly “thin”)- his body looks to be mostly solid bones wrapped in pure muscle, with a layer of leathery skin to keep things in place. He keeps his head shaved, and his beard trimmed very short- most dwarves would call it “stubble”. His eyes are quite dark in color, and his normal expression is an intense, almost uncomfortable stare, like that of a predatory bird. His skin is quite darkly-tanned from years outside in sun and all kinds of weather- and his arms and torso are marked with ridged ritualistic scars, surrounded by blotches of paler skin. Overall, he has an oddly mottled look- this is because the scorpion venom that the drow clans use to highlight their scar patterns have very little effect on his tough dwarven metabolism; what in a drow might produce a clearly marked scar causes only a slight lightening of his skin. He prefers light armor, and dresses in sensible exploring clothes- sturdy boots, durable pants and shirt, with soft leather vest to hide his armor; most of his work clothes are of darkweave fabric to help him hide when needed. He carries a wide variety of weaponry, though he favors a glaive, and he moves quite agilely despite his arsenal.</p><p></p><p>Background: Oscarl’s early years were simple enough- he was born and raised in Droranath clan territory, in the Mror Holds. While many of his fellow clansmen are purely warriors, Oscarl demonstrated stealth and observational skills at a very young age, and he was trained as a military scout. After a few formative years of battles against the Jhorash’tar orcs, Oscarl joined one of the mercenary companies which earn clan Droranath most of their profit. Naturally skilled and well-trained, his company fought in several successful engagements during the waning years of the Last War. All it took was one fight, though, to change Oscarl’s life. </p><p> Hired out to a Brelish nobleman to augment his own household forces, Oscarl’s company was put to particularly hard use- their employer had apparently paid them to take on risky situations where he dared not risk his own forces. Despite the careful work of Oscarl and the unit’s other scouts, they were pressed into a fight on bad ground, and most of the troop were butchered by a company of Karrnathi undead warriors. Oscarl and a few others escaped, but their employer made sure that everyone thought the group had fallen victim to their own egos and incompetence, so the survivors kept only their lives- their reputations were shattered.</p><p> Oscarl struggled along for several years- his own skills were enough to entice some employers, but they often paid poorly, if at all. Desperate to win back some measure of respect, Oscarl hired on with an expedition headed into the jungles of Xen’drik. Several weeks into their trip, the group had actually reached their objective and they were getting ready to head back to Stormreach when the giants struck. Most of the expedition members were killed in the first few moments of the attack- but a combination of skill and luck allowed Oscarl to escape. With no supplies and no way of avenging his compatriots, Oscarl began the long trek back through the jungle to civilization.</p><p> He managed to make several days worth of progress before the drow scouts found him. Seeing that he was alone, the jungle warriors knew he was no real threat, and they began to harry and taunt him- playing with him as a cruel cat might play with a mouse. As it turned out, the drow were not prepared for someone as skilled and self-motivated as Oscarl- he managed to kill several of his tormentors, and the others barely captured him and hauled him back to their home village to be publicly executed. The leaders of the village were intrigued, and decided to keep him alive for a while, to see what he could tell them of the outside world. Oscarl, though, wasn’t much of a conversationalist and he kept getting thrown back into a cage again and again. When a rival tribe attacked the village, the tribal elders released Oscarl under the condition that he help them- and he did. When the raid was over, the village’s fighting strength was terribly depleted, and they offered the dwarf another deal- while he could never be accepted as a true member of the tribe, they would allow him to earn his freedom by serving with their warriors until the village could adapt to the losses that they had suffered. Oscarl accepted the offer, even though he believed his captors would never keep their bargain. For several years, Oscarl fought with the tribe’s warriors, and warded their borders- the guardians accepted him grudgingly, but came to respect his abilities and his drive to succeed. As an expendable asset, he was often assigned the toughest or most strenuous jobs- and he even earned the right to have the ritual scars that the tribe’s other warriors bore, though the scorpion venom which made such clear marks on the drow was far less effective on his tough dwarven metabolism. But as the tribe slowly began to rebuild, he found less and less acceptance, as the drow tendency towards xenophobia began to reassert itself. Some within the tribe urged that he be killed- and while they did not gain overwhelming approval, they continued to talk. Finally, one of the few elders with a shred of honor managed to forge a compromise- as promised, Oscarl had earned his freedom, but he would have to leave immediately, and if he was seen again, he would be an enemy. Oscarl left without delay, and faded into the jungle without a backward glance. There were other challenges to be faced, such as finding the truth behind the ever-increasing hostility of the local giant tribes…</p><p></p><p>Personality: Oscarl is very much a “little talk, all action” sort of fellow. He rarely speaks a whole sentence when a few words will do, and tends to lead by example- he also loves to challenge himself, and constantly strives to maintain or improve his skills. He also tends towards a very militaristic mindset- he is very “goal-oriented”, and has a protective (though mildly condescending) attitude towards those he considers civilians. He respects other warrior or scout types, as long as they are demonstrably capable- he openly disdains anyone who claims a level of skill that they do not, in fact, possess. Unlike many dwarves, his experiences have left him open to an easy acceptance of many other races- in his mind, an individual’s capability and attitude matter far more than their species does. Having seen some of the challenges and experiences that the wide world has to offer, he knows that he would never be satisfied to return home to the rigidly-structured society of the Mror Holds. Back when he was young and idealistic, he used to be a much more charitable and honorable dwarf- years of hard times and experience have worn the good side of his personality down to the barest bone. He still values his own sworn word, but other than that he is pragmatic and cynical- results are what matters. </p><p></p><p>Crunch:</p><p>Dwarf male Fighter 2/Scout 6 (aiming for Thief-acrobat or Extreme explorer)</p><p>Experience points: 28,000 Advancement: SFSFSSSS, next Scout 7</p><p></p><p>STR 18 (+4; 6 pts, +2 advancement 4 and 8, +2 Gauntlets)</p><p>DEX 16 (+3; 10 pts)</p><p>CON 16 (+3; 6pts, +2 racial) </p><p>INT 14 (+2; 6 pts)</p><p>WIS 12 (+1; 4 pts)</p><p>CHA 6 (-2; 0 pts, -2 racial)</p><p></p><p>Action points: 9 (level 8)</p><p>HP 77 (8/7/6/8/6/6/6/6= 53, +24 CON)</p><p>AC 20 (t13/ff20, uncanny dodge)(Dodge, Mobility, skirmish, shield use bonuses may apply; +6 armor +1 natural, +3 DEX)</p><p>Initiative: +4 (DEX +3, battle fortitude +1)</p><p>Speed: 30 feet (20 base, +10 scout; light armor/light load)</p><p>Weight carried: 65.5 lbs (light encumbrance to 100 lbs)</p><p></p><p>BAB: +6/+1</p><p>Melee: +10/+5 (+11/+6 glaive +1; 1d10+7)</p><p>Ranged: +9/+4 (+10/+5 MW composite shortbow STR +3; 1d6+3)</p><p>Grapple: +10</p><p></p><p>+10 FORT +2+3 base, +3 CON, +1 vest; +1 battle fortitude</p><p>+9 REF; +5+0 base, +3 DEX, +1 vest</p><p>+4 WILL; +2+0 base, +1 WIS, +1 vest</p><p>Modifiers: +2 vs. poisons, +2 vs. spells or spell-like effects; +5 vs. ingested poisons</p><p></p><p>Racial abilities (dwarf): Ability adjustments (+2 CON, -2 CHA); Size medium; base speed 20 feet(even if heavily armored/encumbered);Darkvision 60 feet; Stonecunning; Weapon familiarity (dwarven waraxe or urgrosh); Stability (+4 vs. Bull rush if standing on ground); Racial save bonuses (+2 vs. poison, +2 vs. spells or spell-like effects); +1 racial attack bonus against orcs or goblinoids; +4 Dodge AC bonus against giant-type creatures; +2 racial bonus to Craft and Appraise checks for stone or metal items; </p><p></p><p>Class abilities (Fighter, Scout):Bonus feats (F); Trapfinding (as rogue); Uncanny dodge; Fast movement (+10 feet); Battle fortitude (+1Initiative and FORT saves); Skirmish bonus (+2d6 damage, +1 AC); Trackless step; Evasion; Flawless stride (move at full speed in rubble, undergrowth, etc.); </p><p></p><p>Feats: Endurance (level 1); Dodge (fighter 1 bonus); Track (level 3); Mobility (fighter 2 bonus); Combat reflexes (level 6); Spring attack (scout 4 bonus); </p><p></p><p>Languages: Common, Dwarvish, Orcish; Giant; Elvish (drow dialect)</p><p></p><p>Skills (ACP –0):</p><p>+11/Balance//6 pts/6 ranks/+3 DEX +2 synergy</p><p>+10/Climb//6 pts/6 ranks/+4 STR</p><p>+5/Disable device//2 pts cc/1 rank/+2 INT, +2 tools</p><p>+5/Escape artist/2 pts/2 ranks/+3 DEX</p><p>+14/Hide/11 pts/11 ranks/+3 DEX (+1 darkweave= +15)</p><p>+12/Jump//6 pts/6 ranks/+4 STR, +2 synergy</p><p>+7/Knowledge-dungeoneering//5 pts/5 ranks/+2 INT</p><p>+3/Knowledge- geography//1 pt/1 rank/+2 INT</p><p>+9/Knowledge- nature//5 pts/5 ranks/+2 INT, +2 synergy</p><p>+4/Listen//3 pts/3 ranks/+1 WIS</p><p>+14/Move silent//11 pts/11 ranks/+3 DEX</p><p>+6/Open locks//2 pts cc/1 rank/+3 DEX, +2 tools</p><p>+11/Search//9 pts/9 ranks/+2 INT</p><p>+2/Speak language//2 pts/2 ranks/+n/a</p><p>+9/Spot//8 pts/8 ranks/+1 WIS</p><p>+11/Survival//10 pts/10 ranks/+1 WIS</p><p>(+6)/Swim//2 pts/2 ranks/+4 STR (Armor and encumbrance penalties may apply)</p><p>+12/Tumble//7 pts/7 ranks/+3 DEX, +2 synergy</p><p></p><p>Equipment:</p><p>+2 mithril shirt (5100 gp; 10 lbs; ACP -0; Max DEX +6; light/20 feet)</p><p>+1Amulet of natural armor (2000 gp; 0 lbs)</p><p>Darkwood heavy shield (257 gp; 5 lbs)</p><p>+1 Glaive (2308 gp, 10 lbs)</p><p>MW dwarven waraxe (330 gp, 8 lbs)</p><p>MW composite short bow (STR +3)(600 gp, 2 lbs)</p><p>Kukri (cold iron; 16 gp, 2 lbs)</p><p>Dagger (2 gp, 1 lb)</p><p>Arrows (x40 ready)(2 gp, 6 lbs)</p><p></p><p>Gauntlets of Ogre power (4000 gp, 4 lbs)</p><p>Skirmisher boots (MIC)(3200 lbs, 1 lb)</p><p>Ring of sustenance (2500 gp; 0 lbs)</p><p>Hewards handy haversack (2000 gp, 5 lbs)</p><p>Snakeblood tooth (MIC)(1350 gp; 0 lbs)</p><p>+1 Vest of resistance (1000 gp; 0 lbs/clothing)</p><p>Safewing emblem (x1, 250 gp, 0 lbs)</p><p></p><p>Explorer’s outfit (darkweave; 110 gp; 0 lbs/clothing)</p><p>MW thieves tools (100 gp, 2 lbs)</p><p>Acidic fire (x1; 30 gp, 1 lb)</p><p>Thunderstone (x1; 30 gp, 1 lb)</p><p>Sunrod (x2; 4 gp, 2 lbs)</p><p>Belt pouch (1 gp, 0.5 lb)</p><p>Signal whistle (8sp, 0 lb)</p><p>Bedroll (1 sp, 5 lbs)</p><p>Flint and steel (1 sp, 0 lb)</p><p>Chalk (x2; 2 cp, 0 lb)</p><p></p><p>Equipment in Haversack:</p><p>Potion: Fly (x1; 750 gp, 1 lb)</p><p>Potion: Lesser restoration (x1; 300 gp, 1 lb)</p><p>Potion: Cure light wounds (x4; 200 gp, 4 lbs)</p><p>Potion: Endure elements (x2; 100 gp, 2 lbs)</p><p>Alchemist’s fire (x2; 40 gp, 2 lbs)</p><p>Acidic fire (x2; 60 gp, 2 lbs)</p><p>Thunderstone (x2; 60 gp, 2 lbs)</p><p>MW thieves tools (spare; 100 gp, 2 lbs)</p><p>Dagger (spare, 2 gp, 1 lb)</p><p>Cold iron morningstar (Wrapped, 16 gp, 6 lbs)</p><p>Arrows (20, in capped quiver; 1 gp, 3 lbs)</p><p>Explorer’s outfit (darkweave, spare; 110 gp, 8 lbs)</p><p>Rope (50 ft., silk, x2)(20 gp, 10 lbs)</p><p>Mirror (10 gp, 0.5 lbs)</p><p>Sunrod (x2)(4 gp, 2 lbs)</p><p>Potion vial (empty, x2)(2 gp, 0.2 lbs)</p><p>Waterskin (x2)(2 gp, 8 lbs)</p><p>Scroll case (empty, x2)(2 gp, 1 lb)</p><p>Piton (x10)(1 gp, 5 lbs)</p><p>Belt pouch (spare)(1 gp, 0.5 lbs)</p><p>Trail rations (x2 days)(1 gp, 2 lbs)</p><p>Hammock (1 gp, 1 lb)</p><p>Hammer (5 sp, 2 lbs)</p><p>Sack (x4, empty)(4 sp, 2 lbs)</p><p>Flint and steel (spare)(1 sp, 0 lbs)</p><p>Chalk (x6, various colors)(6 cp, 0 lbs)</p><p>Whetstone (2 cp, 1 lb)</p><p></p><p>Spare cash: 32 gp, 9 sp (0.82 lbs)[/sblock]</p></blockquote><p></p>
[QUOTE="pathfinderq1, post: 4221339, member: 48394"] [b]Back-up concepts- in progress (1 and 2 of 4)[/b] I'm just putting up my concept info for replacement/back-up characters. You know, just in case something happens... Concepts 1 and 2 are in this post, 3 and 4 are in a different post- even with s-blocks, they are too long to fit in one post. Concept 1: Haergrr the Bull, Gatekeeper champion; (Tank/meat shield)(DONE)[sblock] Haergrr the Bull Half-orc male Role: tank/meatshield Region of origin: Eldeen Reaches (SW, near Droaam) Alignment: CG Religion: Gatekeeper druidic tradition Age: 16 Height: 6’2” Weight: 255 lbs Hair: black Eyes: muddy brown Description: The first thing most people notice about Haergrr is that he is big, even by half-orc standards. He is fairly tall- especially since he tends to stand up straight, rather than adopting the stooped-over posture usually seen in orcs and their kin. More than that, though, he is broad-shouldered and muscular- his nickname was earned through honest respect, not sarcasm. Of course, it doesn’t hurt that he wears massive spiked boots which make him look even taller and heavy armor of some dark green (nearly black) material, usually with a bearskin cloak over it- when fully ready for battle, he looks almost square, and his helmet is adorned with a set of downward-curving horns which frame the faceplate. Despite his bulk, he moves with a frightening grace, and he wields his heavy axe with uncanny ease. His arms and torso are heavily scarred, though his armor covers most of the markings. His skin is a dark grey-green, and he is just about as ugly as one would expect from a full-blooded orc- he has leathery skin, a thick brow, and pronounced tusks. His gaze is disturbingly direct- not unsettling enough to be frightening, but most people are put off by it. Background: Haergrr is really more like three-quarters orc- his mother was a half-orc ranger of nearly-legendary skill, while his father, a full-blood orc, was a respected Gatekeeper druid. Haergrr was born in a small village in the southwestern corner of the Eldeen Reaches, near the border of Droaam. The village was an isolated one, centered around an ancient Gatekeeper shrine, and it served as a guardpost against the terrible things that came out of the Gloaming or down from the Byeshk Mountains. From an early age, Haergrr’s physical potential was obvious- games of play-wrestling or King-of-the forest with the other village children quickly became very one-sided affairs. He had also inherited his parents’ deep love and respect for the natural world, but he did not have the good judgment and mental fortitude that they did. As soon as he was able, he began training to join the rangers that guarded the village. While his physical skills and his understanding of the forest were excellent, his stubborn and aggressive tendencies often got in the way of his learning. As he grew up, he began to spend more and more time on his own, wandering through the woods. The solitude and protective majesty of the great trees gave him a sense of peace that eluded him in more crowded or civilized places. In time, his parents despaired of ever getting him to be a serious student of the Gatekeeper doctrine- while his love for nature was strong, his emotions were stronger. He was shipped off to a larger village, where he began to train in a more direct warrior’s path. Even as he learned this craft, he still sought out the calm of the deep forests in his time off. With his natural aggression and exceptional physical gifts, it was not long before his training was counted as complete, and he returned to his home village, where he joined the ranks of the warriors who guarded the Gatekeeper shrine. Time and time again, he waded fearlessly into battle against the beasts who threatened the peace of the land. As time passed, his prowess as a warrior continued to grow- there was little in the forests which he feared to face directly. But not all the threats that faced the Gatekeepers could be fought in simple face-to-face combat, and not every battle could be fought close to home… The elders of the village began to receive more and more puzzling and disturbing visions as they meditated within the shrine. As they pondered the disturbing scenes from their oracles, they decided that the answer lay far from their forest home- something important was happening, and the key lay in the far-off jungles of Xen’drik. Despite his physical abilities, Haergrr was not one of the first candidates chosen- his emotional instability was well-known. Something within his spirit rallied to the call, however- and Haergrr found that he wanted to be part of this great expedition, more than he had wanted anything before. Even when asked, he could not express why he wanted to go- but it was obvious to all who knew him. For months, as the elders pondered their visions and planned for the journey, Haergrr pushed himself to his limits, even learning bits of Gatekeeper doctrine which had previously eluded him. When the turning of the seasons came, and the elders named the final members of the expedition, Haergrr was among those chosen. The village equipped their chosen emissaries with the finest equipment they could make or procure, and it was a truly formidable group who set out for whatever lay waiting in the far-off jungle. Haergrr proved his worth and his valor again and again- even before they left Khorvaire, the group had found enough enemies to forestall anyone less determined. But it was in the ancient ruins of Xen’drik that they faced their hardest tests… Personality: Haergrr is very honest and emotionally open- he wears his heart on his sleeve, as they say, and does not believe in hiding how he feels about things. He is friendly, and as reliable as a rock to those he likes or trusts, and a direct and vicious enemy to his foes. He tends to prefer the straight-forward approach to just about everything, and he tends to think of problems and obstacles in a very direct, physical fashion even though he knows that method doesn’t always work. He is not stupid, though, and he is certainly sharp enough to realize his own shortcomings. He tends to leave complicated social or arcane matters to those who understand them better- though he is eager to help out if someone tells him how. He revels in the physical sensations of life- particularly fighting, even in non-lethal or mock combat. He has a deep love and respect for the beauty and power of the natural world- and, as one might expect given his Gatekeeper upbringing, he has a strong hatred of unnatural things. When he feels the need for peace and quiet, or he needs to think, he seeks the solitude of the deep forest- the sound of a breeze shuffling through the trees is one of the few things he finds relaxing. Crunch: Half-orc male Ranger 1/Fighter 2/Barbarian 4/Eldeen ranger- Gatekeeper 1 Experience points: 28,000 Advancement: RBFFBBB(ER); next Barbarian 5 STR 22 (+6; 10 pts, +2 race, +2 advancement 4 and 8, +2 Gauntlets)(26/+8 Rage) DEX 14 (+2; 6 pts) CON 16 (+3; 10 pts)(20/+5 Rage) INT 12 (+1; 6 pts, -2 racial) WIS 8 (-1; 0 pts) CHA 6 (-2; 0 pts, -2 racial) Action points: 9 (level 8) HP 89 (8/9/7/8/9/9/9/6= 65 +24 CON)(+16 raging) AC 23 (21 Rage)(t 13/ff 23; Armor +10, DEX +2, deflection+1) Initiative: +2 Speed: 30 feet (medium armor; unarmored speed 40 feet) Weight carried: 109.5 lbs (light load, to 173 lbs) BAB: +8/+3 Melee: +14/+9 (+15/+10 Longaxe +1; 1d12 +10)(Rage +17/+12; 1d12+13) Ranged: +10/+5 (+10 sling; 1d4+6, increment 50 feet) Grapple: +14 (Rage +16) +14 FORT (+2+3+4+2 base, +3 CON; natural 1 does not auto-fail) +7 REF (+2+0+1+2 base, +2 DEX) +4 WILL (+0+0+1+0 base, +3 CON) Modifiers: +2 vs. spells, spell-like or psionic powers of aberrations; +2 on Fort and Will saves while Raging; Racial abilities (half-orc): Ability adjustments (+2 STR, -2 INT/CHA); size medium; base speed 30 feet; Darkvision 60 feet; Orcish blood Class abilities (Ranger, Fighter, Barbarian, Eldeen ranger- Gatekeeper): Favored enemy (Aberrations +2); Wild empathy (1d20-1); Bonus fighter feats (2); Fast movement (+10 feet); Rage (2x/day, lasts 13 rounds); Uncanny dodge; Trap sense (+1); Resist corruption; Feats: Endurance (level 1); Track (ranger 1 bonus); Steadfast determination (PHB II; level 3); Power attack (fighter 1 bonus); Exotic weapon proficiency –Longaxe (Complete Adventurer; fighter 2 bonus); Extend rage (level 6) Languages: Common, Orcish, +Sylvan, +Giant Skills (ACP –3): +14/Climb//11 pts/11 ranks/+6 STR, -3 armor +8/Jump//5 pts/5 ranks/+6 STR, -3 armor +4/Knowledge- dungeoneering//3 pts/3 ranks/+1 INT +10/Knowledge- nature//5 pts +4 cc/7 ranks/+1 INT, +2 synergy +2/Knowledge- religion//2 pts cc/1 rank/+1 INT +7/Listen//8 pts/8 ranks/-1 WIS +8/Search//6 pts +2 cc/7 ranks/+1 INT +1/Speak language/2 pts cc/1 rank/+n/a +10/Survival//11 pts/11 ranks/-1 WIS Equipment: Darkleaf full plate +2 (7650 gp; medium armor/50 lbs/20 feet; ACP –3; max DEX +2) Darkwood heavy shield (257 gp, 5 lbs) Longaxe +1 (2335 gp; 15 lbs) MW Greatsword (350 gp; 8 lbs; +16/+11; 2d6+10) Scimitar (machete)(15 gp, 4 lbs) Throwing axe (x2; 16 gp, 4 lbs) Dagger (2 gp, 1 lb) Sling with 4 bullets (4 cp, 2 lbs) Gauntlets of ogre power (4000 gp; 4 lbs) Vanguard treads (boots; MIC; 3100 gp, 2 lbs) Ring of sustenance (2500 gp, 0 lbs) Ring of protection +1 (2000 gp, 0 lbs) Heward’s handy haversack (2000 gp, 5 lbs) Armband of elusive action (MIC; 800 gp, 1 lb) Healing belt (MIC; 750 gp, 1 lb) Armor crystal (Least, Rubicund frenzy; MIC; 500 gp, 0 lbs) Alchemist’s fire (x1)(20 gp, 1 lb) Explorer’s outfit (10 gp, 0 lbs/as clothing) Belt pouch (1 gp, 0.5 lbs) Flint and steel (1 gp, 0 lbs) Bedroll (1 sp, 5 lbs) Whetstone (2 cp, 1 lb) Equipment in Haversack: Potion: Lesser restoration (x1; 300 gp) Potion: Cure light wounds (x2; 100 gp) Identification papers (standard; 2 gp) Dagger (spare)(2 gp) Sling with 6 bullets (6 cp) Morningstar (wrapped)(8 gp) MW studded leather armor (back-up/stealth armor)(175 gp) Explorer’s outfit (spare)(10 gp) Sunrod (x5; 10 gp) Alchemist’s fire (x1; 20 gp) Rope (50 feet, silk, x2; 20 gp) Grappling hook (folding; 2 gp) Waterskin (x2; 2 gp) Trail rations (x4 days; 2 gp) Belt pouch (spare; 1 gp) Flint and steel (spare; 1 gp) Hammock (1 gp) Pitons (x10; 1 gp) Hammer (5 sp) Sack (x4; 4 sp) Torches (x6; 6 cp) Whetstone (2 cp) Spare cash: 2 cp, 8 sp, 34 gp[/sblock] Concept 2: Oscarl Hammerstep (recon/light melee)(DONE)[sblock] Oscarl Hammerstep Dwarf male Role: recon/skill monkey; light melee Region of origin: Mror Holds (originally) Alignment: Neutral (formerly CG) Deity:: Sovereign Host (not religious) Age: 54 Height: 4’4” Weight: 165 lbs Hair: black Eyes: black Description: Oscarl is a rather odd-looking dwarf. He is well above average height, and rather wiry by dwarven standards (though that is still hardly “thin”)- his body looks to be mostly solid bones wrapped in pure muscle, with a layer of leathery skin to keep things in place. He keeps his head shaved, and his beard trimmed very short- most dwarves would call it “stubble”. His eyes are quite dark in color, and his normal expression is an intense, almost uncomfortable stare, like that of a predatory bird. His skin is quite darkly-tanned from years outside in sun and all kinds of weather- and his arms and torso are marked with ridged ritualistic scars, surrounded by blotches of paler skin. Overall, he has an oddly mottled look- this is because the scorpion venom that the drow clans use to highlight their scar patterns have very little effect on his tough dwarven metabolism; what in a drow might produce a clearly marked scar causes only a slight lightening of his skin. He prefers light armor, and dresses in sensible exploring clothes- sturdy boots, durable pants and shirt, with soft leather vest to hide his armor; most of his work clothes are of darkweave fabric to help him hide when needed. He carries a wide variety of weaponry, though he favors a glaive, and he moves quite agilely despite his arsenal. Background: Oscarl’s early years were simple enough- he was born and raised in Droranath clan territory, in the Mror Holds. While many of his fellow clansmen are purely warriors, Oscarl demonstrated stealth and observational skills at a very young age, and he was trained as a military scout. After a few formative years of battles against the Jhorash’tar orcs, Oscarl joined one of the mercenary companies which earn clan Droranath most of their profit. Naturally skilled and well-trained, his company fought in several successful engagements during the waning years of the Last War. All it took was one fight, though, to change Oscarl’s life. Hired out to a Brelish nobleman to augment his own household forces, Oscarl’s company was put to particularly hard use- their employer had apparently paid them to take on risky situations where he dared not risk his own forces. Despite the careful work of Oscarl and the unit’s other scouts, they were pressed into a fight on bad ground, and most of the troop were butchered by a company of Karrnathi undead warriors. Oscarl and a few others escaped, but their employer made sure that everyone thought the group had fallen victim to their own egos and incompetence, so the survivors kept only their lives- their reputations were shattered. Oscarl struggled along for several years- his own skills were enough to entice some employers, but they often paid poorly, if at all. Desperate to win back some measure of respect, Oscarl hired on with an expedition headed into the jungles of Xen’drik. Several weeks into their trip, the group had actually reached their objective and they were getting ready to head back to Stormreach when the giants struck. Most of the expedition members were killed in the first few moments of the attack- but a combination of skill and luck allowed Oscarl to escape. With no supplies and no way of avenging his compatriots, Oscarl began the long trek back through the jungle to civilization. He managed to make several days worth of progress before the drow scouts found him. Seeing that he was alone, the jungle warriors knew he was no real threat, and they began to harry and taunt him- playing with him as a cruel cat might play with a mouse. As it turned out, the drow were not prepared for someone as skilled and self-motivated as Oscarl- he managed to kill several of his tormentors, and the others barely captured him and hauled him back to their home village to be publicly executed. The leaders of the village were intrigued, and decided to keep him alive for a while, to see what he could tell them of the outside world. Oscarl, though, wasn’t much of a conversationalist and he kept getting thrown back into a cage again and again. When a rival tribe attacked the village, the tribal elders released Oscarl under the condition that he help them- and he did. When the raid was over, the village’s fighting strength was terribly depleted, and they offered the dwarf another deal- while he could never be accepted as a true member of the tribe, they would allow him to earn his freedom by serving with their warriors until the village could adapt to the losses that they had suffered. Oscarl accepted the offer, even though he believed his captors would never keep their bargain. For several years, Oscarl fought with the tribe’s warriors, and warded their borders- the guardians accepted him grudgingly, but came to respect his abilities and his drive to succeed. As an expendable asset, he was often assigned the toughest or most strenuous jobs- and he even earned the right to have the ritual scars that the tribe’s other warriors bore, though the scorpion venom which made such clear marks on the drow was far less effective on his tough dwarven metabolism. But as the tribe slowly began to rebuild, he found less and less acceptance, as the drow tendency towards xenophobia began to reassert itself. Some within the tribe urged that he be killed- and while they did not gain overwhelming approval, they continued to talk. Finally, one of the few elders with a shred of honor managed to forge a compromise- as promised, Oscarl had earned his freedom, but he would have to leave immediately, and if he was seen again, he would be an enemy. Oscarl left without delay, and faded into the jungle without a backward glance. There were other challenges to be faced, such as finding the truth behind the ever-increasing hostility of the local giant tribes… Personality: Oscarl is very much a “little talk, all action” sort of fellow. He rarely speaks a whole sentence when a few words will do, and tends to lead by example- he also loves to challenge himself, and constantly strives to maintain or improve his skills. He also tends towards a very militaristic mindset- he is very “goal-oriented”, and has a protective (though mildly condescending) attitude towards those he considers civilians. He respects other warrior or scout types, as long as they are demonstrably capable- he openly disdains anyone who claims a level of skill that they do not, in fact, possess. Unlike many dwarves, his experiences have left him open to an easy acceptance of many other races- in his mind, an individual’s capability and attitude matter far more than their species does. Having seen some of the challenges and experiences that the wide world has to offer, he knows that he would never be satisfied to return home to the rigidly-structured society of the Mror Holds. Back when he was young and idealistic, he used to be a much more charitable and honorable dwarf- years of hard times and experience have worn the good side of his personality down to the barest bone. He still values his own sworn word, but other than that he is pragmatic and cynical- results are what matters. Crunch: Dwarf male Fighter 2/Scout 6 (aiming for Thief-acrobat or Extreme explorer) Experience points: 28,000 Advancement: SFSFSSSS, next Scout 7 STR 18 (+4; 6 pts, +2 advancement 4 and 8, +2 Gauntlets) DEX 16 (+3; 10 pts) CON 16 (+3; 6pts, +2 racial) INT 14 (+2; 6 pts) WIS 12 (+1; 4 pts) CHA 6 (-2; 0 pts, -2 racial) Action points: 9 (level 8) HP 77 (8/7/6/8/6/6/6/6= 53, +24 CON) AC 20 (t13/ff20, uncanny dodge)(Dodge, Mobility, skirmish, shield use bonuses may apply; +6 armor +1 natural, +3 DEX) Initiative: +4 (DEX +3, battle fortitude +1) Speed: 30 feet (20 base, +10 scout; light armor/light load) Weight carried: 65.5 lbs (light encumbrance to 100 lbs) BAB: +6/+1 Melee: +10/+5 (+11/+6 glaive +1; 1d10+7) Ranged: +9/+4 (+10/+5 MW composite shortbow STR +3; 1d6+3) Grapple: +10 +10 FORT +2+3 base, +3 CON, +1 vest; +1 battle fortitude +9 REF; +5+0 base, +3 DEX, +1 vest +4 WILL; +2+0 base, +1 WIS, +1 vest Modifiers: +2 vs. poisons, +2 vs. spells or spell-like effects; +5 vs. ingested poisons Racial abilities (dwarf): Ability adjustments (+2 CON, -2 CHA); Size medium; base speed 20 feet(even if heavily armored/encumbered);Darkvision 60 feet; Stonecunning; Weapon familiarity (dwarven waraxe or urgrosh); Stability (+4 vs. Bull rush if standing on ground); Racial save bonuses (+2 vs. poison, +2 vs. spells or spell-like effects); +1 racial attack bonus against orcs or goblinoids; +4 Dodge AC bonus against giant-type creatures; +2 racial bonus to Craft and Appraise checks for stone or metal items; Class abilities (Fighter, Scout):Bonus feats (F); Trapfinding (as rogue); Uncanny dodge; Fast movement (+10 feet); Battle fortitude (+1Initiative and FORT saves); Skirmish bonus (+2d6 damage, +1 AC); Trackless step; Evasion; Flawless stride (move at full speed in rubble, undergrowth, etc.); Feats: Endurance (level 1); Dodge (fighter 1 bonus); Track (level 3); Mobility (fighter 2 bonus); Combat reflexes (level 6); Spring attack (scout 4 bonus); Languages: Common, Dwarvish, Orcish; Giant; Elvish (drow dialect) Skills (ACP –0): +11/Balance//6 pts/6 ranks/+3 DEX +2 synergy +10/Climb//6 pts/6 ranks/+4 STR +5/Disable device//2 pts cc/1 rank/+2 INT, +2 tools +5/Escape artist/2 pts/2 ranks/+3 DEX +14/Hide/11 pts/11 ranks/+3 DEX (+1 darkweave= +15) +12/Jump//6 pts/6 ranks/+4 STR, +2 synergy +7/Knowledge-dungeoneering//5 pts/5 ranks/+2 INT +3/Knowledge- geography//1 pt/1 rank/+2 INT +9/Knowledge- nature//5 pts/5 ranks/+2 INT, +2 synergy +4/Listen//3 pts/3 ranks/+1 WIS +14/Move silent//11 pts/11 ranks/+3 DEX +6/Open locks//2 pts cc/1 rank/+3 DEX, +2 tools +11/Search//9 pts/9 ranks/+2 INT +2/Speak language//2 pts/2 ranks/+n/a +9/Spot//8 pts/8 ranks/+1 WIS +11/Survival//10 pts/10 ranks/+1 WIS (+6)/Swim//2 pts/2 ranks/+4 STR (Armor and encumbrance penalties may apply) +12/Tumble//7 pts/7 ranks/+3 DEX, +2 synergy Equipment: +2 mithril shirt (5100 gp; 10 lbs; ACP -0; Max DEX +6; light/20 feet) +1Amulet of natural armor (2000 gp; 0 lbs) Darkwood heavy shield (257 gp; 5 lbs) +1 Glaive (2308 gp, 10 lbs) MW dwarven waraxe (330 gp, 8 lbs) MW composite short bow (STR +3)(600 gp, 2 lbs) Kukri (cold iron; 16 gp, 2 lbs) Dagger (2 gp, 1 lb) Arrows (x40 ready)(2 gp, 6 lbs) Gauntlets of Ogre power (4000 gp, 4 lbs) Skirmisher boots (MIC)(3200 lbs, 1 lb) Ring of sustenance (2500 gp; 0 lbs) Hewards handy haversack (2000 gp, 5 lbs) Snakeblood tooth (MIC)(1350 gp; 0 lbs) +1 Vest of resistance (1000 gp; 0 lbs/clothing) Safewing emblem (x1, 250 gp, 0 lbs) Explorer’s outfit (darkweave; 110 gp; 0 lbs/clothing) MW thieves tools (100 gp, 2 lbs) Acidic fire (x1; 30 gp, 1 lb) Thunderstone (x1; 30 gp, 1 lb) Sunrod (x2; 4 gp, 2 lbs) Belt pouch (1 gp, 0.5 lb) Signal whistle (8sp, 0 lb) Bedroll (1 sp, 5 lbs) Flint and steel (1 sp, 0 lb) Chalk (x2; 2 cp, 0 lb) Equipment in Haversack: Potion: Fly (x1; 750 gp, 1 lb) Potion: Lesser restoration (x1; 300 gp, 1 lb) Potion: Cure light wounds (x4; 200 gp, 4 lbs) Potion: Endure elements (x2; 100 gp, 2 lbs) Alchemist’s fire (x2; 40 gp, 2 lbs) Acidic fire (x2; 60 gp, 2 lbs) Thunderstone (x2; 60 gp, 2 lbs) MW thieves tools (spare; 100 gp, 2 lbs) Dagger (spare, 2 gp, 1 lb) Cold iron morningstar (Wrapped, 16 gp, 6 lbs) Arrows (20, in capped quiver; 1 gp, 3 lbs) Explorer’s outfit (darkweave, spare; 110 gp, 8 lbs) Rope (50 ft., silk, x2)(20 gp, 10 lbs) Mirror (10 gp, 0.5 lbs) Sunrod (x2)(4 gp, 2 lbs) Potion vial (empty, x2)(2 gp, 0.2 lbs) Waterskin (x2)(2 gp, 8 lbs) Scroll case (empty, x2)(2 gp, 1 lb) Piton (x10)(1 gp, 5 lbs) Belt pouch (spare)(1 gp, 0.5 lbs) Trail rations (x2 days)(1 gp, 2 lbs) Hammock (1 gp, 1 lb) Hammer (5 sp, 2 lbs) Sack (x4, empty)(4 sp, 2 lbs) Flint and steel (spare)(1 sp, 0 lbs) Chalk (x6, various colors)(6 cp, 0 lbs) Whetstone (2 cp, 1 lb) Spare cash: 32 gp, 9 sp (0.82 lbs)[/sblock] [/QUOTE]
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