Yedan's Troubleshooters (Eberron)

[MENTION=1231]Kaodi[/MENTION],

Here he is. I don't know what char gen tool you guys are using, I just used a Javascript Pathfinder generator on the web. If you can direct me to the proper tool for posting, I will redo the char using that tool

Thanks.

[sblock=Old Character]
Code:
Whyre of White Horn
Male Human Ranger 1
Chaotic Good
Representing Arrowhawk

Strength	13	(+1)
Dexterity	16	(+3)
Constitution	12	(+1)
Intelligence	14	(+2)
Wisdom	14	(+2)
Charisma	10	(+0)
Size:	Medium
Height:	6' 1"
Weight:	195 lb
Eyes:	Green
Hair:	White Straight; Beardless
Skin:	Brown
Total Hit Points: 12

Speed: 30 feet

Armor Class: 16 = 10 + 3 [studded] + 3 [dexterity]

Touch AC: 13
Flat-footed: 13
Initiative modifier:	 + 3	 = + 3 [dexterity]
Fortitude save:	 + 3	 = 2 [base] + 1 [constitution]
Reflex save:	 + 5	 = 2 [base] + 3 [dexterity]
Will save:	 + 2	 = 0 [base] + 2 [wisdom]
Attack (handheld):	 + 2	 = 1 [base] + 1 [strength]
Attack (missile):	 + 4	 = 1 [base] + 3 [dexterity]
Combat Maneuver Bonus:	 + 2	 = 1 [base] + 1 [strength]
Combat Maneuver Defense:	 + 15	 = 10 + 1 [base] + 1 [strength] + 3 [dexterity]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages:	Common Sylvan (? 1 more)

Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Point Blank Shot	+1 attack on damage on ranged targets within 30 feet
Precise Shot	Fire into melee without penalty
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics	Dex*	7 =	
+3
+ 1	 + 3 [class skill]
Appraise	Int	2 =	
+2
Bluff	Cha	0 =	
+0
Climb	Str*	1 =	
+1
Craft_1	Int	2 =	
+2
Craft_2	Int	2 =	
+2
Craft_3	Int	2 =	
+2
Diplomacy	Cha	0 =	
+0
Disguise	Cha	0 =	
+0
Escape Artist	Dex*	3 =	
+3
Fly	Dex*	3 =	
+3
Handle Animal	Cha	4 =	
+0
+ 1	 + 3 [class skill]
Heal	Wis	6 =	
+2
+ 1	 + 3 [class skill]
Intimidate	Cha	0 =	
+0
Knowledge (dungeoneering)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Knowledge (geography)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Knowledge (nature)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Perception	Wis	6 =	
+2
+ 1	 + 3 [class skill]
Perform_1	Cha	0 =	
+0
Perform_2	Cha	0 =	
+0
Perform_3	Cha	0 =	
+0
Perform_4	Cha	0 =	
+0
Perform_5	Cha	0 =	
+0
Ride	Dex*	3 =	
+3
Sense Motive	Wis	2 =	
+2
Stealth	Dex*	7 =	
+3
+ 1	 + 3 [class skill]
Survival	Wis	6 =	
+2
+ 1	 + 3 [class skill]
Swim	Str**	1 =	
+1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to dexterity (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Ranger
Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.

Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.

Bonus to tracking

Combat Style

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)

Woodland Stride (level 7)

Swift Tracker (level 8)

Evasion (level 9)

Quarry (level 11)

Camouflage (level 12)

Improved Evasion (level 16)

Hide in Plain Sight (level 17) -- any favored terrain

Improved quarry (level 19) -- any favored terrain

Master Hunter (level 20) -- lethal attacks, superior tracking

High wisdom gains bonus spells daily

Concentration check: d20 + rangre level + wisdom modifier vs. DC

Favored Enemies:

Humanoids (human) + 2

This ranger chose the archery track.
Class	HP rolled	
Level 1:	Ranger	10	
	
Whyre of White Horn's Equipment:

27 lb
12 lb
2 lb
5 lb
3 lb


4 lb
2 lb
1 lb
10 lb
1 lb
2 lb
4 lb
_____
73 lb	Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x4
Backpack
Bedroll
Blanket, winter x1
Fishhook
Flint and steel
Grappling hook
Oil flasks x2
Pouch x2
Rope (50', hempen) x1
Sacks x2
Torches x2
Waterskins x1

Total

More about Whyre of White Horn:
Whyre was raised by rangers in the White Horn Woods. He was found in the arms of his dead mother in the woods of White Horn. Whyre has never learned the identity of his parents nor their killers. Whyre is strong of opinion and sharp of mind. He does not take himself too seriously. He believes planning and information are the most important tools for succeeding in an endeavor. While he prefers peaceful resolution, he does not shy away from conflict and will defend himself and others. However, Whyre's mindset is not the common one.
[/sblock]
 
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As I said before, I prefer RAW (rules as written). I am not going to be making changes to how classes work.

As for dice rolling, it is simple enough. You actually do it after you post; there is a button close to the button for editing posts that says " Roll Dice " . It adds dice rolls to that post then.

I have not really converted anything so far. I am going to do it on the fly so as not to spend time on things that will not be used.

The original Least Mark of Shadow gave Darkness, Disguise Self, or Minor Image 1/day and a +2 bonus to Gather Information. It would be trivial enough to just say that the get the same choice of spells and a +2 bonus to Diplomacy, but part of me thinks that it would be an interesting idea to actually have full Dragonmark sorcerer bloodlines, with Dragonmark feats being like modified Eldritch Heritage feats.
 

This is the sheet I suggested for my other game. The easiest way to use it is to copy paste it into notepad, edit it there, and then copy paste the finished product back into a post. This sheet comes to us from HolyMan:

[sblock=Characters Name]
[sblock=Game Info]
Race:
Class:
Level: 1
Alignment:
Languages: Common
Deity:[/sblock]
[sblock=Abilities]
STR:
DEX:
CON:
INT:
WIS:
CHA:[/sblock]
[sblock=Combat]
HP: 00 = [1d??=??] + 0 (CON) + 0 (misc) + 0 (favored class)
AC: 00 = 10 + 0 (armor) + 0 (shield) + 0 (DEX) + 0 (misc)
AC Touch: 00 = 10 + 0 (DEX) + (misc)
AC Flatfooted: 00 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
INIT: +0 = +0 (DEX) + 0 (misc)
BAB: +0 = +0 (list class)
CMB: +0 = +0 (STR) + 0 (BAB)
CMD: 00 = 10 + 0 (STR) + 0 (DEX) + 0 (BAB)
Fort: +0 = +0 (base) + 0 (CON)
Reflex: +0 = +0 (base) + 0 (DEX)
Will: +0 = +0 (base) + 0 (WILL)
Speed:
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
EXAMPLE:
Longsword(melee): +5 = +1 (BAB) + 3 (STR) + 1 (feat)/ DMG = 1d8+3(S), CRIT 19-20x2
[/sblock]
[sblock=Racial Traits]
... [/sblock]
[sblock=Class Features]
...[/sblock]
[sblock=Feats & Traits]
1st lvl-
3rd lvl-

Traits:
a)
b) not allowed yet[/sblock]
[sblock=Skills]
Skill Ranks: 00 = [0 (class) + 00 (INT)] x 00 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 00
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+00 =  Acrobatics          +00    +00   +0  +00   -0   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+na =  Disable Device^     +00    +00   +0  +00   -0   DEX
+00 =  Disguise            +00    +00   +0  +00        CHA
+00 =  Escape Artist       +00    +00   +0  +00   -0   DEX
+00 =  Fly                 +00    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +00    +00   +0  +00        CHA
+00 =  Heal                +00    +00   +0  +00        WIS
+00 =  Intimidate          +00    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =  Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =  Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+00 =  Perception          +00    +00   +0  +00        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+na =  Profession^:_____   +00    +00   +0  +00        WIS
+00 =  Ride                +00    +00   +0  +00   -0   DEX
+00 =  Sense Motive        +00    +00   +0  +00        WIS
+na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+00 =  Stealth             +00    +00   +0  +00   -0   DEX
+00 =  Survival            +00    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+na =  Use Magic Device^   +00    +00   +0  +00        CHA
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost  Weight


Total weight carried:
Treasure: gp, sp, cp Gems:

Carrying Capacity:
light-
medium-
heavy- [/sblock]
[sblock=Details]
Size:
Gender:
Age:
Height:
Weight:
Hair Color:
Eye Color:
Skin Color:
Appearance:
Demeanor:[/sblock]
[sblock=Background]... [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
 

@WD, I'm not familiar with the APG.

...
Combat styles are here:
Ranger

...

I have not really converted anything so far. I am going to do it on the fly so as not to spend time on things that will not be used.

...

Heck, may I throw away my character so far and instead bring a different one? With jkason bowing out, I would like to play a half-orc druid from the Child of Winter sect (lawful neutral).

Vermin companions are no problem. But I would like to get a conversion for the Vermin Shape and the Child of Winter basic feats.

Thanks!

Old druid below, will make the changes ASAP

[sblock=Morgan Sorrowful]
[sblock=Game Info]
Race: Human
Class: Druid
Level: 1
Experience: 0
Alignment: TN
Languages: Common, Druidic, Orc
Deity: Balinor [/sblock]
[sblock=Abilities]
STR: 14 (5)
DEX: 14 (5)
CON: 14 (5)
INT: 12 (2)
WIS: 16 (5) + racial mod
CHA: 8 (-2)
[/sblock]
[sblock=Combat]
HP: 11 = [8+ 2 (CON) + 1 (fav. class)
AC: 18 = 10 + 4 (armor) + 2 (shield) + 2 (DEX)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 16 = 10 + 4 (armor) + 2 (shield)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (class/es)
CMB: +2 = +2 (STR) + 0 (BAB)
CMD: 14 = 10 + 0 (BAB) + 2 (STR) + 2 (DEX)
Fort: +4 = +2 (base) + 2 (stat) + 0 (misc)
Reflex: +2 = +0 (base) + 2 (stat) + 0 (misc)
Will: +5 = +2 (base) + 3 (stat) + 0 (misc)
Speed: 20' (in armor)
Damage Reduction: none
Spell Resistance: none[/sblock]
[sblock=Weapon Stats]
Club (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2)X2
[/sblock]
[sblock=Racial Traits]
# +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
# Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
# Normal Speed: Humans have a base speed of 30 feet.
# Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.
# Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[/sblock]
[sblock=Class Features]
Nature Bond (centipede, giant), nature sense, orisons, wild empathy [/sblock]
[sblock=Feats]
Child of Witer (1st level)
[/sblock]
[sblock=Skills]
Skill Points: 6 = [4 + 1 +1]
Max Ranks: 1 ACP: -3
Skill List:

Handle Animal: +3= +1 (ranks) - 1 (modifier) + 3 (class skill) (+4 to handle companion)
Heal: +7= +1 (ranks) + 3 (modifier) + 3 (class skill)
Survival: +9= +1 (ranks) + 3 (modifier) + 3 (class skill) +2 (misc)
Know (nature): +7= +1 (ranks) + 1 (modifier) + 3 (class skill) +2 (misc)
Spell craft: +5= +1 (ranks) + 1 (modifier) + 3 (class skill)
Perception: +7= +1 (ranks) + 3 (modifier) + 3 (class skill)

[/sblock]
[sblock=Equipment]
Code:
[U]Item                      Cost   Weight[/U]
Hide armor                15gp    25lb    
heavy wooden shield        7gp    10lb
club                       ---     3lb
scimitar                  15gp     4lb
cold weather outfit        ---     0lb
Backpack                   2gp     2lb
Bedroll                  0.1gp     5lb
blanket, winter          0.5gp     3lb
Holly & Mistletoe          ---     0lb
Waterskin                  1gp     4lb
Treasure: 24gp, 4sp, 0cp
Gems: none

Carrying Capacity:
Total weight carried: 56 lbs (light)
light: 00 - 58 lbs
medium: 59 - 116 lbs
heavy: 117 - 175 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: ?
Height: ?'?"
Weight: ? lbs
Hair Color: brown
Eye Color: green
Skin Color: Deep Tan
Appearance: Hide clad wild human
Demeanor: grumpy, not talking much
Background:

[/sblock]
[sblock=Adventure Log] none yet [/sblock]
[sblock=Level Ups] none [/sblock][/sblock]

Now my mini stat block:

[sblock=Mini Stat Block]

HP: 11/11
AC: 18, Touch 12, Flat Footed 16
Initiative: +2
CMB: +2
CMD: 14
Fort: +4
Ref: +2
Will +5
Speed 20'

Spells prepared:
0 - Detect Magic, Guidance, Light
1 - Magic Stone, Shilleagh


Club (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2)X2
Scimitar (melee): +2 = +0 (BAB) +2 (Stat) (1d6+2) 18-20/X2

Perception +7

dies at -14

[/sblock]
 
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As I said before, I prefer RAW (rules as written). I am not going to be making changes to how classes work.

Okay, then I'll make a slight change to the character:

[sblock]
Code:
Whyre of White Horn
Male Human Ranger 1
Chaotic Good
Representing Arrowhawk

Strength	12	(+1)
Dexterity	16	(+3)
Constitution	13	(+1)
Intelligence	14	(+2)
Wisdom	14	(+2)
Charisma	10	(+0)
Size:	Medium
Height:	6' 1"
Weight:	190 lb
Eyes:	Green
Hair:	White Straight; Beardless
Skin:	Brown
Total Hit Points: 12

Speed: 30 feet

Armor Class: 17 = 10 + 3 [studded] + 1 [buckler] + 3 [dexterity]

Touch AC: 13
Flat-footed: 14
Initiative modifier:	 + 3	 = + 3 [dexterity]
Fortitude save:	 + 3	 = 2 [base] + 1 [constitution]
Reflex save:	 + 5	 = 2 [base] + 3 [dexterity]
Will save:	 + 2	 = 0 [base] + 2 [wisdom]
Attack (handheld):	 + 2	 = 1 [base] + 1 [strength]
Attack (missile):	 + 4	 = 1 [base] + 3 [dexterity]
Combat Maneuver Bonus:	 + 2	 = 1 [base] + 1 [strength]
Combat Maneuver Defense:	 + 15	 = 10 + 1 [base] + 1 [strength] + 3 [dexterity]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages:	Common Elven Sylvan

Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]

Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]

Feats:

Point Blank Shot	+1 attack on damage on ranged targets within 30 feet
Precise Shot	Fire into melee without penalty
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics	Dex*	7 =	
+3
+ 1	 + 3 [class skill]
Appraise	Int	2 =	
+2
Bluff	Cha	0 =	
+0
Climb	Str*	1 =	
+1
Craft_1	Int	2 =	
+2
Craft_2	Int	2 =	
+2
Craft_3	Int	2 =	
+2
Diplomacy	Cha	0 =	
+0
Disguise	Cha	0 =	
+0
Escape Artist	Dex*	3 =	
+3
Fly	Dex*	3 =	
+3
Handle Animal	Cha	4 =	
+0
+ 1	 + 3 [class skill]
Heal	Wis	2 =	
+2
Intimidate	Cha	0 =	
+0
Knowledge (dungeoneering)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Knowledge (geography)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Knowledge (nature)	Int	6 =	
+2
+ 1	 + 3 [class skill]
Perception	Wis	6 =	
+2
+ 1	 + 3 [class skill]
Perform_1	Cha	0 =	
+0
Perform_2	Cha	0 =	
+0
Perform_3	Cha	0 =	
+0
Perform_4	Cha	0 =	
+0
Perform_5	Cha	0 =	
+0
Ride	Dex*	3 =	
+3
Sense Motive	Wis	2 =	
+2
Stealth	Dex*	7 =	
+3
+ 1	 + 3 [class skill]
Spellcraft	Int	6 =	
+2
+ 1	 + 3 [class skill]
Survival	Wis	6 =	
+2
+ 1	 + 3 [class skill]
Swim	Str**	1 =	
+1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to dexterity (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Ranger
Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.

Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.

Bonus to tracking

Combat Style

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)

Woodland Stride (level 7)

Swift Tracker (level 8)

Evasion (level 9)

Quarry (level 11)

Camouflage (level 12)

Improved Evasion (level 16)

Hide in Plain Sight (level 17) -- any favored terrain

Improved quarry (level 19) -- any favored terrain

Master Hunter (level 20) -- lethal attacks, superior tracking

High wisdom gains bonus spells daily

Concentration check: d20 + rangre level + wisdom modifier vs. DC

Favored Enemies:

Humanoids (human) + 2

This ranger chose the archery track.
Class	HP rolled	
Level 1:	Ranger	10	
	
Whyre of White Horn's Equipment:

32 lb
12 lb
2 lb
5 lb
3 lb


4 lb
2 lb
1 lb
10 lb
2 lb
2 lb
4 lb
_____
79 lb	Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x4
Backpack
Bedroll
Blanket, winter x1
Fishhook
Flint and steel
Grappling hook
Oil flasks x2
Pouch x2
Rope (50', hempen) x1
Sacks x4
Torches x2
Waterskins x1

Total

More about Whyre of White Horn:
Whyre was raised by rangers in the White Horn Woods. He was found in the arms of his dead mother in the woods of White Horn. Whyre has never learned the identity of his parents nor their killers. Whyre is strong of opinion and sharp of mind. He does not take himself too seriously. He believes planning and information are the most important tools for succeeding in an endeavor. While he prefers peaceful resolution, he does not shy away from conflict and will defend himself and others. However, Whyre's mindset is not the common one.
[/sblock]
 
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Are you going to go with a Blight Druid?

The Child of Winter feat is basically Vermin Heart, though it has a few extra summonable monsters tacked on. That was more important in 3e when there were no vermin on the standard list for Summon Nature's Ally.

I took a look at the Bestiary 2, and at the lower levels I think these monsters would be suitable to just add to Summon Nature's Ally (I imagine it was always intended that the lists for Summon Monster and Summon Nature's Ally were guidelines for updating when other monster books came out):
1 - Giant Cockroach
2 - Cave Scorpion, Giant Bee

As for Vermin Shape, it is not going to be needed for quite a while, but I imagine it would be fine for it just add vermin to the list of what can be changed into. Though I am not really sure that is even worth a feat, given how Pathfinder works, so it might need to be beefed up somehow.
 
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I don't like the undead and disease parts of the blight druid, nor I like to loose the animal companion.

Crawler

Centipede, Giant

Starting Statistics: Size Small; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 2, Wis 10, Cha 2; Special Attacks poison ( frequency 1 round [6], effect 1 Dex damage, cure 1 save, Con-based DC); Special Qualities darkvision 60 ft.; CMD can’t be tripped.

Feats: Weapon Finesse
Skills: Acrobatics +7, Stealth +11
Tricks:

HP: 2d8
AC: 18, Touch 12, Flat Footed 16
Initiative: +2
CMB: -1 (cannot be tripped)
CMD: 13
Fort: +3
Ref: +6
Will +0 (not mindless!)

Bite (melee): +5 = +1 (BAB) +3 (Stat) + 1 (size) (1d4-1 +poison)X2

---

May I start with the companion already trained before the first adventure? I used the racial ability ro raise Int to 2.

I would choose attack as bonus trick and I can beat the DC oth the other tricks I want by taking 10.
 
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Should be fine, I think. While the rules do not explicitly say that you can apply increases other than those for HP, I think it is a reasonable extrapolation.

In any case, Arrowhawk, I would appreciate it if you could use the character sheet I suggested. I can hardly understand the skills section of the one you posted, and the background section is just one long line.

I think we are just waiting for Damage Inc. to post some kind of character now before I can perhaps post a Rogue's Gallery. Once we have all of this stuff sorted out, I think the first week of January would be the right time to get things going. I have a few things I should be focusing on before then, but at that point it will be done.
 


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