Troth Hulebor´n
Stats: http://invisiblecastle.com/find.py?a=show&id=164289
Name: Troth Hulebor´n
Class: Barbarian/expert
Race: Half-elf
Size: Medium
Gender: Male
Alignment: neutral/neutral
Str: 16 +3 Level: 2 XP: 1000
Dex: 14 +2 BAB: +2 HP: 22(1d12+2)
Con: 14 +2 Grapple: +X Spell Fail: 15%
Int: 8 -1 Speed: 40'
Wis: 12 +1 Init: +2
Cha: 14 +2 ACP: -1
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +2 +X +X +1 16
Base Mod Misc Total
Fort: +3 +2 +5
Ref: +0 +2 +2
Will: +2 -1 +1
Weapon Attack Damage Critical
Rapier +X+1 1d6+3 18-20x2
Skill Points at 1st Level: (4 + Int modifier) x 4. (4-1= 3 3*4=12) + [6+ int modifier=6-1=5] =17
Skill Points at Each Additional Level: 4 + Int modifier.
Skill Points: 20
Skills Ranks Mod Misc Total
Climb (Str) +1 +3 +4
Handle Animal (Cha) +0 +2 +2
Intimidate (Cha) +0 +2 +2
Jump (Str) +0 +3 +3
Listen (Wis) +4 +1 +1 +5
Ride (Dex) +1 +2 +3
Survival (Wis) +0 +1 +1
Swim (Str) +3 +3 +6
Craft (Int) +0 -1 -1
-*- Race Skills [2]
Gather Information (cha) +0 +2 -2 +0
Diplomacy (cha) +0 +2 +2 +4
-*- Expert skills [10]
1.Disguise (Cha) +4 +2 +2 +8
2.Escape Artist (Dex) +0 +2 +2
3.Bluff (Cha) +2 +2 +2 +6
4.Move Silently (Dex) +0 +2 +2
5.Sleight Of Hand (Dex) +1 +2 +3
6.Search (Int) +0 -1 -1
7.Sense Motive (Wis) +1 +1 +2 +4
8.Tumble (Dex) +2 +2 +4
9.Use Magic Device (Cha) +0 +2 +2
10.Use Rope (Dex) +1 +2 +3
Equipment: Cost
Rapier 20gp
Studded leather 25gp
Backpack 2gp
Rope hemp 1gp
Disguise Kit 50gp
Traveler’s outfit 1gp
Money: 1gp 00sp 00cp
Languages: Common
Elven
Abilities: Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light
armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the
ability
to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy
he
or she already had.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus
to
Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit
points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points
are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except
for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells
or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any
feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s
(newly
improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions
and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a
17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels
thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a
barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible
attacker.
However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains
improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by
traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple
classes stack.
Race abilities
HALF-ELVES
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She
retains
the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
NPC CLASS
EXPERT
Class Skills
The expert can choose any ten skills to be class skills.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Features
The following is a class feature of the expert NPC class.
Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.
Feats:
Fast movement, illiteracy, rage 1/day
LVL 1 Feat: WEAPON FOCUS [Rapier]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
LVL 2 FEAT
Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special
A fighter may select Dodge as one of his fighter bonus feats.
Age: 60
Height: 5,7 feet
Weight: 185 pounds
Eyes: brown
Hair: black
Skin: brown
Appearance: Troth Is not a good looking man. He has many marks after combat with wild animals.
He uses a big turbant and a brown-black robe, conseling his Rapier with the large black cape he uses. He likes to wear his shield on his back. Being again
dark-brown.
With his turbant its quite dificult seeing his face since he allways tries to have the ends of the turbant to cover his face. His ears hidden in hte tubant
cant be seen at all.
Background: Troth was a young half-elf. His father was a human trader, magician, hunter, stable worker and so many other things. He was one of the first Humans to cross the sea to sea the lands of the Elf's.
A man of work his father was, and Troth was early out in the world working for his bread and milk. He's father was also a thief when the opportunity presented itself, Troth was not proud of this fact, but it was the true. His mother was a elf of the borderlands of Lenai, with The Mudab. She was quite tall and good looking. His father lived with them until his 15th birthday, and celebrated with barbecued meat and cookies from the nearby trade post. Only days later his father seeking new life, leaved to never come back; a letter to his mother and a sword to him, was his legacy. Alana, his mother did not cry him but did seek comfort in her potions and herbs.
He left home at 20 years making money escorting minor caravans of fruit and meal. He had for a long time, before that, been in service of a warrior's wife, working as a personal servant for the Lady, it was here he learned the art of the sword. The house guard was his teacher, his name was Elarak.
His life had been for three years now walk the shores and woods of the coast, following a merchant named Ulkos a very tall Elf from Lenai. His birth village was the nearest the Cecil Island. They did travel between the minor ports buying pearls, scales of reptiles and fish. Every year Ulkos did a 8 moths long trade route traveling along the southwest shore of Cellador.
His contract was expiring this spring and Troth was not sure to still be the guards of the caravan. Or travel. The last year the sea called at him promising adventure and gold. At the port of [X] he had leaved the caravan one week before his contract finished, Ulkos had paid in silver a load of clam meat, from the captain of “Lady Sea” . When finished the bargain and handing over the silver pouch Ulkos told the captain of Lady Sea about Troth, making it clear for the captain that he was a hardworking young half-elf, making a honest living. The captain eyed Troth up and down, and with a well disguised smile he hires Troth as security guard and rope puller..
Many times before he had been discriminated for his race, this time was no exception, the more experienced sailor made always fun of him and picked up fights when they where drunk at a ports Inn.
After some weeks he had a mayor fight with the sail tailor, almost killing the man with his bare hands, the sail tailor lived but had a soar troath for weeks after.. The captain earing about the fight, called Troth to his chambers showing Troth his secret... the captain was a half-elf like him.... He also had been discriminated once, learning disguise, as a way to avoid it. The captain did know that if Troth was to make it to sunrise alive, he had to hide and pray for the sail tailor and his friends not to find him.
They talked all that night about how to disguise, its techniques, what powders to what uses, the perfect way to conceal long hears, etc. The captain feeling pitty for him sold him his disguise kit to Troth and wrote a recommendation letter to a captain friend of him, Captain Ben Turion, making it possible for Troth to leave the Lady Sea and be hired at the Pander Ban, with a new identity and fresh start in life.
The papers was buyed at a Gnome forger at the same port, knowed for its grade trade Antigrol was a perfect place to get forgerys and what ever you could desire.
Gnotaz, friend of the captain of the “Lady Sea” and usual contact for his more shady trades.
From there the journey and his first trip with the Pander Ban leaved to Tortila.