Smashed world casting call - finally running

Dalamar

Adventurer
BAB 7, Track, Weapon Focus, Favored Enemy (the one to be your hated enemy), Language (if any) of the enemy.

I think social is under our cleric with 18 Cha.

And I could give the feat with those prereqs.
 

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Jarval

Explorer
I'm going to go with character idea 2, if that's ok with everyone. I'll pass over the Foe of the Dead feat at the moment, but I might take it later if the game gets undead focused.

I'll post up full stats for my character tomorrow.
 
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Jarval

Explorer
Lorcan Mor
Human Rogue 2/Ranger 2, Chaotic Good


STR 14 (+2)
DEX 17 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 14 (+2)
CHA 10 (+0)


Combat Stats:
Base Attack Bonus: +3
Melee: +5 [+3 BAB, +2 STR]
Ranged: +6 [+3 BAB, +3 DEX]
Hit Points: 30 [6 + 4 (Rogue) + 8 + 8 (Ranger) + 4 (CON)]
Armor Class: 17 [10 + 4 (Mithral Shirt) + 3 (DEX)]
Initiative: +7 (+3 DEX, +4 Improved Initiative)
Movement Rate: 30 feet

Attacks per round:
1 Masterwork rapier (+6 to hit, 1d6+1 dmg)
or 1 Masterwork rapier (+4 to hit, 1d6+2 dmg) and 1 Masterwork shortsword (+4 to hit, 1d6+1 dmg)
or 1 Masterwork mighty composite longbow (+2 STR bonus) (+7 to hit, 1d8+2 dmg)
or Dagger (+5 Melee, +6 Ranged, 1d4+2 dmg)

Weapons and Armor:
Armor: Mithral Shirt (+4 AC)
Shield: Masterwork small wooden shield (+1 AC) (only used when not two-weapon fighting)
Weapons: Masterwork rapier (1d6 dmg, Crit 18-20/x2)
Masterwork shortsword (1d6 dmg, Crit 19-20/x2)
Masterwork mighty composite shortbow (+2 STR) (1d8 dmg, Crit 20/x3, Rng 110 ft)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +4 [+3 base, +1 CON]
Ref: +6 [+3 base, +3 DEX]
Will: +2 [+0 base, +2 WIS]


Feats:
Armor Proficiency (Light) (Free for Rogue, Ranger)
Armor Proficiency (Medium) (Free for Ranger)
Exotic Weapon Proficiency (Hand Crossbow) (Free for Rogue)
Martial Weapon Proficiency (All) (Free for Ranger)
Shield Proficiency (Free for Ranger)
Simple Weapon Proficiency (Free for Ranger)
Track (Free for Ranger)
Improved Initiative (1st level feat)
Combat Reflexes (bonus human feat)
Expertise (3rd level feat)


Skills:
Balance +10 (5 ranks, +3 DEX, +2 synergy w. Tumble)
Climb +7 (5 ranks, +2 STR)
Disable Device +7 (5 ranks, +2 INT)
Hide +10 (7 ranks, +3 DEX)
Jump +9 (5 ranks, +2 STR, +2 synergy w. Tumble)
Listen +7 (5 ranks, +2 WIS)
Move Silently +10 (7 ranks, +3 DEX)
Search +7 (5 ranks, +2 INT)
Spot +7 (5 ranks, +2 WIS)
Swim +5 (3 ranks, +2 STR)
Tumble +10 (5 ranks, +3 DEX, +2 synergy w. Jump)
Use Magic Device +5 (5 ranks)
Wilderness Lore +9 (7 ranks, +2 WIS)


Languages:
Common, Dwarven, Elven.


Special Abilities:
Sneak Attack +1d6
Evasion
Favored enemy (Undead)


Equipment:
Backpack
- Grappling hook
- Healing salve (2)
- Masterwork thieves' tools
- Potion of Cure Moderate Wounds (2)
- Silk rope (50')
Belt Pouch
- Tindertwigs (10)
- Potion of Cure Light Wounds (4)
- 93 gp 5 sp
Wearing / Carrying
- Explorer's Clothes
- Holy symbol of Ehlonna (silver)
- Masterwork rapier
- Masterwok shortsword
- Masterwork mighty (+2 STR) composite longbowbow
- Masterwork arrows (12)
- Mithral shirt
- Arrows (20)
- Silvered arrows (10)
- Daggers (2)

Total Weight Carried: 46.8 lb
Load: Light


Current XP:
Current: 6000
Next Level: 10000


Ceinwen
Light War Horse

Wearing/Carrying
- Bit and Bridle
- Military saddle
Saddlebags
- Arrows (40)
- Daggers (2)
- Shortsword
- Tent
- Trail rations (7)
- Waterskin


Born near the northern edge of the valley, Lorcan has been fighting the undead for most of his life. At only 19 years old, he has seen more combat than many twice his age.

Lorcan is a tall man, standing at 6'3". While quite lightly built, he is fairly strong. He has nut brown hair reaching down to the middle of his back, tied back into a tail. His eyes are a dark brown, similar to the shade of his hair, and he has a sparse beard. He dresses in practical clothing, favoring browns, greens and greys, although he always wears at least one blue garment.


Just checking a few things about equipment.

1) Am I right in thinking that magical potions are unavailable to the non-spellcasting classes? Since I'm multiclassed as Ranger, are healing potions available to me?

2) Is holy water available to those outside of the cleric/paladin kingdom?

3) Am I right in thinking that magical weapons and armor are unavailable outside of the spellcasting kingdoms? Since I have Ranger levels, are divinely enchanted weapons and armor available to me?
 
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Dalamar

Adventurer
1) Am I right in thinking that magical potions are unavailable to the non-spellcasting classes? Since I'm multiclassed as Ranger, are healing potions available to me?
Yep on both cases. Ranger MC means that you have spent time with rangers and druids most of your time.
2) Is holy water available to those outside of the cleric/paladin kingdom?
That's a question that hasn't popped up yet. To stay true to the rulings on magic items, I'll have to say no.
3) Am I right in thinking that magical weapons and armor are unavailable outside of the spellcasting kingdoms? Since I have Ranger levels, are divinely enchanted weapons and armor available to me?
Yes and no. Magical weapons per se aren't available in the non-spellcasting kingdoms, but weaponsmiths can produce high quality items that can be equivalent upto a +2 magical weapon except the only special ability available is Keen.
 

Zhure

First Post
Durban modification

Minor change to Durban's equipment. I want to rig the backpack on a slipknot so it can be released easily. If combat breaks out, he's at a medium load which kills his AC and he can't tumble.

I suppose I better hope someone has a pack animal, lol.
 

Jarval

Explorer
I've edited Lorcan slightly, mainly to add background and Ceinwen. Should we start a Rogue's Gallery thread for the character stats?
 

Dalamar

Adventurer
That might be a good idea. I don't need this thread anymore, as I have all the info on HD, so the only thing important is your characters.
 


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