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Yedan's Troubleshooters (Eberron)
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<blockquote data-quote="Arrowhawk" data-source="post: 5750023" data-attributes="member: 6679551"><p>[MENTION=1231]Kaodi[/MENTION], </p><p></p><p>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</p><p></p><p>Thanks.</p><p></p><p>[sblock=Old Character][code]Whyre of White Horn</p><p>Male Human Ranger 1</p><p>Chaotic Good</p><p>Representing Arrowhawk</p><p></p><p>Strength 13 (+1)</p><p>Dexterity 16 (+3)</p><p>Constitution 12 (+1)</p><p>Intelligence 14 (+2)</p><p>Wisdom 14 (+2)</p><p>Charisma 10 (+0)</p><p>Size: Medium</p><p>Height: 6' 1"</p><p>Weight: 195 lb</p><p>Eyes: Green</p><p>Hair: White Straight; Beardless</p><p>Skin: Brown</p><p>Total Hit Points: 12</p><p></p><p>Speed: 30 feet</p><p></p><p>Armor Class: 16 = 10 + 3 [studded] + 3 [dexterity]</p><p></p><p>Touch AC: 13</p><p>Flat-footed: 13</p><p>Initiative modifier: + 3 = + 3 [dexterity]</p><p>Fortitude save: + 3 = 2 [base] + 1 [constitution]</p><p>Reflex save: + 5 = 2 [base] + 3 [dexterity]</p><p>Will save: + 2 = 0 [base] + 2 [wisdom]</p><p>Attack (handheld): + 2 = 1 [base] + 1 [strength]</p><p>Attack (missile): + 4 = 1 [base] + 3 [dexterity]</p><p>Combat Maneuver Bonus: + 2 = 1 [base] + 1 [strength]</p><p>Combat Maneuver Defense: + 15 = 10 + 1 [base] + 1 [strength] + 3 [dexterity]</p><p></p><p>Light load:</p><p>Medium load:</p><p>Heavy load:</p><p>Lift over head:</p><p>Lift off ground:</p><p>Push or drag:</p><p>50 lb. or less</p><p>51-100 lb.</p><p>101-150 lb.</p><p>150 lb.</p><p>300 lb.</p><p>750 lb.</p><p></p><p>Languages: Common Sylvan (? 1 more)</p><p></p><p>Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]</p><p></p><p>Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]</p><p></p><p>Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]</p><p></p><p>Feats:</p><p></p><p>Point Blank Shot +1 attack on damage on ranged targets within 30 feet</p><p>Precise Shot Fire into melee without penalty</p><p>Skill Name</p><p>Key</p><p>Ability</p><p>Skill</p><p>Modifier</p><p>Ability</p><p>Modifier</p><p>Ranks</p><p>Misc.</p><p>Modifier</p><p>Acrobatics Dex* 7 = </p><p>+3</p><p>+ 1 + 3 [class skill]</p><p>Appraise Int 2 = </p><p>+2</p><p>Bluff Cha 0 = </p><p>+0</p><p>Climb Str* 1 = </p><p>+1</p><p>Craft_1 Int 2 = </p><p>+2</p><p>Craft_2 Int 2 = </p><p>+2</p><p>Craft_3 Int 2 = </p><p>+2</p><p>Diplomacy Cha 0 = </p><p>+0</p><p>Disguise Cha 0 = </p><p>+0</p><p>Escape Artist Dex* 3 = </p><p>+3</p><p>Fly Dex* 3 = </p><p>+3</p><p>Handle Animal Cha 4 = </p><p>+0</p><p>+ 1 + 3 [class skill]</p><p>Heal Wis 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Intimidate Cha 0 = </p><p>+0</p><p>Knowledge (dungeoneering) Int 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Knowledge (geography) Int 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Knowledge (nature) Int 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Perception Wis 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Perform_1 Cha 0 = </p><p>+0</p><p>Perform_2 Cha 0 = </p><p>+0</p><p>Perform_3 Cha 0 = </p><p>+0</p><p>Perform_4 Cha 0 = </p><p>+0</p><p>Perform_5 Cha 0 = </p><p>+0</p><p>Ride Dex* 3 = </p><p>+3</p><p>Sense Motive Wis 2 = </p><p>+2</p><p>Stealth Dex* 7 = </p><p>+3</p><p>+ 1 + 3 [class skill]</p><p>Survival Wis 6 = </p><p>+2</p><p>+ 1 + 3 [class skill]</p><p>Swim Str** 1 = </p><p>+1</p><p>* = check penalty for armor/shield</p><p>** = some groups double armor/shield penalties for swimmers</p><p></p><p>Favored class points: Hit points +1; Skill points +0</p><p></p><p>Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.</p><p></p><p>Human</p><p></p><p>This human chose +2 to dexterity (already included)</p><p>Extra feat at first level (already included)</p><p>Four extra skill points at first level (already included)</p><p>One extra skill point at each additional level (already included)</p><p>Ranger</p><p>Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.</p><p></p><p>Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.</p><p></p><p>Bonus to tracking</p><p></p><p>Combat Style</p><p></p><p>Endurance</p><p></p><p>Wild empathy (roll level + charisma bonus)</p><p></p><p>Endurance (level 3)</p><p></p><p>Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)</p><p></p><p>Woodland Stride (level 7)</p><p></p><p>Swift Tracker (level 8)</p><p></p><p>Evasion (level 9)</p><p></p><p>Quarry (level 11)</p><p></p><p>Camouflage (level 12)</p><p></p><p>Improved Evasion (level 16)</p><p></p><p>Hide in Plain Sight (level 17) -- any favored terrain</p><p></p><p>Improved quarry (level 19) -- any favored terrain</p><p></p><p>Master Hunter (level 20) -- lethal attacks, superior tracking</p><p></p><p>High wisdom gains bonus spells daily</p><p></p><p>Concentration check: d20 + rangre level + wisdom modifier vs. DC</p><p></p><p>Favored Enemies:</p><p></p><p>Humanoids (human) + 2</p><p></p><p>This ranger chose the archery track.</p><p>Class HP rolled </p><p>Level 1: Ranger 10 </p><p> </p><p>Whyre of White Horn's Equipment:</p><p></p><p>27 lb</p><p>12 lb</p><p>2 lb</p><p>5 lb</p><p>3 lb</p><p></p><p></p><p>4 lb</p><p>2 lb</p><p>1 lb</p><p>10 lb</p><p>1 lb</p><p>2 lb</p><p>4 lb</p><p>_____</p><p>73 lb Weapons / Armor / Shield (from above)</p><p>Arrows (quiver of 20) x4</p><p>Backpack</p><p>Bedroll</p><p>Blanket, winter x1</p><p>Fishhook</p><p>Flint and steel</p><p>Grappling hook</p><p>Oil flasks x2</p><p>Pouch x2</p><p>Rope (50', hempen) x1</p><p>Sacks x2</p><p>Torches x2</p><p>Waterskins x1</p><p></p><p>Total</p><p></p><p>More about Whyre of White Horn:</p><p>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.[/code][/sblock]</p></blockquote><p></p>
[QUOTE="Arrowhawk, post: 5750023, member: 6679551"] [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.[/code][/sblock] [/QUOTE]
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