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The Heroes of Darmon - RG
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<blockquote data-quote="Jarval" data-source="post: 1648582" data-attributes="member: 421"><p><span style="font-size: 12px"><strong>Dacre Argyros</strong></span></p><p><strong>Human Cleric of Darmon 1, CG</strong></p><p></p><p>STR 12 (+1)</p><p>DEX 14 (+2)</p><p>CON 12 (+1)</p><p>INT 14 (+2)</p><p>WIS 14 (+2)</p><p>CHA 14 (+2)</p><p></p><p></p><p><strong>Combat Stats:</strong></p><p>Base Attack Bonus: +0</p><p>Melee: +1 [+0 BAB, +1 STR]</p><p>Ranged: +2 [+0 BAB, +2 DEX]</p><p>Hit Points: 7 [6 (levels) + 1 (CON)]</p><p>Armor Class: 14 [10 + 2 (DEX) + 2 (Leather armor)]</p><p>Initiative: +2 [+2 DEX]</p><p>Movement Rate: 30 feet</p><p></p><p><strong>Attacks per round:</strong></p><p>Light crossbow (+2 to hit, 1d8 dmg, Crit 19-20/x2, Rng 80 ft.)</p><p>Quarterstaff (+1 to hit, 1d6+1 dmg, Crit 20/x2)</p><p>Dagger (+1 to hit (melee) +2 to hit (thrown), 1d4+1 dmg, Crit 19-20/x2, Rng 10 ft.)</p><p></p><p><strong>Armor:</strong></p><p>Leather armor (+2 AC, +6 Max Dex bonus, 10% ASFC)</p><p></p><p></p><p><strong>Saving Throws:</strong></p><p>Fort: +1 [+2 base, +1 CON]</p><p>Ref: +2 [+0 base, +2 DEX]</p><p>Will: +2 [+2 base, +2 WIS]</p><p></p><p></p><p><strong>Feats:</strong></p><p>Negotiator (1st level feat)</p><p>Persuasive (bonus human feat)</p><p></p><p></p><p><strong>Skills:</strong></p><p>Appraise +4 (2 ranks, +2 INT)</p><p>Bluff +8 (4 ranks, +2 CHA, +2 Persuasive)</p><p>Concentration +3 (2 ranks, +1 CON)</p><p>Diplomacy +8 (4 ranks, +2 CHA, +2 Negotiator)</p><p>Disguise +6 (4 ranks, +2 CHA)</p><p>Gather Information +4 (2 ranks (cc), +2 CHA)</p><p>Knowledge (religion) +4 (2 ranks, +2 INT)</p><p>Profession (merchant) +4 (2 ranks, +2 WIS)</p><p>Sense Motive +8 (4 ranks, +2 CHA, +2 Negotiator)</p><p></p><p></p><p><strong>Languages:</strong></p><p>Common, Celestial, Elven.</p><p></p><p></p><p><strong>Special Abilities:</strong></p><p>Bonus skill point at every level (4 at 1st).</p><p>Bonus feat at 1st level.</p><p>Favored Class: Any.</p><p>Turn Undead.</p><p>Commerce Domain (Granted power: +10 competence bonus on Profession checks to earn a living. Appraise is a class skill. Spells: Comprehend Languages.)</p><p>Trickery Domain (Granted power: Bluff, Disguise, and Hide are class skills. Spells: Disguise Self.)</p><p></p><p></p><p><strong>Spells:</strong></p><p>Spells per day: 3/2+1</p><p>DCs: 12/13</p><p>Domains: Travel, Trickery.</p><p>Level 0: Cure Minor Wounds, Light, Purify Food and Drink.</p><p>Level 1: Cure Light Wounds, Obscuring Mist.</p><p></p><p></p><p><strong>Equipment:</strong></p><p>Backpack:</p><p>- Hooded lantern</p><p>- 2 flasks of oil</p><p>- Ink pen</p><p>- Vial of ink</p><p>- 20 sheets of paper</p><p>- 2 day's trail rations</p><p>- Full waterskin</p><p>Wearing / Carrying:</p><p>- Artisan's Outfit</p><p>- Wooden holy symbol</p><p>- Leather armour</p><p>- Light crossbow</p><p>- 20 bolts</p><p>- Quarterstaff</p><p>- Dagger</p><p>- Pouch (Spell Component)</p><p>- 5 gp, 7 sp.</p><p></p><p>Other:</p><p>Mule</p><p>- Pack saddle</p><p>- Saddlebags</p><p>20 gp worth of assorted trade goods (spices, cloth, silver trinkets)</p><p></p><p></p><p>Total Weight Carried: 40 lb</p><p>Load: Light</p><p></p><p></p><p><strong>Current XP:</strong></p><p>Current: 0</p><p>Next Level: 1,000</p><p></p><p></p><p>**********</p><p></p><p><strong>Height:</strong> 5' 7"</p><p><strong>Weight:</strong> 150 lbs</p><p><strong>Hair:</strong> Brown</p><p><strong>Eyes:</strong> Green</p><p><strong>Age:</strong> 22</p><p></p><p></p><p><strong>Background:</strong> Born into a Saer Solva merchant family three years after the death of Gauraxoloth, Dacre grew up the apple of his parents' eyes. He took to the family trade quickly, learning how to haggle and barter (and cheat just a little...), as well as the basics of judging an item's worth.</p><p></p><p>After his eigth summer, Dacre began to accompany his father as he traveled between cities finding more exotic wares to sell in the family shop. His travels brought him into contact with many people, including Saris, friend of his father and a high wayfarer of Darmon. Dacre and Saris quickly became firm friends, Dacre enjoying the old priest's tales of adventure, war and excitement, and Saris noting the boy's quick mind and skill at debate. Given Saris' aparently endless supply of Darmon's sayings, these debates were frequent occurances.</p><p></p><p>By his fourteenth year, Dacre was convinced of Darmon's faith, and joined the church. Splitting his time between his duties with the church and helping his parents, it didn't take long for Dacre to reconsile the two tasks. Both needed a quick wits and the skill to convice others, and as a merchant he was well placed to learn of distant cities, lands and people. After all, Darmon walks among all races, so perhaps there were new words of wisdom to be learned?</p><p></p><p>A year ago, he became a fully-fledged cleric and wayfarer. Now feeling ready to leave the city and House he had called home for all his life, Dacre's attention turned to Hurunam. Prudent saving and several canny business deals gave him the money for a passage, and he bid farewell to his family and friends.</p><p></p><p>On arrival, Dacre quickly aclimatised to the new land. He was welcomed into a new House, and he's found his skill for buisness is proving just as useful overseas. A new land lies before him, and who knows what it might hold?</p></blockquote><p></p>
[QUOTE="Jarval, post: 1648582, member: 421"] [SIZE=3][b]Dacre Argyros[/b][/SIZE] [b]Human Cleric of Darmon 1, CG[/b] STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 14 (+2) [b]Combat Stats:[/b] Base Attack Bonus: +0 Melee: +1 [+0 BAB, +1 STR] Ranged: +2 [+0 BAB, +2 DEX] Hit Points: 7 [6 (levels) + 1 (CON)] Armor Class: 14 [10 + 2 (DEX) + 2 (Leather armor)] Initiative: +2 [+2 DEX] Movement Rate: 30 feet [b]Attacks per round:[/b] Light crossbow (+2 to hit, 1d8 dmg, Crit 19-20/x2, Rng 80 ft.) Quarterstaff (+1 to hit, 1d6+1 dmg, Crit 20/x2) Dagger (+1 to hit (melee) +2 to hit (thrown), 1d4+1 dmg, Crit 19-20/x2, Rng 10 ft.) [b]Armor:[/b] Leather armor (+2 AC, +6 Max Dex bonus, 10% ASFC) [b]Saving Throws:[/b] Fort: +1 [+2 base, +1 CON] Ref: +2 [+0 base, +2 DEX] Will: +2 [+2 base, +2 WIS] [b]Feats:[/b] Negotiator (1st level feat) Persuasive (bonus human feat) [b]Skills:[/b] Appraise +4 (2 ranks, +2 INT) Bluff +8 (4 ranks, +2 CHA, +2 Persuasive) Concentration +3 (2 ranks, +1 CON) Diplomacy +8 (4 ranks, +2 CHA, +2 Negotiator) Disguise +6 (4 ranks, +2 CHA) Gather Information +4 (2 ranks (cc), +2 CHA) Knowledge (religion) +4 (2 ranks, +2 INT) Profession (merchant) +4 (2 ranks, +2 WIS) Sense Motive +8 (4 ranks, +2 CHA, +2 Negotiator) [b]Languages:[/b] Common, Celestial, Elven. [b]Special Abilities:[/b] Bonus skill point at every level (4 at 1st). Bonus feat at 1st level. Favored Class: Any. Turn Undead. Commerce Domain (Granted power: +10 competence bonus on Profession checks to earn a living. Appraise is a class skill. Spells: Comprehend Languages.) Trickery Domain (Granted power: Bluff, Disguise, and Hide are class skills. Spells: Disguise Self.) [b]Spells:[/b] Spells per day: 3/2+1 DCs: 12/13 Domains: Travel, Trickery. Level 0: Cure Minor Wounds, Light, Purify Food and Drink. Level 1: Cure Light Wounds, Obscuring Mist. [b]Equipment:[/b] Backpack: - Hooded lantern - 2 flasks of oil - Ink pen - Vial of ink - 20 sheets of paper - 2 day's trail rations - Full waterskin Wearing / Carrying: - Artisan's Outfit - Wooden holy symbol - Leather armour - Light crossbow - 20 bolts - Quarterstaff - Dagger - Pouch (Spell Component) - 5 gp, 7 sp. Other: Mule - Pack saddle - Saddlebags 20 gp worth of assorted trade goods (spices, cloth, silver trinkets) Total Weight Carried: 40 lb Load: Light [b]Current XP:[/b] Current: 0 Next Level: 1,000 ********** [b]Height:[/b] 5' 7" [b]Weight:[/b] 150 lbs [b]Hair:[/b] Brown [b]Eyes:[/b] Green [b]Age:[/b] 22 [b]Background:[/b] Born into a Saer Solva merchant family three years after the death of Gauraxoloth, Dacre grew up the apple of his parents' eyes. He took to the family trade quickly, learning how to haggle and barter (and cheat just a little...), as well as the basics of judging an item's worth. After his eigth summer, Dacre began to accompany his father as he traveled between cities finding more exotic wares to sell in the family shop. His travels brought him into contact with many people, including Saris, friend of his father and a high wayfarer of Darmon. Dacre and Saris quickly became firm friends, Dacre enjoying the old priest's tales of adventure, war and excitement, and Saris noting the boy's quick mind and skill at debate. Given Saris' aparently endless supply of Darmon's sayings, these debates were frequent occurances. By his fourteenth year, Dacre was convinced of Darmon's faith, and joined the church. Splitting his time between his duties with the church and helping his parents, it didn't take long for Dacre to reconsile the two tasks. Both needed a quick wits and the skill to convice others, and as a merchant he was well placed to learn of distant cities, lands and people. After all, Darmon walks among all races, so perhaps there were new words of wisdom to be learned? A year ago, he became a fully-fledged cleric and wayfarer. Now feeling ready to leave the city and House he had called home for all his life, Dacre's attention turned to Hurunam. Prudent saving and several canny business deals gave him the money for a passage, and he bid farewell to his family and friends. On arrival, Dacre quickly aclimatised to the new land. He was welcomed into a new House, and he's found his skill for buisness is proving just as useful overseas. A new land lies before him, and who knows what it might hold? [/QUOTE]
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