Yedan's Troubleshooters Rogues' Gallery

Kaodi

Legend
For anyone who needs a character sheet:


[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]
 

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[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) + 1 (misc)
Reflex: +3 = +0 (base) + 2 (stat) + 1 (trait)
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 Winter (1st level)
[/sblock]
[sblock=Traits]
Focused Mindhttp://www.d20pfsrd.com/traits/combat-traits/resilient
Deft Dodger
[/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=Spells]
save DC = 3+ spell level
(may cast summon nature's ally spontaneously)

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

[/sblock]
[sblock=Equipment]
Code:
[U]Item                      Cost   Weight[/U]
Hide armor                15gp    25lb    
heavy wooden shield        7gp    10lb
club                       ---     3lb
scimitar                  15gp     4lb
explorers outfit            ---     0lb
Backpack                   2gp     2lb
Bedroll                  0.1gp     5lb
blanket, common          0.2gp     1lb
Holly & Mistletoe          ---     0lb
Waterskin                  1gp     4lb
Treasure: 29gp, 7sp, 0cp
Gems: none

Carrying Capacity:
Total weight carried: 54 lbs (light)
light: 00 - 58 lbs
medium: 59 - 116 lbs
heavy: 117 - 175 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 19
Height: 5'8"
Weight: 170 lbs
Hair Color: brown
Eye Color: green
Skin Color: Deep Tan
Appearance: Hide clad wild human
Demeanor: grumpy, not talking much[/sblock]

[sblock=Background]
The orphan Morgan was never sociable and always had a strange affinity to the so called "lower life forms". Both contributed to his recruitment by a wandering half-orc druid of the Child of Winters sect. After a lifetime of being scorned and mistreated by others, he had no qualms about joining them.
He isn't sure why he was summoned, but he intends to help as best as he can to balance his inner darker impulses. Balance prevails.
[/sblock]
[sblock=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: attack (bonus) x2, defend, down, guard, heel, stay

HP: (2d8+0)
AC: 16 (+3 Dex, +1 size, +2 natural armor)
Touch AC: 14 (+3 Dex, +1 size)
Flat Footed AC: 13 (+1 size, +2 natural armor)
Initiative: +3
CMB: -1
CMD: 13 (cannot be tripped)
Fort: +3
Ref: +6
Will +0 (not mindless!)

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

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

Now my mini stat block:

[sblock=Mini Stat Block]
Morgan Sorrowful

HP: 11/11
AC: 18, Touch 12, Flat Footed 16
Initiative: +2
CMB: +2
CMD: 14
Fort: +4
Ref: +3
Will +5
Speed 20'

Spells prepared (save DC = 13 + spell level):
0 - Detect Magic, Guidance, Light
1 - Magic Stone, Shillelagh

Concentration Check: +5

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]
 
Last edited:


[sblock="Mezcia"]
[sblock=Game Info]
Race: Human
Class: Magus - Kensai Archetype (1)
Level: 1
Alignment: Chaotic Good
Languages: Common, Dwarven, Elven, Goblin, Orc
Deity: Calistria[/sblock]
[sblock=Abilities]
STR 14 (+2) [base 14] {5 pts}
DEX 14 (+2) [base 14] {5 pts}
CON 12 (+1) [base 12] {2 pts}
INT 18 (+4) [base 16] {10 pts}
WIS 10 (+0) [base 10] {0 pts}
CHA 08 (-1) [base 08] {-2 pts}
[/sblock]
[sblock=Combat]
HP: 10 = [(1d8=8) + 1 (CON) + 1 (Favoured Class)
AC: 12/13 = 10 + 0 [Armor] + 0 [shield] + 2 [DEX]/(+ 1 (Canny Defence)
Touch: 12/13 = 10 + 2 [DEX]/(+ 1 (Canny Defence)
Flatfooted: 10 = 10 + 0 [Armor] + 0 [shield]
INIT: +4 = +2 [DEX] +2 [Reactionary Trait]
BAB: +0 = +0 (Magus)
CMB: +2 = +2 (STR) +0 (BAB)
CMD: 14 = 10 +2 (STR) +2 (DEX) +0 (BAB)
Fort: +3 = +2 [base] + 1 [CON]
Reflex: +2 = +0 [base] + 2 [DEX]
Will: +2 = +2 [base] + 0 [WIS]
Speed: 30 ft.[/sblock]
[sblock=Weapon Stats]
Crossbow, Heavy +2 = +0 [BAB] +2 [DEX] +0 [feat] / DMG = 1d10, 19-20x2, 120 ft. [Range]
Dagger +2 = +0 [BAB] +2 [STR] +0 [feat] +0 [misc] / DMG = 1d4+2, 19-20x2
Dagger (Thrown) +2 = +0 [BAB] +2 [DEX] +0 [feat] / DMG = 1d4+2, 19-20x2, 10 ft. [Range]
Sword, Bastard (One-handed) +3 = +0 [BAB] +2 [STR] +1 [Weapon Focus] +0 [misc] / DMG = 1d10+2, 19-20x2
[/sblock]
[sblock=Racial Traits]
+2 INT
Bonus Feat
[/sblock]
[sblock=Class Features]
Magus:
Arcane Pool: 5 = 1 (Class) + 4 (INT)
Concentration Check: +7 = [+1 (Level) +4 (INT) +2 (Trait: Focused Mind))
Combat Casting +11 = (+7 Concentration +4 (Feat: Combat Casting)
Cantrips
Spell Combat

Kenasai:
Canny Defense
Diminished Spellcasting
Weapon Focus - Bastard Sword
[/sblock]
[sblock=Feats & Traits]
Class Feats:
Simple Weapon Proficiency
Exotic Weapon Proficiency - Bastard Sword

Feats:
1st Level: Arcane Strike
Human Bonus: Combat Casting

Traits:
Focused Mind
Reactionary[/sblock]
[sblock=Skills]
Skill Ranks: 7 = [2 (class) +4 (INT) +1 (Skilled Racial Trait)] x 1 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 1
ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total                         Stat   Rank  CS  Misc  ACP
+02 =  Acrobatics             +02    +00   +0  +00   -0  DEX
+04 =  Appraise               +04    +00   +0  +00       INT
-01 =  Bluff                  -01    +00   +0  +00       CHA
+06 =  Climb                  +02    +01   +3  +00   -0  STR
+04 =  Craft (Untrained)      +04    +00   +0  +00       INT
-01 =  Diplomacy              -01    +00   +0  +00       CHA
-01 =  Disguise               -01    +00   +0  +00       CHA
+02 =  Escape Artist          +02    +00   +0  +00   -0  DEX
+02 =  Fly                    +02    +00   +0  +00   -0  DEX
+00 =  Heal                   +00    +00   +0  +00       WIS
-01 =  Intimidate             -01    +00   +0  +00       CHA
+08 =  Knowledge (Arcana)^    +04    +01   +3  +00       INT
+08 =  Knowledge (Dungeoneer^ +04    +01   +3  +00       INT
+01 =  Perception             +00    +01   +0  +00       WIS
-01 =  Perform (Untrained)    -01    +00   +0  +00       CHA
+02 =  Ride                   +02    +00   +0  +00   -0  DEX
+00 =  Sense Motive           +00    +00   +0  +00       WIS
+08 =  Spellcraft^            +04    +01   +3  +00       INT
+02 =  Stealth                +02    +00   +0  +00   -0  DEX
+00 =  Survival               +00    +00   +0  +00       WIS
+06 =  Swim                   +02    +01   +3  +00   -0  STR
+03 =  Use Magic Device^      -01    +01   +3  +00       CHA
[/sblock]
[sblock=Equipment]
Code:
Equipment                                Cost   Weight
Backpack                                 2gp    2lbs
- Bedroll                                1sp    5lbs
- Blanket (Winter)                       5sp    3lbs
- Grappling Hook                         1gp    4lbs
- Lantern (Bullseye)                     12gp   3lbs
- Oil (1 Pint Flask)                     1sp    1lbs
- Oil (1 Pint Flask)                     1sp    1lbs
- Rope (Silk/50 ft.)                     10gp   5lbs
- Spellbook (Wizard's/Blank)             15gp   3lbs
- Waterskin (Filled)                     1gp    4lbs
- Waterskin (Filled)                     1gp    4lbs
Bolts, Crossbow (10)                     1gp    1lbs
Crossbow, Heavy                          50gp   8lbs
Dagger                                   2gp    1lbs
Explorer's Outfit                        0cp    8lbs
Pouch (Belt)                             1gp    0.5lbs
- Chalk (1 Piece)                        1cp    0lbs
- Chalk (1 Piece)                        1cp    0lbs
- Twine (50 ft.)                         1cp    0.5lbs
- Whetstone                              2cp    1lbs
- Whistle, Signal                        8sp    0lbs
Spell Component Pouch                    5gp    2lbs
Sword, Bastard                           35gp   6lbs
Total weight carried: 55 lbs.
Treasure: 2gp, 3sp, 5cp Gems:

Carrying Capacity
Light: 0 to 58lbs
Medium: 59 to 116lbs
Heavy: 117 to 175lbs
Maximum weight possible: 175 [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 5' 9"
Weight: 175 lbs.
Hair Color: Black
Eye Color: Brown
Skin Color: Pale
Apperance: [/sblock]
[sblock=Background]Acryinton and Stanley were a couple of elderly and, if the truth be told slightly senile, members of House Deneith. They had both had long and distinguished career as scholar specialising in magic and fighter tactics respectively. However, Baron Breven d'Deneith finally decided that the pair were starting to become a liability to the house and put them out to grass. So the pair were installed in one of the house's villas near Castla Arakhain in Breland.

The two scholars were not pleased at there enforced retirement, especially as they were so far away from their native Aundair. So they then decided to show everyone that they were not passed it and to produce a more effective warrior by seamlessly combining magic use and sword mastery.

Having searched the nearby towns for a likely candidate, they choose a 10 year old orphan who was barely surviving by begging and was delighted at his lucky break. Even though it meant him giving up his old life and assuming a new identity.

Calling their new protege Mezcia, they started his training in earnest. Mezcia was less pleased at the exhaustive regimen to which he was subjected. However he stuck to too it and had just finished his initial training when a letter arrived ordering him to a meeting with the Mayor of Amrovel Vileema Falkur.

To say that Acryinton and Stanley were irritated is a gross understatement. Not only was the mayor taking their experiment away before they had time to study how well it worked. The project was supposed to be a secret and they had no idea how the mayor knew about Mezcia.

Just before he is due to leave for the meeting with the mayor, Accrinton addresses his protege "Bye lad, we'll miss you. Take care and keep out of trouble. One more thing. Its important. Please try not to speak to the mayor and if you have to speak, try talking in mono-symbols"[/sblock]
[sblock=Spellbook]Magus Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

Magus Level 1: Chill Touch, Color Spray, Grease, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, True Strike[/sblock] [/sblock]
 
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[sblock=Bastion Drath]
[sblock=Game Info]
Race: Human
Class: Sorcerer
Level: 1
Experience: 0
Alignment: LN
Languages: Common, Elven, Giant
Deity: The Keeper [/sblock]
[sblock=Abilities]
STR 8 [-1]
DEX 14 [+2]
CON 12 [+1]
INT 14 [+2]
WIS 10 [+0]
CHA 18 [+4]

[sblock=Ability score math]
STR: 8 (-2)
DEX: 14 (5)
CON: 12 (2)
INT: 14 (5)
WIS: 10 (0)
CHA: 16 (10) +racial[/sblock]
[/sblock]
[sblock=Combat]
HP: 8 = (6HD + 1CON + 1 fav. class)

AC: 12 = 10 + 2DEX
AC Touch: 12 = 10 + 2DEX
AC Flatfooted: 10 = 10

INIT: +2 = +2 (DEX)

BAB: +0 = +0 (class/es)
CMB: -1 = -1STR + 0 (BAB)
CMD: 11 = 11 + 0 (BAB) - 1STR + 2DEX

Fort: +4 = +0 (base) + 1 (stat) + 2 (misc) + 1 (trait)
Reflex: +2 = +0 (base) + 2 (stat) + 0 (misc)
Will: +2 = +2 (base) + 0 (stat) + 0 (misc)

Speed: 30'
Damage Reduction: none
Spell Resistance: none[/sblock]

[sblock=Weapon Stats]
Dagger (melee): -1 = +0 (BAB) -1STR (1d4-1)
[/sblock]
[sblock=Traits]
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
[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]
Spells, Bloodline: Undead, Cantrips, Eschew Materials, Bloodline Arcana: Undead
[/sblock]
[sblock=Feats]
Bonus (Sorcerer): Eschew Materials
Bonus (Human): Skill Focus: Knowledge (Religion)
Level 1: Great Fortitude
[/sblock]
[sblock=Skills]
Skill Points: 5 = [2base + 2INT +1human]
Max Ranks: 1
Skill List:

Spellcraft: +6 = +1 (ranks) + 2 (modifier) + 3 (class skill)
Knowledge (Arcana) +6 = +1 + 2 + 3
Knowledge (Religion) +9 = +1 + 2 + 3 + 3(skill focus)
Bluff +8 = +1 + 4 + 3
Intimidate +8 = +1 + 4 + 3
Sense Motive +2 = +0 + 0 + 0 + 2(racial)
[/sblock]

[sblock=Spells]
Spell-Like Abilities
Grave Touch

Level 0
Disrupt Undead
Bleed
Acid Splash
Light

Level 1
Magic Missile
Cause Fear

Spells per day:
Level 1: 4
[/sblock]
[sblock=Equipment]
Item Cost Weight
Dagger x2 4gp 2lb
Cleric's Vestments 5gp 6lb
Manacles 15gp 2lb
Bedroll 1sp 5lb
Spell Component Pouch 5gp 2lb
Trail Rations x5 2gp, 5sp 5lb

Wealth 38gp 4sp

Carrying Capacity:
Total weight carried: 22 lbs (light)
light: 00 - 26 lbs
medium: 27 - 53 lbs
heavy: 54 - 80 lbs[/sblock]
[sblock=Fluff Details]
Size: Medium
Gender: Male
Age: 58
Height: 61?"
Weight: 150 lbs
Hair Color: grey
Eye Color: blue
Skin Color: Pale
Appearance: A withered old man with a constant grimace, dressed in ragged finery.

Demeanor: Tends to talk in circles, always dancing around his true intentions. Willing to accommodate others, so long as he gets his peace and quiet while he's "working." He's a "Doctor Frankenstein" type.

Background: Bastion Drath was once a moderately esteemed arcane researcher at Morgrave University in Breland. Over time, he began to research necromancy and undeath, gradually becoming obsessed with the idea of eternal life. On the eve of his big experiment, he was ejected from the university.

"Forbidden science, eh? Too dangerous, eh? I'll show them! I'll show them all!"

So he retreated to an abandoned cottage near a den of wild creatures. Every so often, a band of adventurers would arrive, intent on clearing the dungeon and making off with whatever loot might lie within. Bastion always made a great effort to collect their bodies. Scientific pursuits, indeed!

He remained there for years, ignoring everything but his work, rarely making any progress, until a note arrived by courier. An invitation.
[/sblock]

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

[sblock=Mini Stat Block]

HP: 8/8
AC: 12, Touch 12, Flat Footed 10
Initiative: +2
CMB: -1
CMD: 11
Fort: +4
Ref: +2
Will +2
Speed 30'

DC vs. my spells: 10 + 4CHA + spell level

Perception +0

dies at -12[/sblock][/sblock]
 
Last edited:

Evret, Human Rogue 1
[SBLOCK]
Code:
Character Name: Evret McKellar
Class: Rogue
Race: Human
Size:  M
Gender: M 
Alignment:  NG
Deity: Olladra - Goddess of Feast and Good Fortune 

Str: 16 +3 (05p.)     Level: 1        
Dex: 14 +2 (05p.)     BAB: +0         HP: 11 (1d8+2)
Con: 14 +2 (05p.)     CMB: +3    
Int: 13 +1 (03p.)     CMD: +15    
Wis: 10 +0 (00p.)     Speed: 30'      
Cha: 12 +1 (02p.)     Init: +2                 

Stat Increases by Level
4th - 
8th - 
12th - 
16th - 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +2    +0    +0    +0    15
Touch: 12              Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                      0    +2    +0    +2
Ref:                       2    +2    +0    +4
Will:                      0    +0    +0    +0 


Weapon                  Attack   Damage     Critical
Sap                      +3     1d6+3       20x2
 Sneak Attack                   1d6+2 (Sap Adept Feat)
Sling                    +2     1d4+3       20x2

Languages: 
Common, Elven


Race Abilities: 
Race : Ability
Human : +2 to (Str) Ability
Human : +1 skill point per level
Human : Favored Class(Rogue) +1 HP per Level

Class Abilities: 
Rogue : Sneak Attack : 1d6 vs flat footed opponents
Rogue : Trapfinding : 1/2 Level to perception and disable device for traps

Traits
Armor Expert - Reduce Armor check Penalties by 1 to minimum of 0
Fast Talker - Bluff +1

Feats: 
Feat - Location - Description
Human 1 - Combat Expertise : -1 to attack rolls to add +1 dodge to AC
Level 1 - Sap Adept (UC book) : When using non-lethal sneak attacks, gain a damage bonus equal to twice the SA dice rolled.

Future Feats
Rogue 2nd - Combat Talent - Improved Feint
Level 3 - Weapon Focus (Sap)
Level 5 - Sap Master - Sap Sneak Attack adds 3 times the SA dice as a damage bonus (+6dmg)
Level 7 - 
Level 9 - 
Level 11 - 
Level 13 - 
Level 15 - 
Level 17 - 
Level 19 - 


Skill Points: 10        
Skills                   Ranks  Mod  Misc  Total
Acrobatics                  1    +2     +3   +6
Appraise                    0    +1     +0   +1
Bluff                       1    +1     +4   +6
Climb                       0    +3     +0   +3
Craft                       0    +0     +0   +0
Diplomacy                   1    +1     +3   +5
Disable Device              1    +2     +3   +6
Disguise                    0    +1     +0   +1
Escape Artist               1    +2     +3   +6
Fly                         0    +2     +0   +2
Handle Animal               0    +1     +0   +1
Heal                        0    +0     +0   +0
Intimidate                  1    +1     +3   +5
Knowledge (arcana)          0    +1     +0   +1
Knowledge (dungeoneering)   0    +1     +0   +1
Knowledge (engineering)     0    +1     +0   +1
Knowledge (geography)       0    +1     +0   +1
Knowledge (history)         0    +1     +0   +1
Knowledge (local)           0    +1     +0   +1
Knowledge (nature)          0    +1     +0   +1
Knowledge (nobility)        0    +1     +0   +1
Knowledge (planes)          0    +1     +0   +1
Knowledge (religion)        0    +1     +0   +1
Linguistics                 0    +1     +0   +1
Perception                  1    +0     +3   +4
Perform(Dance)              1    +1     +3   +5
Profession                  0    +0     +0   +0
Ride                        0    +2     +0   +2
Sense Motive                1    +0     +3   +4
Sleight of Hand             0    +2     +0   +0
Spellcraft                  0    +0     +0   +0
Stealth                     1    +2     +3   +6
Survival                    0    +0     +0   +0
Swim                        0    +3     +0   +3
Use Magic Device            0    +1     +0   +1


Equipment:               Cost  Weight
Bedroll                        1sp     2lb
Silk Rope                     10gp     5lb
Sunrod x3                      6gp     3lb
Black Explorers Outfit	   10gp    8lb    
Studded Leather               25gp    20lb
Sap                            1gp     2lb
Sling                          1gp     1lb
Club                          -gp     3lb
Manacles x2                   30gp     4lb
Thieves Tools                 30gp     1lb
Water SKin                     1gp     4lb
Rations x2                     1gp     2lb


Total Weight: 57.0lb      Money: 56gp 9sp 0cp

[B]Purchases[/B]
[SBLOCK]
Rations x2                     1gp     2lb
Cyre Funds Donated      25gp
[/SBLOCK]
                           Lgt   Med   Hvy  Lift  Push
Max Weight:              76.00  77-153  154-230  460   1150

Age: 35
Height: 5'6"
Weight: 150lb
Eyes: Brown
Hair: Brown
Skin: White, Tanned

Description
The man standing still before you looks wholly unremarkable. His plain face and tosseled hair looks like it could belong to any commoner, farmer, or merchantman. When he moves however his entire deamoner changes. His movement can only be described as a prowl. Grace belies rippling strength beneath his sun and weather tanned skin. Once he might have dominated any encounter but ages unrelenting flow has worn on him. One day a younger, stronger man will bring him down. But not today.

Background
Evret was born 35 years ago in the midst of a bloody conflict. A son of Cyre, jewel of Galifers Crown, and home to the greatest and most advanced people of the known world. The war had been going on long before he was born and looked like it would continue long after his childrens children were born. Cyre lay at the center of the continent and as such it was constantly preyed upon from all sides. It should have been ripped apart like a fawn by a pack of wolves but the proud, strong people stood their ground against predations on all sides. They lost ground here and there, but they gained it back with blood and steel and grit. Evret was born a farmers son. He helped his family raise horses and work leather into shields, armor, saddles, and tack. The call came each year for the able bodied to come and fight for their country, their lives, and their freedom. When he was old enough he volunteered proudly. His father served before him, but lost a leg to the zealots of Thrane. His father before him was slain by an Aundairian raiding party. Evret knew he had an honored line to live up to and he would do his best.

His speed, strength, and agility made him an invaluable scout and spy for his people. He tracked patrols, supply lines, and army movements on every front. Death was a constant companion, though never his enemy. He bloodied his hands time and time again. A black knife in the dark. A bottle of poison in the ale. A signal to begin an attack. He did it all for his way of life.

That was all taken from him on what was to be known as the Day of Mourning. Some cataclysm, some kind of attack, some divine judgement, he never knew for sure what it was. He was near the border when the earth threw him to the ground and all around him the world shook. From the north east came a rolling tide of horror. A dead grey mist blown outward by a foul wind and carrying with it the damned cries of his countrymen. Scared witless he turned tail and fled. He ran for hours. Sometimes he saw people from other lands running as well. None of them paid him any mind. No one wanted any more killing that day.

For him, that was the last day of his life.

He fled over the border into Breland. There he waited with the other refugees, dejected and broken hearted at the thought of all he had lost. In the depths of his despair he saw a glint of hope. The Treaty of Thronehold was signed. The Last War was ended. It was the last war anyone would ever need to fight. He knew then that he would not bloody his hands again for war. However he made a second oath, along with every other man, woman, and child of Lost Cyre. He would find those responsible for the devastation of his home and kin. Then he would have blood one last time.
[/SBLOCK]
 
Last edited:

[sblock=Colvin Strick]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 1
Alignment: Chaotic Good
Languages: Common
Deity: Dol Dorn[/sblock]
[sblock=Abilities]
STR: 16 (5 PB, +2 Racial)
DEX: 14 (5 PB)
CON: 14 (5 PB)
INT: 13 (3 PB)
WIS: 12 (2 PB)
CHA: 10[/sblock]
[sblock=Combat]
HP: 13 = [1d10=10] + 2 (CON) + 1 (Fighter)
AC: 17 = 10 + 5 (Scale Mail) + 2 (DEX)#
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 15 = 10 + 5 (Scale Mail)#
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Fighter)
CMB: +4 = +3 (STR) + 1 (BAB)*
CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)**
Fort: +4 = +2 (Fighter) + 2 (CON)
Reflex: +2 = +0 (Fighter) + 2 (DEX)
Will: +1 = +0 (Fighter) + 1 (WILL)
Speed: 20' (30' Base)
Damage Reduction: N/A
Spell Resistance: N/A
Arcane Spell Failure: 25% (40%)

* Trip CMB (+6)
** Trip CMD (19)
# AC Shield (19), Flatfooted (17)[/sblock]
[sblock=Weapon Stats]
Heavy Flail(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d10+3(B), CRIT 19-20 x2, Special: Trip or Disarm
Flail(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d8+3(B), CRIT x2, Special: Trip or Disarm
Halbred(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d10+3(S or P), CRIT x3, Special: Trip
Dagger(melee): +4 = +1 (BAB) +3 (STR)/ DMG = 1d4+3(P), CRIT 19-20 x2, Range: 10 ft.
Shortbow(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d6(P, CRIT x3, Range: 60 ft., Arrows: 20
Chakram(ranged): +3 = +1 (BAB) + 2 (DEX)/ DMG = 1d8+3(S), CRIT x2, Range: 30 ft.
Light Hammer(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d4+3(B), CRIT x2, Range: 20 ft.[/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.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.[/sblock]
[sblock=Feats]
Human- Combat Expertise: Trade attack bonus for AC bonus.
1st lvl- Quick Draw: Draw weapon as a free action.
Fighter- Improved Trip: +2 on trip attempts, no AoO. +2 CMD vs. Trip attempts.[/sblock]
[sblock=Traits]
World Traveler: +1 on Knowledge: Local checks and Knowledge: Local is a class skill.
Eyes and Ears of the City: +1 on Perception checks and Perception is a class skill.[/sblock]
[sblock=Skills]
Skill Ranks: 04 = [2 (Fighter) + 01 (INT)] x 01 (LvL) + 01 (Skilled)
Max Ranks: 01
ACP: -6

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
-04 =  Acrobatics          +02    +00   +0  +00   -6   DEX
+01 =  Appraise            +01    +00   +0  +00        INT
+00 =  Bluff               +00    +00   +0  +00        CHA
-03 =  Climb               +03    +00   +0  +00   -6   STR
+00 =  Craft:_____         +00    +00   +0  +00        INT
+00 =  Diplomacy           +00    +00   +0  +00        CHA
+00 =  Disguise            +00    +00   +0  +00        CHA
-04 =  Escape Artist       +02    +00   +0  +00   -6   DEX
+00 =  Fly                 +00    +00   +0  +00   -0   DEX
+00 =  Handle Animal^      +00    +00   +0  +00        CHA
+00 =  Heal                +00    +00   +0  +00        WIS
+04 =  Intimidate          +00    +01   +3  +00        CHA
+05 =  Know:Dungeoneering^ +01    +01   +3  +00        INT
+01 =  Know:Engineering^   +00    +00   +0  +00        INT
+05 =  Know:Local^         +01    +01   +3  +00        INT
+06 =  Perception          +01    +01   +3  +01        WIS
+00 =  Perform:_____       +00    +00   +0  +00        CHA
+01 =  Profession^:_____   +01    +00   +0  +00        WIS
-04 =  Ride                +02    +00   +0  +00   -6   DEX
+01 =  Sense Motive        +01    +00   +0  +00        WIS
-04 =  Stealth             +02    +00   +0  +00   -6   DEX
+01 =  Survival            +01    +00   +0  +00        WIS
-03 =  Swim                +03    +00   +0  +00   -6   STR
[/sblock]
[sblock=Equipment]
Code:
Equipment                    Cost      Weight
Scale Mail                   50 gp     30 lbs.
Heavy Wooden Shield           7 gp     10 lbs.
Heavy Flail                  15 gp     10 lbs.
Flail                         8 gp     5 lbs.
Halbred                      10 gp     12 lbs.
Dagger                        2 gp     1 lb.
Shortbow                     30 gp     2 lbs.
-Arrows (20)                  1 gp     3 lbs.
Chakram (3)                   3 gp     3 lbs.
Light Hammer (3)              3 gp     6 lbs.
Waterskin                     1 gp     4 lbs.
Backpack                      2 gp     2 lbs.
-Bedroll                      1 sp     5 lbs.
-Waterproof Bag x2           10 sp     1 lb.
-Case                         1 gp     .5 lb.
-Sacks, empty (2)             2 sp     1 lb.
-Torch (5)                    5 cp     5 lbs.
-Crowbar                      2 gp     5 lbs.
-Blanket, common              2 sp     1 lb.
-Trail Rations (3 days)      15 sp     3 lbs.
-Rope (50 ft. Hemp)           1 gp     10 lbs.
Belt Pouch                    1 gp     .5 lb.
-Tindertwigs (5)              5 gp       -
-Flint and Steel              1 gp       -
-Flasks, empty (3)            9 cp     1.5 lbs.

 


Total weight carried: 121.5 lbs.
Treasure: gp 28, sp 8, cp 1 Gems: None

Carrying Capacity:
Light- 76 lbs.
Medium- 77 - 153 lbs.
Heavy- 154 - 230 lbs.[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 22
Height: 6'1"
Weight: 202
Hair Color: Light Brown
Eye Color: Green
Skin Color: Tanned
Appearance: Colvin keeps his hair short with a close cropped beard. His armor and weapons are clean but not polished.

Demeanor: Colvin generally has a good outlook and is willing to help those in need. However at times he worries more about his needs than those of others.[/sblock]
[sblock=Background]
Colvin has lived on the on the move for as long as he can remember. Each hamlet, village, and city holding its own adventure. His father was a soldier during the Last War and taught him everything he needed to know to manipulate the battlefield in his favor. Colvin was entered into tournament after tournament in his younger days always placing which is how he refined his current skills and put food on the table. But now a higher calling has been placed upon him by Dol Dorn, the competition of life and death.

He spends his days now helping those that are in need of his skills for a small fee of course. It would seem that the mercenary life suits quite well. His work has taken him all over Khorvaire and now takes him to Breland once again.[/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]
 
Last edited:

[sblock=Colvin Strick]
[sblock=Game Info]
Race: Human
Class: Fighter
Level: 1
Alignment: Chaotic Good
Languages: Common
Deity: Dol Dorn[/sblock]
[sblock=Abilities]
STR: 16 (5 PB, +2 Racial)
DEX: 14 (5 PB)
CON: 14 (5 PB)
INT: 13 (3 PB)
WIS: 12 (2 PB)
CHA: 10[/sblock]
[sblock=Combat]
HP: 13 = [1d10=10] + 2 (CON) + 1 (Fighter)
AC: 17 = 10 + 5 (Scale Mail) + 2 (DEX)#
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 15 = 10 + 5 (Scale Mail)#
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Fighter)
CMB: +4 = +3 (STR) + 1 (BAB)*
CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)**
Fort: +4 = +2 (Fighter) + 2 (CON)
Reflex: +2 = +0 (Fighter) + 2 (DEX)
Will: +1 = +0 (Fighter) + 1 (WILL)
Speed: 20' (30' Base)
Damage Reduction: N/A
Spell Resistance: N/A
Arcane Spell Failure: 25% (40%)

* Trip CMB (+6)
** Trip CMD (19)
# AC Shield (19), Flatfooted (17)[/sblock]
[sblock=Weapon Stats]
Heavy Flail(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d10+3(B), CRIT 19-20 x2, Special: Trip or Disarm
Flail(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d8+3(B), CRIT x2, Special: Trip or Disarm
Halbred(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d10+3(S or P), CRIT x3, Special: Trip
Silver Short Sword: +4 = +1 (BAB) +3 (STR)/DMG = 1d6+3(P), CRIT 19-20 x2, Special: Alchemical silver, -1 damage
Dagger(melee): +4 = +1 (BAB) +3 (STR)/ DMG = 1d4+3(P), CRIT 19-20 x2, Range: 10 ft.
Shortbow(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d6(P, CRIT x3, Range: 60 ft., Arrows: 20
Chakram(ranged): +3 = +1 (BAB) + 2 (DEX)/ DMG = 1d8+3(S), CRIT x2, Range: 30 ft.
Light Hammer(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d4+3(B), CRIT x2, Range: 20 ft.[/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.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.[/sblock]
[sblock=Feats]
Human- Combat Expertise: Trade attack bonus for AC bonus.
1st lvl- Quick Draw: Draw weapon as a free action.
Fighter- Improved Trip: +2 on trip attempts, no AoO. +2 CMD vs. Trip attempts.[/sblock]
[sblock=Traits]
World Traveler: +1 on Knowledge: Local checks and Knowledge: Local is a class skill.
Eyes and Ears of the City: +1 on Perception checks and Perception is a class skill.[/sblock]
[sblock=Skills]
Skill Ranks: 04 = [2 (Fighter) + 01 (INT)] x 01 (LvL) + 01 (Skilled)
Max Ranks: 01
ACP: -6

Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
-04 = Acrobatics +02 +00 +0 +00 -6 DEX
+01 = Appraise +01 +00 +0 +00 INT
+00 = Bluff +00 +00 +0 +00 CHA
-03 = Climb +03 +00 +0 +00 -6 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+00 = Diplomacy +00 +00 +0 +00 CHA
+00 = Disguise +00 +00 +0 +00 CHA
-04 = Escape Artist +02 +00 +0 +00 -6 DEX
+00 = Fly +00 +00 +0 +00 -0 DEX
+00 = Handle Animal^ +00 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+04 = Intimidate +00 +01 +3 +00 CHA
+05 = Know:Dungeoneering^ +01 +01 +3 +00 INT
+01 = Know:Engineering^ +00 +00 +0 +00 INT
+05 = Know:Local^ +01 +01 +3 +00 INT
+06 = Perception +01 +01 +3 +01 WIS
+00 = Perform:_____ +00 +00 +0 +00 CHA
+01 = Profession^:_____ +01 +00 +0 +00 WIS
-04 = Ride +02 +00 +0 +00 -6 DEX
+01 = Sense Motive +01 +00 +0 +00 WIS
-04 = Stealth +02 +00 +0 +00 -6 DEX
+01 = Survival +01 +00 +0 +00 WIS
-03 = Swim +03 +00 +0 +00 -6 STR
[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Scale Mail 50 gp 30 lbs.
Heavy Wooden Shield 7 gp 10 lbs.
Heavy Flail 15 gp 10 lbs.
Flail 8 gp 5 lbs.
Halbred 10 gp 12 lbs.
Dagger 2 gp 1 lb.
Shortbow 30 gp 2 lbs.
-Arrows (20) 1 gp 3 lbs.
Chakram (3) 3 gp 3 lbs.
Light Hammer (3) 3 gp 6 lbs.
Waterskin 1 gp 4 lbs.
Backpack 2 gp 2 lbs.
-Bedroll 1 sp 5 lbs.
-Waterproof Bag x2 10 sp 1 lb.
-Case 1 gp .5 lb.
-Sacks, empty (2) 2 sp 1 lb.
-Torch (5) 5 cp 5 lbs.
-Crowbar 2 gp 5 lbs.
-Blanket, common 2 sp 1 lb.
-Trail Rations (3 days) 15 sp 3 lbs.
-Rope (50 ft. Hemp) 1 gp 10 lbs.
Belt Pouch 1 gp .5 lb.
-Tindertwigs (5) 5 gp -
-Flint and Steel 1 gp -
-Flasks, empty (3) 9 cp 1.5 lbs.




Total weight carried: 121.5 lbs.
Treasure: gp 48, sp 8, cp 1 Gems: None

Carrying Capacity:
Light- 76 lbs.
Medium- 77 - 153 lbs.
Heavy- 154 - 230 lbs.[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 22
Height: 6'1"
Weight: 202
Hair Color: Light Brown
Eye Color: Green
Skin Color: Tanned
Appearance: Colvin keeps his hair short with a close cropped beard. His armor and weapons are clean but not polished.

Demeanor: Colvin generally has a good outlook and is willing to help those in need. However at times he worries more about his needs than those of others.[/sblock]
[sblock=Background]
Colvin has lived on the on the move for as long as he can remember. Each hamlet, village, and city holding its own adventure. His father was a soldier during the Last War and taught him everything he needed to know to manipulate the battlefield in his favor. Colvin was entered into tournament after tournament in his younger days always placing which is how he refined his current skills and put food on the table. But now a higher calling has been placed upon him by Dol Dorn, the competition of life and death.

He spends his days now helping those that are in need of his skills for a small fee of course. It would seem that the mercenary life suits quite well. His work has taken him all over Khorvaire and now takes him to Breland once again.[/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]
 

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