Clonz said:
I will be playing a halfling cleric of Ehlonna, still figuring out his feats. I'm just trying to keep with the short-legged slow theme here. As for myself, I would like to have known each other before, if the others are for it. Anyway, I'll put what I have in the rogue's gallery and finish it asap. On spells, how do you handle switching out which spells I have for the day, if say I decide to swap two first level spells for the following day, do I update the character sheet or you?
You edit your own sheet, as I have no powers to do so.
Also DwarfLover - I notice you have a horse for your mount of choice. While Tarumen does have horses, they are less common than in your typical campaign world (not so many plains). Deer and lizards are more common mounts and pack animals. A monitor lizard is a typical critter, and could be purchased for the same price as a heavy horse (200gp).
For those looking for a war-trained riding mount, this giant lizard is available for 1000gp.
Giant Lizard
Large Animal
Hit Dice: 4d8+20 (44 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (2d6+10)
Full Attack: Bite +9 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +11, Ref +5, Will +2
Abilities: Str 25, Dex 13, Con 21, Int 1, Wis 12, Cha 2
Skills: Climb +7, Hide +2*, Listen +5, Move Silently +6, Spot +5, Swim +7
Feats: Alertness, Great Fortitude
Environment: Warm forests
Organization: Solitary
Combat
Giant lizards can be aggressive, using their powerful jaws to tear at prey or enemies.
Skills: Giant lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.