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Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Slate Characters



Posted on 2016-02-19 at 16:45:50.
Edited on 2016-03-09 at 16:13:07 by Schnozzle

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Clarissa


Full Name: Clarissa (no surname listed)
Played By: SilentOne
Alignment: Chaotic Neutral
Deity: Grum

Racial Template: Human
Gender: Female
Age: 22
Height: 5' 7"
Weight: 124 lbs
Eyes: Grey
Hair: Dark Brown

General Description: Long dark brown hair. Average build. 3 piercings on each ear, 1 on her eyebrow, and a tattoo of a skull with an arrow through it.

Background: None listed

Class / Level: Ranger 4
Experience 6000

Statistics:
Str 13 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 16 (+3)
Wis 13 (+1)
Cha 14 (+2)

Initiative: +3 (+5 when in Forests)
Senses: Perception +8 (add +2 when in Forests, add +2 against Aberrations)

Total AC: 19 (+3 dex +4 armour +2 shield)
Touch AC: 13 ; Flat-footed AC: 14
Total HP 36 ; Hit Dice: 10 +6 +6 +6 +8 (con)
Current HP: 3

Saves:
Fortitude +6
Reflexes +7
Willpower +2
Additional Save Bonuses:
-- +4 bonus to Fort saves vs nonlethal damage from heat or cold, and to resist suffocation damage. (Endurance feat)

Speed: 30 ft. (light encumbrance)

Base Attack: +4
Base Melee: +5
Base Ranged: +7
Combat Maneuvers Bonus: +5
Combat Maneuvers Defense: 18

Weapon: Masterwork Longbow
Attack: +9 (+4 base +3 dex +1 weapon focus +1 masterwork)
Range: 100 ft (120 ft with Flight Arrows)
Crit Threat: 20 / x3
Damage: 1d8 (1d6 with Flight Arrows)
Ammunition: Flight Arrows (x20); Durable Arrows (x20)
Additional Modifiers:
-- When target is within 30 ft, gain +1 to attack and damage.
-- When target is of Aberration type, gain +2 to attack and damage.

Spellcasting:
Caster Level: 1
Spell DC: 12
Concentration Check: +2
Spells / Day: 1 1st Lvl

Spells Memorized:
1st Level: Cure Light Wounds.

Feats:
Point Blank Shot - When target is within 30 ft, gain +1 to attack and damage.

Precise Shot - No penalty to ranged attacks when firing into melee.

Rapid Shot- When taking a full attack action, you may choose to gain one extra attack at your highest attack bonus. All attacks (including this extra attack) suffer a -2 to attack.

Weapon Focus [Longbows] - Gain +1 to attack with Longbows and Composite Longbows.

Skills [6+3+1+1 SPs/lvl = 44 SPs]:
#Acrobatics +6 (+3 dex +3 ranks)
Appraise +3 (+3 int)
Bluff +2 (+2 cha)
~#Climb +8 (+1 str +2 ranks +3 class +2 equipment)
~Craft [Anything] +3 (+3 int)
~Craft [Bowmaking] +10 (+3 int +4 ranks +3 class)
Diplomacy +2 (+2 cha)
*#Disable Device - (untrained)
Disguise +2 (+2 cha)
#Escape Artist +7 (+3 dex +1 rank +3 class)
#Fly +3 (+3 dex)
~*Handle Animal +9 (+2 cha +4 ranks +3 class)
~Heal +8 (+1 wis +4 ranks +3 class)
~Intimidate +7 (+2 cha +1 rank +3 class)
*Knowledge [Arcana] - (untrained)
~*Knowledge [Dungeoneering] +7 (+3 int +1 rank +3 class)
*Knowledge [Engineering] - (untrained)
~*Knowledge [Geography] +7 (+3 int +1 rank +3 class)
*Knowledge [History] - (untrained)
*Knowledge [Local] - (untrained)
~*Knowledge [Nature] +10 (+3 int +4 ranks +3 class)
*Knowledge [Nobility] - (untrained)
*Knowledge [Physiology] - (untrained)
*Knowledge [Planes] - (untrained)
*Knowledge [Religion] - (untrained)
*Linguistics - (untrained)
~Perception +8 (+1 wis +4 ranks +3 class)
Perform [Anything] +2 (+2 cha)
~*Profession - (untrained)
~#Ride +7 (+3 dex +1 rank +3 class)
Sense Motive +5 (+1 wis +4 ranks)
*#Sleight of Hand - (untrained)
~*Spellcraft - (untrained)
~#Stealth +10 (+3 dex +4 ranks +3 class)
~Survival +8 (+1 wis +4 ranks +3 class)
~#Swim +6 (+1 str +2 ranks +3 class)
*Use Magic Device - (untrained)

* = Cannot use this skill untrained.
# = Armor check penalties apply to this skill.
~ = Class Skill.

Additional Skill Modifiers:
-- +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Aberrations. (Favored Enemy)
-- +2 bonus on Knowledge [Geography], Perception, Stealth, and Survival checks when in Forests. (Favored Terrain)
-- +4 bonus on Swim checks to resist nonlethal damage from exhaustion. (Endurance feat)
-- +4 bonus on Handle Animal checks with working with Wolves. (Animal Companion benefit)

Languages: Common, Elf, Giant, Orc

Racial Abilities
Bonus Feat - gain an extra feat at 1st level.

Skilled - gain an extra skill point each level.

Class Features:
Weapon and Armour Proficiencies - Gain proficiency in all Simple and Martial weapons; Gain proficiency in all Light and Medium armors, and with Shields (except Tower Shields).

Favored Enemy [Aberrations] - Gain a +2 bonus on attack and damage against Aberrations. Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Aberrations.

Track (+2) - Add one half ranger level to Survival checks made to follow tracks.

Wild Empathy (+6, +10 with wolves) - When within 30 ft and under normal visibility conditions, a ranger can attempt to improve the initial attitude of an animal with a Wild Empathy check (1d20+ranger level+cha). Attempting to influence a wolf adds a +4 bonus to the check. Attempting to influence a magical beast adds a -4 penalty to the check. This check takes about 1 minute to complete.

Combat Style [Archery]- Gain the Rapid Shot feat.

Endurance - Gain the Endurance feat.

Favored Terrain [Forests] - +2 bonus on Initiative checks, and on Knowledge [Geography], Perception, Stealth, and Survival checks when in Forests. Leave no trail and cannot be tracked in Forests (unless ranger chooses to leave a trail).

Hunter's Bond [Animal Companion]- Gain an Animal Companion with an effective level of your Ranger level -3. The animal companion gains the ranger's Favored Enemy and Terrain bonuses.

Ranger Spells - Prepare and cast spells from the Ranger spell list.

Equipment:
1 - Explorer's Outfit (free, -- lbs)
1 - +1 Studded Leather Armor (1175 gp, 20 lbs)
1 - +1 Buckler (1155 gp, 5 lbs)
1 - Masterwork Longbow (375 gp, 3 lbs)
1 - Arrows [Flight] x20 (2 gp, 3 lbs)
1 - Arrows [Durable] x20 (1 gp, 3 lbs)
1 - Masterwork Backpack (50 gp, 4 lbs)
1 - Climber's Kit (80 gp, 5 lbs)
1 - Celestial Lamp (300 gp, 2 lbs)
1 - Silk Rope [50 ft.] (10 gp, 5 lbs)

Total Cost: 3148 WT ; Remaining Funds:1852 WT
Total Weight: 50 lbs ; Encumbrance: Light

Carrying Capacity:
Light Encumbrance: 50 lbs. or less (58 lbs or less with backpack)
Medium Encumbrance: 51 - 100 lbs. (59 - 116 lbs with backpack)
Heavy Encumbrance: 101 - 150 lbs (117-175 lbs with backpack)
Lift Over Head (max): 150 lbs.
Lift Off Ground (2xmax): 300 lbs.
Push / Drag (5xmax): 750 lbs.






Animal Companion [Wolf]:
Full Name: Silinrul
Alignment: N
Size / Type: Medium / Animal
General Description: None listed

Statistics: Str 13 (+1)
Dex 15 (+2)
Con 15 (+2)
Int 2 (-4)
Wis 12 (+1)
Cha 6 (-2)

Initiative: +2 (+4 when in Forests)
Senses: Low light vision, Scent; Perception +5 (add +2 when in Forests, add +2 against Aberrations)

Total AC: 14 (+2 dex +2 natural)
Touch AC: 12 ; Flat-footed AC: 12
Total HP 17; Hit Dice: 2d8+4
Current HP: 8

Saves:
Fortitude +5
Reflexes +5
Willpower +1

Speed: 50 ft.

Base Attack: +1
Base Melee: +2
Combat Maneuvers Bonus: +2
Combat Maneuvers Defense: 14

Weapon: Bite
Attack: +2
Crit Threat: 20 / x2
Damage: 1d8+1
Additional Modifiers:
-- When target is of Aberration type, gain +2 to attack and damage.
-- When target is hit by the wolf, the wolf gains a free Trip attack.

Feats:
Weapon Focus [Bite] - Gain +1 to attack with Bite.

Skills:
~#Acrobatics +2 (+2 dex)
~#Climb +1 (+1 str)
#Escape Artist +2 (+2 dex)
~#Fly +2 (+2 dex)
Intimidate -2 (-2 cha)
~Perception +5 (+1 wis +1 rank +3 class)
~#Stealth +6 (+2 dex +1 rank +3 class)
Survival +1 (+1 wis)
~#Swim +1 (+1 str)

* = Cannot use this skill untrained.
# = Armor check penalties apply to this skill.
~ = Class Skill.

Additional Skill Modifiers:
-- +2 bonus on Perception and Survival checks against Aberrations. (Favored Enemy)
-- +2 bonus on Perception, Stealth, and Survival checks when in Forests. (Favored Terrain)

Special Qualities:
Low Light Vision - Can see twice as far in dim light. Can see outdoors on a moonlit night as well as he can during the day.

Scent - Silinrul can detect opponents by sense of smell in a radius of 30 ft. Silinrul can use the Survival skill untrained to track an opponent by sense of smell.

Tripper - Silinrul gains a free Trip attack whenever he successfully bites a target.

Link - Ranger can handle her Animal Companion as a free action, or push it as a move action.

Share Spells - The ranger may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks [6+1 total tricks]: None listed



Posted on 2016-02-20 at 17:13:49.
Edited on 2016-04-19 at 22:17:52 by Ayrn

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Athelia Moonstryker


Full Name: Athelia Moonstryker
Played by: cdnflirt
Race Template: Half-Elf
Gender: Female
Class/Level: Fighter 4
Deity: Alignment: Neutral Good
Experience: 6000


Size: Medium
Height: 5' 9"
Weight: 125 lb
Eyes: Blue
Hair: White
Skin: Light

Stats: Strength 17 (+3)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 13 (+1)


HP: 28 (10 +3 +8 +3 +4 Con)
AC: 19 (10 + 8 full plate + 1 dexterity in armor)
Flat-footed: 18
Touch AC: 11
Initiative modifier: + 2
Speed: 30ft (20 ft when encumbered)

Saves Fortitude save: + 5 (4 [base] + 1 [constitution] )
Reflex save: + 5 (1 [base] + 2 [dexterity] + 2 [lightning reflexes] )
Will save: + 2 (1 [base] + 1 [wisdom])

Base Attack Bonus: 4
Attack (handheld): + 8 (4 [base] + 4 [strength])
Attack (ranged): + 6 (4 [base] + 2 [dexterity])
Grapple check: + 8 (4 [base] + 4 [strength])

Weapon: Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Weapon: Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Armor: Full plate armor [heavy; + 8 AC; max dex + 1; check penalty -6; 50 lb.]
Ammunition: 20 Arrows, Durable (3 lb)

Skills Appraise Int 0 = +0
Balance Dex* 3 = +2 + 1
Bluff Cha 1 = +1
Climb Str* 5 = +4 + 1
Concentration Con 2 = +1 + 1
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha 4 = +1 + 1 + 2 [half-elf]
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 0 = +0
Gather Information Cha 3 = +1 + 2 [half-elf]
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 3 = +1 + 2
Jump Str* -1 = +4 + 1 -6 [speed 20]
Listen Wis 2 = +1 + 1 [half-elf]
Move Silently Dex* 2 = +2
Ride Dex 3 = +2 + 1
Search Int 1 = +0 + 1 [half-elf]
Sense Motive Wis 1 = +1
Spot Wis 2 = +1 + 1 [half-elf]
Survival Wis 2 = +1 + 1
Swim Str** 5 = +4 + 1
Use Rope Dex 2 = +2
* = check penalty for wearing armor

Languages: Common, Elven

Feats: Blind-fight
Dodge
Lightning Reflexes
Quick Draw
Two-Weapon Fighting


Class Features: Bonus Feats

Gear: 2 - Scimitar (4 lb + 4 lb = 8 lb)
1 - Full Plate Armor (50 lb)
1 - Rucksack (2 lb)
1 - Bullseye Lantern (3 lb)
1 - Tent (20 lb)
1 - Bedroll (5 lb)
1 - Traveler's Outfit (5 lb)
1 - Waterskin (4 lb)
1 - Day's Ration of Water (in skin) (4 lb)
1 - Caltrops (2 lb)
1 - Whetstone (1 lb)
20 - Arrows, Durable (3lb)
50' - Hempen Rope (10 lb)

Total Weight Carried: 117 lb

Carrying Capacity: Light load: 86 lb or less
Medium load: 87-173 lb
Heavy load: 174-260 lb
Lift over head: 260 lb
Lift off ground: 520 lb
Push or drag: 1300 lb

Funds: 3423 WT

Half-Elf Template • Immune to magical sleep
• + 2 racial bonus on saves vs. enchantments
• Low-light vision
• + 1 racial bonus on listen, search, and spot checks
• + 2 racial bonus on diplomacy and gather information checks



Posted on 2016-02-21 at 08:54:22.
Edited on 2016-02-28 at 21:39:55 by Schnozzle

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Xana the Fallen

Full Name: Xana the Fallen
Played By:Nimu
Alignment: Chaotic Neutral
Deity: Lacuna

Racial Template: Elf
Gender: Female
Age: Unknown
Height: 5' 3"
Weight: 100 lbs
Eyes: Pale Yellow
Hair: Black

General Description: Xana is beautiful, but it is a terrible unholy beauty. A mane of long, black hair flows in loose, spiral curls down to her waist. She is lithe bodied with slender curves. Her face is ageless with smooth, copper skin and high cheekbones that narrow to dark, full lips. Almond shaped eyes burn pale yellow with the light of the full moon.

Background: Once there was grace and the ecstasy of true magic, but cast out of heaven there is not but shadow and blood.

Class / Level: Sorcerer [Fey Bloodline] 4
Experience 6000

Statistics:
Str 8 (-1)
Dex 16 (+3)
Con 10 (+0)
Int 16 (+3)
Wis 14 (+2)
Cha 18 (+4)

Initiative: +3 ; Senses: Light light vision; Perception +6

Total AC: 14 (+3 dex +1 bracers)
Touch AC: 13 ; Flat-footed AC: 11
Total HP 34 ; Hit Dice: 6 +4 +4 +4 +16 (cha)
Current HP: 34

Saves:
Fortitude +3
Reflexes +6
Willpower +8
Additional Save Bonuses:
-- Immune to magic Sleep effects.
-- +2 racial bonus on saves against Enchantment spells and effects.

Speed: 30 ft

Base Attack: +2
Base Melee: +1
Base Ranged: +5
Combat Maneuvers Bonus: +1
Combat Maneuvers Defense: 14

Weapon: Dagger
Attack: +1 (+5 when thrown)
Range: 10 ft
Crit Threat: 19-20 / x2
Damage: 1d4-1
Ammunition: --


Spellcasting:
Caster Level: 4
Spell DC: 10 +Spell Level +4
Concentration Check: +8
Spells / Day: 0-Lvl - Unlimited; 1st-Lvl - 7; 2nd-Lvl - 4

Spells Known:
0 Level: Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic.
1st Level: Charm Person, Detect Secret Doors, Ear Piercing Scream, Entangle, Silent Image.
2nd Level: Glitterdust, Summon Swarm.

Feats:
Dark Premonitions - Xana is known to see strange, dark dreams, often representing an unpleasant future event. Every 1d4 days or at any night of the DM's choice, Xana has an upsetting prophetic dreams. Upon waking, she must succeed a Will save DC 10+Half ECL or take a -1 penalty to Initiative and Will saves for 1d4+1 hours. If the DM chose a specific night for a dream to occur, they must describe the dream to the player, and must manifest it either symbolically or literally later in the campaign. If the event perceived in the dream occurs, the DM must tell the player 1d3+Int modifier(or earlier if DM wishes) rounds before the traumatic event would occur. Xana must pass a Will save DC 10+ ECL or take a-1 penalty to Initiative and Will saves until the event occurs or must do everything she can to stop the event from happening, regardless of danger to herself or others.

Eschew Material - Spell casting does not require the non-costly material items.

Faerie's Presence- Add CHA instead of CON to bonus hit points.

Faerie's Fate - +1 bonus to all Saves.

Faerie's Bloodline - Xana's ancestry grants her a bonus spell known at each spell level, starting at 1st, according to the following list. 1st—Detect secret doors; 2nd—Glitterdust; 3rd—Tongues; 4th—Hallucinatory terrain; 5th—Seeming; 6th—Mislead; 7th—Sequester; 8th—Otto's irresistible dance; 9th—Wail of the banshee.

Skills [2+3+1 SP/lvl = 24 SPs]:
#Acrobatics +3 (+3 dex)
~Appraise +7 (+3 int +1 rank +3 class)
~Bluff +11 (+4 cha +4 ranks +3 class)
#Climb -1 (-1 Str)
~Craft [Anything] +3 (+3 int)
Diplomacy +4 (+4 cha)
*#Disable Device - (untrained)
Disguise +4 (+4 cha)
#Escape Artist +3 (+3 dex)
~#Fly +3 (+3 dex)
*Handle Animal - (untrained)
Heal +2 (+2 wis)
~Intimidate +8 (+4 cha +1 rank +3 class)
~*Knowledge [Arcana] +10 (+3 int +4 ranks +3 class)
*Knowledge [Dungeoneering] - (untrained)
*Knowledge [Engineering] - (untrained)
*Knowledge [Geography] - (untrained)
*Knowledge [History] - (untrained)
*Knowledge [Local] - (untrained)
~*Knowledge [Nature] +8 (+3 int +2 ranks +3 class)
*Knowledge [Nobility] - (untrained)
*Knowledge [Physiology] - (untrained)
*Knowledge [Planes] +5 (+3 int +2 ranks)
*Knowledge [Religion] - (untrained)
*Linguistics - (untrained)
Perception +6 (+2 wis +4 ranks)
Perform [Anything] +4 (+4 cha)
~*Profession [Anything] - (untrained)
#Ride +3 (+3 dex)
Sense Motive +2 (+2 wis)
*#Sleight of Hand - (untrained)
~*Spellcraft +10 (+3 int +4 ranks +3 class)
#Stealth +3 (+3 dex)
Survival +3 (+2 wis +1 rank)
#Swim -1 (-1 Str)
~*Use Magic Device +8 (+4 cha +1 rank +3 class)

* = Cannot use this skill untrained.
# = Armor check penalties apply to this skill.
~ = Class Skill.

Languages: Common, Draconic, Elven, Orc, Sylvan

Racial Abilities
Elven Immunities - Immune to magic Sleep effect and gain a +2 racial bonus to saves against Enchantment spells and effects.

Keen Senses - Gain a +2 racial bonus on Perception checks.

Elven Magic - Gain a +2 racial bonus on Caster Level checks made to overcome Spell Resistance. Gain a +2 racial bonus on Spellcraft skills checks made to identify the properties of magic items.

Weapon Familiarity - Elves are proficient with longbows, shortbows, longswords, and rapiers, and treat any weapon with the word "Elven" in its name as a martial weapon.

Low Light Vision - Elves can see twice as far as a human in conditions of dim light.

Class Features:
Eschew Materials - Gain Eschew Materials as a bonus feat at 1st level

Cantrips - Learn a number of 0-lvl spells. These spells are cast as normal but do not consume any spell slots and may be used again and again.

Bloodline Arcana [Fey] - Whenever Xana casts a spell of the Compulsion subschool, increase the spell's DC by +2.

Bloodline Power: Laughing Touch [Fey] - At 1st lvl, Xana can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. Xana can use this ability 7x/day. It is a mind-affecting effect.

Bloodline Power: Woodland Stride [Fey] - At 3rd lvl, Xana can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Bloodline Spells [Fey] - Xana adds the following spells to her Spells Known list: Entangle {3rd}.

Equipment:
1 - Traveling Outfit (-- gp, -- lbs)
1 - Belt Pouch (1 gp, 1/2 lb)
1 - Bracers of Armor +1 (1000 gp, 1lb)
1 - Cloak of Resistance +1 (1000 gp, 1lb)
1 - Dagger (2 gp, 1 lb)
1 - Eternal Wand of Mage Armor [CL 1] (800 gp, -- lbs)
1 - Wand of Burning Hands [CL 1] (750 gp, -- lbs)
1 - Wand of Magic Missiles [CL 1] (750 gp, -- lbs)
1 - Backpack (2 gp, 2lbs)
1 - Bedroll (1 sp, 5lbs)
1 - Waterskin [Full] (1 gp, 4 lbs)
1 - Small Steel Mirror (10 gp, 1/2lb)
1 - Everlasting Rations (350 gp, 2lbs)

Total Cost: 4667 gp ; Remaining Funds:333 gp
Total Weight: 17 lbs ; Encumbrance: Light

Carrying Capacity:
Light Encumbrance: 26 lbs or less
Medium Encumbrance: 27 - 53 lbs
Heavy Encumbrance: 54 - 80 lbs
Lift Over Head (max): 80 lbs
Lift Off Ground (2xmax): 160 lbs
Push / Drag (5xmax): 400 lbs




Posted on 2016-02-21 at 22:33:39.
Edited on 2016-04-28 at 21:32:28 by Ayrn

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Jacob Thistlebrow

Full Name: Jacob Thistlebrow
Played by: ChessicFayth
Race: Human
Gender: Male
Age: 23
Class/Level: Slate Survivalist Lvl 4
Deity: Grum (for spells) Iaoth as well (for flavor)
Alignment: Neutral Good
Experience: 6000

Height: 5'6"
Weight: 127 lbs
Eyes: Brown
Hair: Brunette

Stats: Str 11 (+0)
Dex 18 (+4)
Con 11 (+0)
Int 12 (+1)
Wis 16 (+3)
Cha 11 (+0)

HP: 13 (17-4)
AC: 16 (10 + 4 Dex + 2
Flat-footed: 12
Touch: 14
Initiative: 8
Speed: 30ft. (20 when encumbered)

Base Attack Bonus: Melee: 3
Ranged: 7
Grapple: 3


Weapon: Longbow
Crit Range: 20, (x3)
Range Increment 100 ft.
Damage: 1d8

Weapon: Dagger
Crit Range: 19-20 (x2)
Range Increment N/A
Damage: 1d4


Saves: Fortitude 4
Reflex 4
Will 1

Skills: (1 point remains)
Appraise (int) +1 [1 int]
Balance (dex) +4 [4 dex]
Bluff (cha) +0 [0 Cha]
Climb (str) +0 [0 Str]
Concentration (con) +2 [0 Con + 2 ranks]
Craft: Herbal Kit (int) 8 [1 int + 7 ranks]
Diplomacy (cha) +0 [0 Cha]
Disguise (cha) +0 [0 Cha]
Escape Artist (dex) +4 [4 dex]
Forgery (int) +1 [+1 int]
Gather Information (cha) +0 [0 Cha]
Handle Animal (cha) +3 [0 Cha + 3 ranks]
Heal (wis) 10 [3 wis + 7 ranks]
Hide (dex) +5 [4 dex + 1 rank]
Intimidate (cha) +0 [0 Cha]
Jump (str) +0 [0 Str]
Knowledge (Geography) (int) +6 [1 int + 5 ranks]
Knowledge (Nature) (int) +5 [1 int + 4 ranks]
Knowledge (Physiology) (int) +8 [1 int + 7 ranks]
Perception (wis) +10 [3 wis + 7 ranks]
Move Silently (dex) +5 [4 dex + 1 rank]
Open Lock (Dex) +4 [4 dex]
Ride (Dex) +4 [4 dex]
Search (int) 6 [1 int + 5 ranks]
Sense Motive (wis) +3 [3 wis]
Survival (wis) 10 [3 wis + 7 ranks]
Swim (cha) +0 [0 Cha]
Use Rope (dex) +4 [4 dex]

Languages: Common

Feats: Improved Initiative
Point Blank Shot
Self-Sufficient

Racial Traits: Extra Feat at creation.
Extra 4 skill points at creations.
Extra skill point per level.

Class Features: Craft Herbal Kit, Herblore: Utility, Minor Healing, Wound Setting, Pain Relief, Spellcasting, Track

Current Spells per day: 1 level 1, 0 level 2 (Does not include Bonus spells)
Bonus spells: 1 lvl 1, 2, and 3

Gear: 1 - Longbow (3lb)
1 - Dagger (1lb)
60 - Arrows (9lb)
1 - Quiver (1lb)
7 - Trail Rations (7lb)
1 - Satchel (2lb)
1 - Leather armor (worn) (15lb)
2 - Herbal Kit: Minor Healing (2 lb)
1 - Herbal Kit: Pain Relief (1lb)
1 - Herbal Kit: Utility (please specify) (1lb)
1 - Herbal Kit: Wound Setting (1lb)
2 - Dust of Tracelessness (-)
Numerous - Herbal Kits hidden throughout the countryside (-)

Total Weight Carried: 43

Carrying Capacity: Light load: 38 lb or less
Medium load: 39-76 lb
Heavy load: 77-115 lb
Lift over head: 115 lb
Lift off ground: 230 lb
Push or drag: 460 lb

Funds: 75 water tokens


Appearance: Drab. Worn clothes. Lightly tanned.

Backstory: Jacob was apprenticed in the art of herbalism by an older survivalist, who also instilled in him proper respect for Grum. It is Jacob's most fervent wish to see Grum restored to his former glory.


Posted on 2016-02-22 at 00:33:57.
Edited on 2016-04-12 at 22:54:28 by Schnozzle

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Dax



Full Name: Daxos Kidalbou Shaharion Gelion Duilwen Jori-Wren Kytheon Yaviyama Halbarad Greenpath the Opener
From Clan: Turin
Played By: Nomad D2
Alignment: Neutral Goon
Deity: None listed

Racial Template: Gnome
Gender: Male
Age: 48
Height: 3' 5"
Weight: 44 lbs
Eyes: Light Blue
Hair: Brownish-Blonde

General Description: Daxos is a bit larger than your average gnome, but not by enough that most non-gnomes would think him large. Overall he looks just a bit disheveled - as if he has been crawling through tunnels and over walls - which, in truth, he probably has. He cleans up well and isn't dirty, he just seems to always have been "doing stuff." His light brown hair is pulled back in a ponytail to keep it out of his face and he wears a neatly trimmed goatee - nothing overly fancy, but very respectable and the one thing about him that is always well trimmed. He can usually be found waring a floppy leather hat with a wide brim - not normal gnome wear, but very useful when out digging through ruins. It also has the additional advantage of easily folding up to be stowed in his pack.

Background: None listed

Class / Level: Rogue 4 [Unchained]
Experience 6000

Statistics:
Str 11 (+0)
Dex 18 (+4)
Con 14 (+2)
Int 16 (+3)
Wis 10 (+0)
Cha 12 (+1)

Initiative: +4 ; Senses: Low Light Vision; Perception +15 (+16 to avoid being surprised; +17 to locate traps)

Total AC: 18 (+4 dex +3 armor +1 size)
Additional AC Bonuses: +1 dodge bonus to AC against attacks from Traps.
Touch AC: 15 ; Flat-footed AC: 18
Total HP 31 ; Hit Dice: 8 +5 +5 +5 +8 (con)
Current HP: 31

Saves:
Fortitude +3
Reflexes +8
Willpower +1
Additional Save Bonuses:
+2 racial bonus against Illusion spells and effects
+1 bonus to Reflex saves against Traps.

Speed: 20 ft

Base Attack: +3
Base Melee: +3 (+7 with Finesse weapons)
Base Ranged: +7
Combat Maneuvers Bonus: +2
Combat Maneuvers Defense: 15

Weapon: Short Sword
Attack: +7
Crit Threat: 19-20 / x2
Damage: 1d4+4 (Finesse Training)
Additional Modifiers:
-- +2d6 Sneak Attack damage

Weapon: Dagger
Attack: +7
Range: 10 ft
Crit Threat: 19-20 / x2
Damage: 1d3
Ammunition: 2 daggers
Additional Modifiers:
-- +2d6 Sneak Attack damage

Weapon: Masterwork Composite Shortbow
Attack: +8
Range: 70 ft
Crit Threat: 20 / x3
Damage: 1d4
Ammunition: 20 Arrows
Additional Modifiers:
-- +2d6 Sneak Attack damage if target is within 30 ft.

Weapon: Bomb
Attack: +7
Range 20 ft
Crit Threat: --
Damage: 2d6 fire damage to direct target, plus 2 splash fire damage to all within 5 ft radius of target
Ammunition: 3 bombs / day

Feats:
Deft Hands - Gain +2 bonus on Disable Device and Sleight of Hand checks.

Stealthy - Gain +2 bonus on Escape Artist and Stealth checks.

Skills [8+3+1 SPs/lvl = 48 SPs]:
~#Acrobatics +10 (+4 dex +3 ranks +3 class)
~Appraise +10 (+3 int +4 ranks +3 class)
~Bluff +5 (+1 cha +1 rank +3 class)
~#Climb +4 (+0 str +1 rank +3 class)
~Craft [Anything] +3 (+3 int)
~Craft [Alchemy] +11 (+3 int +3 ranks +3 class +2 race)
~Diplomacy +5 (+1 cha +1 rank +3 class)
~*#Disable Device +19 (+4 dex +4 ranks +3 class +2 feat +2 trapfinding +2 tools +2 goggles)
~Disguise +1 (+1 cha)
~#Escape Artist +10 (+4 dex +1 rank +3 class +2 feat)
#Fly +4 (+4 dex)
*Handle Animal - (untrained)
Heal +1 (+0 wis)
~Intimidate +1 (+1 cha)
*Knowledge [Arcana] - (untrained)
~*Knowledge [Dungeoneering] +7 (+3 int +1 rank +3 class)
*Knowledge [Engineering] - (untrained)
*Knowledge [Geography] - (untrained)
*Knowledge [History] +7 (+3 int +4 ranks)
~*Knowledge [Local] +9 (+3 int +3 ranks +3 class)
*Knowledge [Nature] - (untrained)
*Knowledge [Nobility] - (untrained)
*Knowledge [Physiology] - (untrained)
*Knowledge [Planes] - (untrained)
*Knowledge [Religion] - (untrained)
~*Linguistics +10 (+3 int +4 ranks +3 ranks)
~Perception +15 (+0 wis +4 ranks +3 class +2 race +4 talent)
~Perform [Anything] +1 (+1 cha)
~*Profession - (untrained)
#Ride +4 (+4 dex)
~Sense Motive +6 (+0 wis +3 ranks +3 class)
~*#Sleight of Hand +10 (+4 dex +1 rank +3 class +2 feat)
*Spellcraft - (untrained)
~#Stealth +13 (+4 dex +4 ranks +3 class +2 feat)
Survival +0 (+0 Wis)
~#Swim +4 (+0 Str +1 rank +3 class)
~*Use Magic Device +8 (+1 cha +4 ranks +3 class)

* = Cannot use this skill untrained.
# = Armor check penalties apply to this skill.
~ = Class Skill.

Languages: Common, Draconic, Dwarf, Elf, Giant, Gnome, Goblin, Orc, Sylvan

Racial Abilities
Defensive Training - Gain a +4 dodge bonus to AC against monsters of the Giant subtype.

Illusion Resistance - Gain a +2 racial saving throw bonus against Illusion spells and effects.

Keen Senses - Gain a +2 racial bonus on Perception checks.

Obsessive - Gain a +2 racial bonus on Craft [Alchemy] checks.

Gnome Magic - Gain +1 DC to all Illusion spell Dax casts. Gain the following spell-like abilities usable 1/day: Dancing Lights [DC 10], Ghost Sounds [DC 11], Prestidigitation DC [10], and Speak with Animals [DC 11].

Hatred - Gain a +1 racial bonus to attacks against humanoid creatures of the Reptilian and Goblinoid subtypes.

Weapon Familiarity - Treat any weapon with the word "gnome" in its name as a martial weapon.

Low Light Vision - Gain the ability to see twice as far as normal in dim light conditions.

Class Features:
Weapon and Armor Proficiencies - Gain Procieincy in all Simple weapons and with Hand Crossbows, Rapiers, Saps, Short Swords, and Shortbows. Gain proficiency in all Light armor.

Sneak Attack [+2d6] - Add +2d6 to damage when flanking an opponent or attacking an opponent who would be denied their Dex bonus to AC. If a target has total concealment, you cannot add this damage.

Trapfinding [+2] - Gain half your rogue level to Perception checks to locate a trap and on all Disable Device checks. Gain the ability to use Disable Device to disarm magic traps.

Finesse Training - Gain the Weapon Finesse feat. Add your Dex bonus instead of Str to damage with Short Swords.

Evasion - When you succeed on making a Reflex saving throw against an attack that normally deal half damage on a successful save, you take no damage. This ability only works when wearing Light or no armor.

Danger Sense - Gain a +1 bonus on Reflex saves to avoid traps. Gain a +1 dodge bonus to AC against attacks made by traps. Gain a +1 bonus on Perception checks to avoid being surprised by a foe.

Debilitating Injury - Whenever you deal Sneak Attack damage to a foe, you can also any one of the following penalties to the foe for 1 round (you chose which penalty each time you deal Sneak Attack damage):

Bewildered >> Target takes a -2 penalty to AC, and an additional -2 penalty to AC (-4 to AC total) against all attacks made by you.

Disoriented >> Target takes a -2 penalty on all attack rolls, and an additional -2 penalty on attack rolls (-4 to Attack total) against you.

Hampered >> All of the target's speeds are reduced by half (minimum 5 ft), and target cannot take a 5 ft step.

These penalties do not stack, but additional attacks from you that deal Sneak Attack damage extend the duration by 1 round. The target cannot suffer from more than one penalty from your use of this ability. If you apply a new penalty, the previous one ends. Any form of healing applies to the target ends the penalty.


Uncanny Dodge - You cannot be caught flat-footed, not do you lose Dex bonus to AC if attacker is invisible. Dex bonus to AC can still be lost if attacker successfully uses the Feint action against you.

Rogue Talents - Gain the following Rogue talents:

Bomber - Can create 3 bombs per day. Each bomb requires a standard action to create and throw, has a range of 20 ft, and causes 2d6 fire damage to the direct target of the bomb and 2 points of splash fire damage in a 5 ft radius.

Canny Observer - Gain +4 bonus to Perception checks.


Equipment:
1 - Explorer's Outfit (-- gp, -- lbs)
1 - +1 Leather Armor (1135 gp, 7.5 lbs)
2 - Daggers (4 gp, 1 lb)
1 - Masterwork Short Sword (310 gp, 1 lb)
1 - Composite Shortbow (75 gp, 1 lb)
20 - Arrows (1 gp, 1.5 lbs)
1 - Masterwork Backpack (50 gp, 1 lb)
1 - Bedroll (1 sp, 2.5 lbs)
2 - Belt Pouches (1 gp, 0.25 lbs)
1 - Flint & Steel (1 gp, -- lbs)
10 - Chalk (1 sp, -- lbs)
1 - Sewing Needle and 50 ft Thread (1 sp, -- lbs)
1 - Signal Whistle (8 sp, -- lbs)
2 - Waterskins (2 gp, -- lbs)
2 - Day's Ration of Water (-- gp, 2 lbs)
1 - Spyglass (1000 gp, 1 lb)
3 - Smokesticks (60 gp, 1.5 lbs)
2 - Sunrods (50 gp, 2 lbs)
2 - Alchemist Fire flasks (40 gp, 2 lbs)
2 - Thunderstones (60 gp, 2 lbs)
10 - Tindertwigs (10 gp, -- lbs)
1 - Antitoxin (50 gp, -- lbs)
1 - Potion of Healing (50 gp, -- lbs)
1 - Potion of Invisibility (300 gp, -- lbs)
1 - Potion of Cat's Grace (300 gp, -- lbs)
2 - Universal Solvent flasks (100 gp, -- lbs)
1 - Lesser Goggles of Minute Seeing (1000 gp, -- lbs)
1 - Masterwork Thieves' Tools (100 gp, 2 lbs)

Special Items:
Silver medallion (worn around neck) -- Shaped in the symbol of his clan - Turin. In the center is a silver disk with a finely engraved symbol of hill with a tree on top. Surrounding this is a circle of alternating stars and water droplets. The symbol obviously predates the catastrophe, and few really know the meaning of it anymore. It is worth about 10 WT because of the quality of the craftsmanship, but it worth much more Dax, who finds that the medallion grounds him by reminding him of home.

A Small Token -- It was probably part of a medallion or medal at some point, although he is not entirely sure. It is made out of gold. It is about 6 inches in diameter and shows a crescent moon with two parallel arrows passing through the moon going from the bottom left to the upper right. The points are coming out of the inner part of the crescent. Dax found it in the ruins of the cit near where he grew up. He thinks it might represent the symbol of this city, although he is not sure.

Total Cost: 4700 gp ; Remaining Funds:300 gp
Total Weight: 28.25 lbs ; Encumbrance: Light

Carrying Capacity:
Light Encumbrance: 29 lbs or less (32 lbs or less with Mwk Backpack)
Medium Encumbrance: 30 - 57 lbs (33 - 64 lbs with Mwk Backpack)
Heavy Encumbrance: 58 - 86 lbs (65 - 97 lbs with Mwk Backpack)
Lift Over Head (max): 86 lbs
Lift Off Ground (2xmax): 172 lbs
Push / Drag (5xmax): 430 lbs



Posted on 2016-02-23 at 17:26:55.
Edited on 2016-04-19 at 22:34:36 by Ayrn

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


Impulse's Druid


Name: Damian Dawnshine
Race: Human
Gender: Male
Age: 21
Class/Level: Druid/4
Deity: Grum
Alignment: Neutral Good
Experience:
Height: 6'0"
Weight: 180 lbs
Eyes: Jet black
Hair: Black with streaks of white

Stats: Str 10 (+0) Temp score: 8 Dex 16 (+3)
Con 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 6 (-2)

HP:16 (39-23) (8+5+4+6+16 con)
AC: 16 (10+ 3 Armor + 3 Dex) (+2 Ac when in woods, +1 AC for dodge)
Flat-footed: 10
Touch: 13
Initiative: +2
Speed: 30ft

Base Attack Bonus: +3
Melee: +3
Ranged: +6 (3+2+1) (Reduce by 1 if less than 30 feet)
Grapple: +3

Weapon: Quarter staff (4 lbs) To Hit: +3 Crit Range: 20, Damage: 1d6 bludgeoning
Weapon: Sling (0lbs) To hit: +6 Crit Range: 20 x2 Range Increment: 20 feet Damage: 1d4 +1 bludeoning
---Bullets 30 (15 lbs)

Saves:
Fort +6
Ref +4
Will +9

Skills:
Concentration (Con) +11 (7 rank + 4 ability)
Craft (Int) +0
Climb (Str) +0
Diplomacy (Cha) +3 (5 rank -2 ability)
Handle Animal (Wis) +11 (7 rank +4 ability)
Heal (Wis) +4
Jump (Str) 0
Ride (Dex) +3
Spellcraft (int) +2 (2 rank)
Perception (Wis) +8 (4 rank +4 ability)
Survival (Wis) +11 (5 rank +4 ability +2 Nature Sense)
Swim (Str) 0
Use Rope (Dex) +3
Profession Hunting (Wis) +6 (2 rank +4 ability)
Knowledge (nature) (int) +9 (7 rank + 2 Nature sense)

Languages: Common, Sylvan, Druidic, ( )

Feats:
Warden Initiate (Add Climb and Jump to your list of druid class skills +2 AC when in woods, expanded spell list)
Dodge (designate someone, gain plus one AC against that target)
Point blank (plus one to damage and on hit when less than 30 feet)

Racial Traits:
+1 feat at first level
+1 skill point every level

Class Features:
Nature sense: +2 to knowledge (nature) checks and survival Checks
Wild Empathy: Druid can use body language vocalization and demeanor to improve the attitude of an animal. Roll 1d20, add druid level and Cha modifier. Must be within 30 feet of each other
Woodland stride: Move through any sort of undergrowth without taking damage or suffering any impairment. Magically affected areas still affect me.
Trackless step: A druid leaves no tracks in natural surroundings, I may choose to leave a trail if desired.

Animal Companion:
Eagle (+2 bonus hit dice, +2 natural armour, +1 Str/Dex Adj. 2 Bonus tricks. )

Spells per day Divine Spells per day (not including bonus) 5/3/2/1/0/0/0/0/0/0
Bonus spells 0/1/1/1/1

Gear: Carved holy symbol of Grum
Sling (plus bullets) 15 lbs
Quarterstaff (4 lbs)
Explorer's outfit (worn)
Cloak of Resistance (+1)
Back pack 2lb
Bed roll 5lb
Common lamp 1lb
Boots of Landing (Worn)
+1 Darkwood Shield
+1 leather armour 15lbs (10 percent chance of failure, maximum dex bonus is plus 6)
Potion of Darkvision
Potion of Delay Poison
Potion of Bear's Endurance

Funds: 230 WT


Appearance: Tall with rough hunters clothing, of average build. Wears a hood typically but when pulled down, reveals a face that is heavily scarred. Slightly tanned but it's hard to distinguish much besides the horrible scars. Carries a quarterstaff which he uses to help him walk.
Backstory:


Posted on 2016-02-23 at 17:28:54.
Edited on 2016-04-12 at 22:55:36 by Schnozzle

Schnozzle
Ma' Nozzle
Karma: 38/0
668 Posts


DeWar's Character


Name: Geoff of Broyhill
Race: Human
Gender: Male
Age: 18
Class/Level: Fighter 2/Wizard (Transmuter Variant) 2 | Level 4
Deity: Alignment: Neutral
Experience: 6000

Height: 5'7" [1.7 M.]
Weight: 176 lb [80 Kg.]
Eyes: Brown
Hair: Reddish Brown

Stats: Str 16 (+3)
Dex 15+1** (+3)
Con 12 (+1)
Int 17 (+3)
Wis 14 (+2)
Cha 10 (+0)
**: Tranmutational bonus +1

Saves: Fortitude +4 [F+3/W+0; con+1]
Reflex +3 [F+0/W+0; dex +3]
Will +5 [F+0/W+3; wis +2] +1 vs Fear

AC: 20 [armor 4 shield 3 dex 3]
Flat-footed: 14
Touch: 13

Speed: 30ft. (20ft when encumbered)
Base Attack Bonus: +3 [f: 2/W: 1]
Melee: +6
Ranged: +6
Grapple: CMB: +6 CMD: 19

HP: 19 (25-6)[2d10+2d6+4 [con]]
Initiative: +3

Spells Prepared: ---Level 0 [4+1+t]:
message, acid splash, detect magic, prestidigitation, resistance, light

---Level 1 [2+1+t]:
magic weapon, shocking grasp,mage armor,shield

Armor: Broy's Coat [Mithral Chain Shirt]
bonus +4; max dex +6; acp 0; Spell Failure: 10%

Shield: Broy's Wall [+1 Light Steel Shield]
Bonus: +3 [+1 Shield, +1 Feat, +1 Enh.]; ACP: 0; Spell: 5%; Wt: 6 lb
Spell Failure: 5%

Weapon: Broy's Arm [Masterwork Long sword]
To Hit: +8 [bab 3,feat 1, str 3, 1 mwk]
Crit Range: 19-20/x2; Type: S
Damage: 1d8+3 [str 3]

Weapon: Composite Longbow [+3 STR rating]
To Hit: +6 [bab 3,dex 3]
Crit Range: x2; type: P
Range Increment 110 feet
Damage: 1d8+3 [str]

Weapon: Dagger
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: 19-20/x2; Type: P/S
Range Increment: 10 feet
Damage: 1d4+3 [str] Melee / 1d4 Ranged

Weapon: Club
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: x2; Type B
Range Increment: 10 Feet
Damage: 1d6+3 [str] / 1d6 Ranged

Ammunition: 20 Arrows, Durable
20 Arrows, Barbed

Skills: [total=ranks+class+abil+misc]
Acrobatics [Dex] +3
Appraise [In] +8 [2+3+3+0]
Balance [Dex] +3
Bluff [Cha] +0
Climb [St] +7 [1+3+3+0]
Concentration [Con] +1
Craft(Arms & Armour) [In] +7 [1+3+3+0]
Diplomacy [Cha] +0
Disguise [Cha] +0
Escape Artist [Dex] +3
Forgery [Int] +3
Gather Information [Cha] +0
Heal [Wis] +2
Hide [Dex] +3
Intimidate [Cha] +0
Jump [Wis] +2
Knowledge(Arcana) [In] +8 [2+3+3+0]
Knowledge(Dungeon) [In] +7 [1+3+3+0]
Knowledge(Engineer) [In] +7[1+3+3+0]
Knowledge(Geography) [In] +8 [2+3+3+0]
Knowledge(History) [In] +7 [1+3+3+0]
Knowledge(Local) [In] +7[1+3+3+0]
Knowledge(Nature) [In] +7 [1+3+3+0]
Knowledge(Nobility) [In] +7 [1+3+3+0]
Knowledge(Planes) [In] +7 [1+3+3+0]
Knowledge(Religion) [In] +7 [1+3+3+0]
Listen [Wis] +2
Move Silently [Dex] +3
Perception [Ws] +9 [4+3+2+0]
Ride [Dex] +3
Search [Int] +3
Sense Motive [Wis] +2
spellcraft [In] +10 [4+3+3+0]
Spot [Wis] +2
stealth [Dx] +7 [1+3+3+0]
survival [Ws] +7[2+3+2+0]
swim [St] +7 [1+3+3+0]
Use Rope [Dex] +3


Languages: Common,(_),(_)

Feats: [Race]Weapon Focus (Longsword) +1 att
[CL 1]Blind Fight
[FL 1]Shield Focus +1 ac with shield
[FL 2]Combat expertise -1 att = +1 ac
[CL 3]Somatic Weapon (Longsword) use weapon for somatic spell comp complete mage pg 47
[WZ 1](Bonus) Scribe scroll

Racial Traits: Human

Class Features: Fighter Archetype: archetypal
bonus feats [combat]: Level 1, 2
Bravery 1: +1 will vs fear

Wizard
Arcane Bond: Silver amulet on a silver chain: within a circle is a dragon with wings outstretched, a rose in one claw and a sword in the other. the dragon touches the circle at the head, wig tips, rose stem and sword hilt
School specialization: Transmutation
Restricted Schools: enchantment, Necromancy

lv 1:
Telekinetic Fist:
Damage 1d4+2; Range: 30 '; uses per day: 3+3[int] = 6

Physical Enhancement:
+1 to dex, str or con - changeable when prep spells

Spellcasting:
Wizard level: 2; Caster Level: 2; Conc. +5

Gear: Longsword "Broy's arm" ** (4 lb)
Mithral Chain Shirt "Broy's coat" (12.5 lb)
+1 Light Steel Shield "Broy's wall" (15 lb)
Daggers x 4 (4 lb)
Club (3 lb)
Longbow, Composite, [+3 STR Rating] (3 lb)
Ammunition
--20 Arrows, Durable (3 lb)
-- 20 Arrows, Barbed (3 lb)
Back pack (2 lb)
water flasks X 4 (4 lb)
spell book(3 lb)
Componant pouches x2(4 lb)
Parchment X 10 (-- lb)
ink x 2 (-- lb)
ink pen x 2(-- lb)
Rope, silk 100 ft (10 lb)
hammers x 2 (4 lb)
Rations x14(14 lb)
ever-burning torch [fired clay of intertwining bronze dragons] (1 lb)
climber's kit (5 lb)

Funds: 1633 [saving money for spells]

Total Weight Carried: 94.5 lb

Carrying Capacity: Light load: 76 lb or less
Medium load: 77-153 lb
Heavy load: 154-230 lb
Lift over head: 230 lb
Lift off ground: 460 lb
Push or drag: 920 lb

Appearance:
Backstory: born in a community, that was a network of communities, he was chosen for his skills and willingness to learn. His desire to defend his neighbor was seen as exemplary and notable. He and several of his fellows of similar age would band together and defend when and where they could, until they, the whole band were ambushed by bandit.

He and his band defeated the bandits at great cost - he was the lone survivor. turning over the weapons to the network of villages with the instruction of training more defenders, he left in self imposed exile and shame. Now he has found others that do not know what he had been through, and so his journey begins.

---------------------------------------------------------------
Spellbook 34 pages used

0 Level wizard spells PRIMARY
**Transmutation**
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.

SECONDARY
**Abjuration**
Resistance: Subject gains +1 on saving throws.

**Conjuration**
Acid Splash: Orb deals 1d3 acid damage.

**Divination**
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.

**Evocation**
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

**Illusion**
Ghost Sound: Figment sounds.

**Universal**
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks

*****************************************************************************

1st-Level Wizard Spells
Primary
**Transmutation**
Animate Rope: Makes a rope move at your command.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.

SECONDARY
**Abjuration**
Mage Armor
Endure Elements: Exist comfortably in hot or cold regions.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

**Conjuration**
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
*Mount: Summons riding horse for 2 hours/level.
*Summon Monster I: Summons extraplanar creature to fight for you.

**Divination**
*Comprehend Languages: You understand all spoken and written languages..
*Identify: Gives +10 bonus to identify magic items.
-True Strike: +20 on your next attack roll.

**Evocation**
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

**Illusion**
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures



Posted on 2016-02-25 at 21:42:03.
Edited on 2016-03-29 at 00:11:21 by Schnozzle

   
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