Brenak Campaign Characters

Discussion in 'BOARDANIAN ROLEPLAY GROUP' started by Ba, Feb 19, 2006.

  1. Ba Lord of the Pies

    This thread is for players to post their character information.
  2. Roman_K New Member

    Name: Hanro Warpacer Gender: Male

    Race: Dwarf Alignment: Neutral Good


    Physical Description:

    Age: 57 Size: Medium

    Height: 4' 3" Weight: 200 lb

    Skin: Yellow Eyes: Dark Brown

    Hair: Brown, Curly, Thick Beard


    Stats:

    Strength 17 (+3)
    Dexterity 14 (+2)
    Constitution 15 (+2)
    Intelligence 14 (+2)
    Wisdom 11 (+0)
    Charisma 10 (+0)


    Total Hit Points: 12
    Speed: 20 feet
    Armor Class: 20 = 10 +5 [chainmail] +3 [shield+1] +2 [dexterity in armor]
    Touch AC: 12
    Flat-footed: 18


    Initiative modifier: +2= +2 [dexterity]
    Fortitude save: +4= 2 [base] +2 [constitution]
    Reflex save: +2= 0 [base] +2 [dexterity]
    Will save: 0= 0 [base] +0 [wisdom]
    Attack (handheld): +4= 1 [base] +3 [strength]
    Attack (unarmed): +4= 1 [base] +3 [strength]
    Attack (missile): +3= 1 [base] +2 [dexterity]
    Grapple check: +4= 1 [base] +3 [strength]


    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:1150 lb.


    Languages: Common, Dwarven, Drazai, Goblin



    Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]

    Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]

    Chainmail [medium; +5 AC; max dex +2; check penalty -5; 40 lb.]

    Heavy Steel Shield +1 [+3 AC; max dex +2; check penalty -1; hp 20; 15 lb. , Magical]


    Feats:
    Weapon Focus (Waraxe, Dwarven)
    Endurance

    Skills:

    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 0 = +0
    Climb Str* 5 = +3 +2
    Concentration Con 2 = +2
    Craft(Gemcutting) Int 5 = +2 +3
    Craft(Any) Int 2 = +2
    Diplomacy Cha 0 = +0
    Disguise Cha 0 = +0
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 0 = +0
    Heal Wis 0 = +0
    Hide Dex* 2 = +2
    Intimidate Cha 4 = +0 +4
    Jump Str* 0 = +3 +3 -6 [speed 20]
    Listen Wis 0 = +0
    Move Silently Dex* 2 = +2
    Perform(Sing) Cha 1 = +0 +1(2)
    Ride Dex 2 = +2
    Search Int 2 = +2
    Sense Motive Wis 0 = +0
    Spot Wis 0= +0
    Survival Wis 0 = +0
    Swim Str** 3 = +3
    Use Rope Dex 2 = +2
    Knowledge(Religion) Int 1= +2 +1(2)

    * = check penalty for wearing armor

    Craft >=5 ranks gives +2 on related appraise checks.


    Dwarf:
    • +2 constitution / -2 charisma (already included)
    • Can move 20 feet even if in heavy armor
    • Darkvision (see 60 feet in pitch-dark)
    • Stonecunning (+2 on searching stone, intuit depth)
    • +4 to avoid being bullrushed while standing on ground
    • +2 racial bonus on saves vs. poison
    • +2 racial bonus on saves vs. spells / spell-like abilities
    • +1 racial bonus to hit orcs and goblinoids
    • +4 dodge bonus on AC against giants
    • +4 stability bonus to avoid being tripped/bull rushed standing on ground
    • +2 racial bonus on appraise checks if stone/metal
    Fighter:
    • Bonus Feats (already included)


    Hanro Warpacer's Equipment:

    Weapons / Armor / Shield (from above) -------- 67 lb
    Crossbow bolts (quiver of 10) x 2 (20) ------- 2 lb
    Backpack ---------- 2 lb
    Bedroll ---------- 5 lb
    Rations (1 day) x5 -------- 5 lb
    Waterskin ---------- 4 lb
    Artisan tools ------------- 5 lb
    Pouch, Belt --------------- 3 lb
    Sword, Short -------------- 2 lb
    Flint and Steel -----------------


    Total ------------- 95 lb


    PP: 0 GP: 0
    SP: 4 CP: 0


    More about Hanro Warpacer:

    Born and raised in the halls of Clan Thunderaxe, Hanro grew up in a society that was too rigid and too stiff for his liking. He was a playful lad, always interested in mischief, harmless as it was, and earned the disfavor of the his father, a gemcutter and merchant in his trade. Though his father would have preferred the lad to follow in his footsteps, or at least learn a proper trade, Hanro had other ideas. Hanro was far more interested in the outdoors, in travel in the mountains of his Clan. It was there that he had met half-orc mercenaries, and learned of their ways.


    One day, an unfamiliar dwarf, old and scarred, in battered and rusty armor, spiked and covered with grime, entered the secluded halls of the Clan. The older dwarves appeared to know him, and a few of the older warriors greeted him warmly. Hanro followed them to the tavern, and listen to them discussing old times, and mainly old battles. The unknown dwarf appeared to be interested solely in those, remembering the most grisly scenes of his past with amazing detail. Hanro had heard the boasting of warriors before, and learned that most was but overblown tales, but here he saw none of the usual signs. The old warriors of the Clan appeared to listen to his words with interest, even awe, and Hanro had never seen them look at any dwarf in that manner before.

    The ale was flowing that evening, and soon the stories became more and more graphic, with the newcomer occasionally slurring due to the truly gargantuan amounts of drink he had consumed. When Hanro was sure that the dwarf was going to collapse, he suddenly jumped on the table, spilling ale and breaking jugs with his heavy feet.

    And then he began to sing.

    It was a ballad, though not as good or well-constructed or well-sung as of the true ballad-singers of the Clan. It was a ballad of blood, of battle, of the swing of the axe and the cleaving of the flesh. Of the fall of the foe and the rage. It was there and then that Hanro first heard of a Battlerager, and realized exactly what the dwarf singing in a drunken slur was.


    The next day, Hanro inquired further about the 'visiting' Battlerager, as he first thought of him, and was told, to his unending surprise, that the Battlerager was of the Clan. He was Vargo Thighsmasher, and he had left decades ago to pay some obscure debt to a human friend. He was the last Battlerager the Clan had, though the situation was different once. Once, the Thighsmasher family was a family of many dwarves, all trained in the way of the Battlerager from generation to generation. Slowly, the family diminished, and fewer and fewer members of the Thighmasher family survived long enough to start a family, or cared to start one.

    Hanro, now decided fully on his course of action, asked for directions to Vargo's abode, where he found the old dwarf scraping off rust from his ghastly armor. With the innocence of youth, Hanro asked to be trained in the ways of the Battlerager.

    He was met with a laugh.

    It was a difficult path to become a Battlerager, he was told, and it would take much experience in combat to even start on the path, much more than what little Hanro possessed. Vargo was willing, though, to train the young and enthusiastic dwarven youth in the ways of war.

    Years passed. Vargo wasn't the best of teachers, always too gruff and too easy to give up on what he considered an inadequate pupil, but Hanro was always eager to learn, always eager to become better than he was. In the end, the old Battlerager was satisfied. He told Hanro that he had given him all that he could give, and that now he had to go and earn the practical experience that could not be taught.

    Hanro decided to join an expedition his Clan was organizing along with the Drazai Clan Tranmitz. He had seen them over the past few years, coming and going, busy in their secret project. Hanro viewed them with distrust, as he was taught to, but the fact that his own Clan had reached and agreement with these Drazai, and even joined them on some peculiar venture was something that he did not understand. The project was recently unveiled, an airship that was to rival the transport services of the dragons. There was an expedition planned, nothing much beyond a venture to discover new land and trade.

    It was a place to start.



    Personality: Hanro is kindhearted, and has a mischievous streak in him left over from his younger days, though he has learned to accept the necessity of law and order in a society. He is thoughtful, though sometimes too quick to react.


    Goals: Hanro is interested in adventure, in seeing new lands and in learning the ways of battle. He wishes to eventually become a Battlerager and restore that order to his Clan.


    edit: Updated the character, made a few changes in selections. For those wanting a bit more ease with the character sheet generation, this site could help: Javascript D&D 3.5 Character Generator
  3. Saccharissa Stitcher

    *stabs double post*
  4. Saccharissa Stitcher

    Name: Domonohov Kannin
    Gender: Male
    Race: Human
    Alignment: Lawful Good
    Class/Level: Artificer/1


    Physical Description:

    Age: 17 Size: Medium

    Height:6' Weight: 175lb

    Skin: Pale, freckles Eyes: Green
    Hair: Light Brown, cut short and spiky


    Stats:

    Strength 10 (+0)
    Dexterity 14 (+2)
    Constitution 14 (+2)
    Intelligence 14 (+2)
    Wisdom 13 (+1)
    Charisma 17 (+3)


    Total Hit Points: 8
    Armor Class: 15
    Touch AC: 12
    Flat-footed: 13


    Initiative modifier: +2= +2 [dexterity]
    Fortitude save: +2
    Reflex save: +2
    Will save: +3
    Grapple check: 0


    Light load: <33lb
    Medium load: 34-66lb
    Heavy load: 67-100lb
    Lift over head: 100lb
    Lift off ground: 200lb
    Push or drag: 500lb


    Languages: Common, Dwarven, Draconian



    Feats:
    Scribe Scroll
    Legendary Artisan (=25% in XP)
    Exceptional Artisan (25% less time)


    Class Features

    Item Creation: 20 reserve points
    Artificer Knowledge: Check 15
    Scribe Scroll
    Artisan Bonus: 3
    Disable Trap


    Skills:

    Appraise Int 2 = +2
    Balance Dex* 2 = +2
    Bluff Cha 3 = 3+0
    Climb Str* 0 = 0
    Concentration Con 2 = 2
    Craft(Weaponsmithing) Int 6 = +2 +4
    Craft(Any) Int 2 = +2
    Diplomacy Cha 3 = +3
    Disguise Cha 3 = +3
    Disable Device Int 6= +2+4
    Escape Artist Dex* 2 = +2
    Forgery Int 2 = +2
    Gather Information Cha 3 = +3
    Heal Wis 1 = +1
    Hide Dex* 2 = +2
    Intimidate Cha 3 = +3
    Knowledge (Architecture and Engineering) 6=+2+4
    Jump Str* 0 =
    Listen Wis 1 = +1
    Move Silently Dex* 2 = +2
    Open Lock Dex 6 = +2+4
    Ride Dex 2 = +2
    Search Int 6 = +2 +4
    Sense Motive Wis 1 = +1
    Spellcraft Int 6 = +2 +4
    Spot Wis 1= +1
    Survival Wis 1 = +1
    Swim Str** 0 =
    Use Magic Device Cha 7= +3 +4
    Use Rope Dex 2 = +2

    * = check penalty for wearing armor

    WEAPONS

    Light Crossbow 1d8 19-20/x2 80ft Attack Bonus=2
    Quartestaff 1d6/1d6 x2 Attack Bonus=0
    Melf's Acid Arrow 2d4 520ft range Unkown number of charges left Attack Bonus=2

    ARMOUR

    Studded Leather Armour AC BOnus +3 Max Dex 5 Check Penalty -1 Spell Failure 15% Weight 25 lb



    HUMANS

    *Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    *1 extra feat at 1st level.
    *4 extra skill points at 1st level and 1 extra skill point at each additional level.
    *Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    *Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.



    Domonohov Kannin's Equipment:

    Weapons / Armor / Shield (from above)-------- 33 lb
    Crossbow bolts (quiver of 10) x 2 (20) ------- 2 lb
    Artisan tools (master)----------------------------5lbs
    Ink-------------------------------------------------1 ounce
    Ink pen---------------------------------------------
    Parchment (10 sheets)---------------------------
    Backpack------------------------------------------2lb
    Rope------------------------------------------------10lbs


    Total ------------- 52lbs 1 ounce

    PP: 0 GP: 59
    SP: 9 CP: 0


    More about Domonohov Kannin:

    Little Dom, called that even though he grew to be taller than the rest of his family, was born and raised in the artificer trade. His father and two uncles run one of Endrok's most succesfull smiths.

    Domonohov is a shy boy, who enjoys tinkering around more than anything. Being one of the sons of the city's most famous smiths is both a plus and a burden to him. He has the tools and the experienced minds withing his reach but he also is, now that he is grown, a target for the match makers. He just finished his internship and he joins the expedition for the experience. His father also hopes that getting the boy out in the sun and making him walk around a bit will make him more healthy-looking, so he gave his blessing.
  5. OmKranti Yogi Wench

    I promise by tonight there will be stats here. Sorry Ba, I got busy this weekend.
  6. Garner Great God and Founding Father

    Om broke her promise. Naughty Om.

    Okay, I've got two characters I'll be playing for us. As my flash drive is in another room, their stats and details are a complete mystery to me.

    One's a half-elf chap who grew up in a small settlement of costal buccaniers. He's already learned a lot about the life of a sailor, merchant adventurer, and even a pirate. He's not a bad guy, as such, but his interests in volunteering for an airship mission are not entirely rooted in a lust for adventure and exploration. Imagine if air trade could become the most profitible way to ferry cargo anywhere... Now... imagine how much an air pirate could make feasting off less cunning air ships! he's charismatic, extremely intelligent, and usually up to more than he lets on. despite any unsavory or ruthless ambitions he may hide, he's not evil by any stretch and takes a genuine interest in the people he chooses to call friend.

    the other is a half-orc who's a bit of a troubled lad. his tribe have maintained a lifestyle that's even more nomadic than usual for half orcs. according to their shamanistic traditions, one of their heros who helped overthrow the evil black hearted orcs wandered the mountains on a spiritual journey that eventually saw him do battle with an orcish god or demi god and, for his bravery, he was granted some semi-divine powers himself. he speaks to his tribe in dreams, from time to time. well, this character was always plauged by strangely prophetic dreams as a child, but the dreams faded away by the time he hit puberty. the shamans had already taken him under their collective wing, but his gift had failed him, and he often purged himself as a self-punishment. even when his demi-god would speak to him through prayer, he still craved the dreams that had troubled him as a youngling. thus, among a people who despise slavery and shackles in any form, following a divinity that upholds liberty and strength as ideals, he's become known as 'Slave-to-Dreams' among his people. he's morose at times, and given to black moods, but these are just a patina tarnishing a fiercely proud warrior spirit. when a dream finally spoke to him, telling him of the need to travel across the sky, he wasted no time in riding out of the mountains to enlish on the mission.
  7. Garner Great God and Founding Father

    oh yes, character descriptions...

    i *have* got names for these guys, just not readily available, by the way.

    half-elf is born to two half-elven parents, so his features are a bit atypical even for an atypical species. his hair is dark brown, almost black, and his eyes are a pale grey that can almost look watery at times. he wears a thick beard that's trimmed to follow his jawline closely, and keeps his upper lip bare. his skin is fairly tanned all over, from a lifetime on the coast or on the deck of a ship. his build is slight by human standards, and fairly sturdy by elven, but clearly lithe and graceful. in contrast to this, while his movements and bodylanguage are proud and certain on the deck of a ship, on stable ground he moves much more deliberately and with caution, almost like someone unsure of their legs, or with numb feet.

    the half orc is a hulking knot of twisted muscle. that's the long and short of it. even among his own people his strength is famous, and for one who wasn't raised a warrior his skill with the glaive is equally as impresive. his eyes are all black, and the irises are quite large, leaving little white showing around them. he keeps his head shaved bare. but the most stunning qualities of his appearance are the scars and tattoos... his face is tattooed in a grim mask of frustrated anger, with extra eyes climbing up his forehead, and a wider mouth inked on his lips around his own. his forearms are tattooed in his own hand with holy phrases and teachings of his god, and his chest, back, shoulders, and upper arms are all criss crossed to varying degrees with scars. Many of these are little more than scratches or cuts that tore the skin roughly, but some are quite severe. a close inspection, if anyone wanted to make one that is, would show quite a few of the scars are very recent.
  8. Hsing Moderator

    Silja Viskinnar

    Female Human Rogue 1, Chaotic Good
    Representing Hsing

    Strength 13 (+1)
    Dexterity 16 (+3)
    Constitution 13 (+1)
    Intelligence 14 (+2)
    Wisdom 16 (+3)
    Charisma 12 (+1)

    Size: Medium
    Height: 5' 6"
    Weight: 130 lb
    Skin: Pale
    Eyes: Dark Brown
    Hair: Black

    Total Hit Points: 7

    Speed: 30 feet

    Armor Class: 13 = 10 +3 [dexterity]

    Touch AC: 13

    Flat-footed: 10

    Initiative modifier: +3 = +3 [dexterity]
    Fortitude save: +1 = 0 [base] +1 [constitution]
    Reflex save: +5 = 2 [base] +3 [dexterity]
    Will save: +3 = 0 [base] +3 [wisdom]
    Attack (handheld): +1 = 0 [base] +1 [strength]
    Attack (unarmed): +1 = 0 [base] +1 [strength]
    Attack (missile): +3 = 0 [base] +3 [dexterity]
    Grapple check: +1 = 0 [base] +1 [strength]

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


    Languages:
    Common, Dwarven, Halfling

    Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
    Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
    Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

    Feats:
    Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier
    Appraise Int 2 = +2
    Balance Dex* 7 = +3 +4
    Bluff Cha 1 = +1
    Climb Str* 5 = +1 +4
    Concentration Con 1 = +1
    Craft_1 Int 2 = +2
    Craft_2 Int 2 = +2
    Craft_3 Int 2 = +2
    Diplomacy Cha 1 = +1
    Disable Device Int 6 = +2 +4
    Disguise Cha 1 = +1
    Escape Artist Dex* 4 = +3 +1
    Forgery Int 2 = +2
    Gather Information Cha 1 = +1
    Heal Wis 3 = +3
    Hide Dex* 10 = +3 +4 +3 [skill focus]
    Intimidate Cha 1 = +1
    Jump Str* 4 = +1 +3
    Listen Wis 6 = +3 +3
    Move Silently Dex* 10 = +3 +4 +3 [skill focus]
    Open Lock Dex 7 = +3 +4
    Perform_1 Cha 1 = +1
    Perform_2 Cha 1 = +1
    Perform_3 Cha 1 = +1
    Perform_4 Cha 1 = +1
    Perform_5 Cha 1 = +1
    Ride Dex 4 = +3 +1
    Search Int 6 = +2 +4
    Sense Motive Wis 3 = +3
    Spot Wis 3 = +3
    Survival Wis 3 = +3
    Swim Str** 2 = +1 +1
    Tumble Dex* 5 = +3 +2
    Use Magic Device Cha 3 = +1 +2
    Use Rope Dex 5 = +3 +2


    * = check penalty for wearing armor


    Silja Viskinnar's Equipment:

    Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x2
    Bedroll
    Ink pen
    Locks x1
    Paper sheets x4
    Rope (50', silk) x1
    Sewing needle
    Signal whistle
    Soap
    Climber's kit
    Thieves' tools

    ------------------------
    29 lb
  9. Hsing Moderator

    Forgot to copy my feats in:

    Feats:
    Skill Focus (Hide)
    Skill Focus (Move Silently)

    If that is okay, I changed my armor class and equipment (I simply forgot about that, if it's too late, I have to live with it and see my char gets equipped during the game. :))

    Sil's Equipment:

    Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x2
    Blanket, winter x1
    Chalk
    Fishhook
    Ink pen
    Locks x1
    Paper sheets x3
    Rope (50', silk) x1
    Sewing needle
    Signal whistle
    Climber's kit
    Thieves' tools

    Total 46 lbs


    Armor class:

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

    Touch AC: 13
    Flat-footed: 13
  10. Hsing Moderator

    i still have to count my gold...
    I'm so sorry I'm so slow on the uptake, and with my input, but recently i always find that life is always a few metres ahead of me, like a bus driven by a sadistic driver that loves to speed off as soon as I appear in the rear view mirror....
  11. Garner Great God and Founding Father

    no worries Hsing, we're not so eager to get started that we won't make sure everyone's ready.
  12. Electric_Man Templar

    Name: Corben Taylor (previously Miller)
    Gender: Male
    Race: Human
    Alignment: Neutral Good
    Class/Level: Fighter/1


    Physical Description:

    Age: 19 Size: Medium

    Height:5'11'' Weight: 180lb

    Skin: Tanned Eyes: Brown
    Hair: Dark, cropped close to his head


    Stats:

    Strength 15 (+2)
    Dexterity 14 (+2)
    Constitution 17 (+3)
    Intelligence 13 (+1)
    Wisdom 11 (0)
    Charisma 14 (+2)


    Total Hit Points: 13
    Armor Class: 17
    Touch AC: 12
    Flat-footed: 15


    Initiative modifier: +2
    Fortitude save: +5
    Reflex save: +2
    Will save: 0
    Grapple check: 3


    Light load: <63lb
    Medium load: 64-133lb
    Heavy load: >133lb


    Languages: Common, Draconic



    Feats:
    Power Attack
    Combat Expertise
    Weapon Focus (Greatsword)


    Skills:

    Appraise Int 1
    Balance Dex* 2
    Bluff Cha 2
    Climb Str* 6 (4 skill points)
    Concentration Con 3
    Decipher Script Int 1
    Diplomacy Cha 2
    Disable Device Int 1
    Disguise Cha 2
    Escape Artist Dex* 2
    Forgery Int 1
    Gather Information Cha 2
    Handle Animal Cha 6 (4 skill points)
    Heal Wis 0
    Hide Dex* 2
    Intimidate Cha 2
    Jump Str* 6 (4 skill points)
    Listen Wis 0
    Move Silently Dex* 2
    Open Lock Dex 2
    Ride Dex 6 (4 skill points)
    Search Int 1
    Sense Motive Wis 0
    Sleight of Hand Dex 2
    Spellcraft Int 1
    Spot Wis 0
    Survival Wis 0
    Swim Str** 2
    Tumble Dex 2
    Use Magic Device Cha 2
    Use Rope Dex 2

    * = check penalty for wearing armor

    WEAPONS

    Greatsword 1d10/2d6 19-20/x2 Attack Bonus=5
    Javelin(x4) 1d4/1d6 x2 Range=30ft Attack Bonus=3
    Morningstar 1d6/1d8 x2 Attack Bonus=3
    Gauntlet 1d2/1d3 x2 Attack Bonus=3

    ARMOUR

    Chainmail ACBOnus +5 MaxDex 2 CheckPenalty -5 Spell Failure 30% Weight 40lb



    HUMANS

    *Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    *1 extra feat at 1st level.
    *4 extra skill points at 1st level and 1 extra skill point at each additional level.
    *Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    *Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


    Corben Taylor's Equipment:

    Weapons / Armor (from above)--63lbs
    Traveller's Outfit ------------------5lbs
    Backpack---------------------------2lbs
    Bedroll------------------------------5lbs
    Tent---------------------------------20lbs
    Waterskin---------------------------4lbs
    Lamp, common--------------------1lb
    Oil (3pts)---------------------------3lbs
    Rope, silk---------------------------5lbs
    Rations (x5)------------------------5lbs
    Mug, clay---------------------------1lb

    Total ------------- 113lbs

    PP: 0 GP: 1
    SP: 9 CP: 8


    More about Corben Taylor:

    Corben Miller was the fifth and youngest son of his father who, naturally, owned his own mill. His mother died when he was just 3 years old, which left him in the care of his fathers and brothers. With his mother dead, he didn’t receive the protection that some youngest children get and was instead brought up with rough and tumble, including several semi-serious fights with his older siblings.

    His days were spent mostly in the mill, helping his father move wheat, water and finally flour around. His evenings were spent ‘playing’ with his family. This made him much tougher than other children his age, but due to his isolation at the mill, he rarely met anyone else to know that.

    At the age of 13, his father died and with a combination of grief and fear of what his oldest brother would do with him, he ran away from home. He wandered the streets for some time, begging food before he decided to join the Endrok army. He changed his surname to Taylor for the application form and lied about his age. With his advanced build and the need for more troops, the recruiting officer took his word that he was 15.

    Corben trained hard in the army and found the abuse from his fellow soldiers to be slightly less than that of his brothers. Food was also more regularly on his table. He learnt many skills in training, but he impressed his tutors especially with his swordplay. At the age of 17 (though they thought him 19), he brought himself a greatsword, having saved his earnings for several years. He took several private lessons in the next year to become proficient when using it.

    After 6 years in the army, his feet became itchy and when volunteers for an expedition on an airship were requested, he immediately signed up.
  13. Garner Great God and Founding Father

    ba, i need to run a few feat options by you when you get a chance. email me at work or ask roman about the specifics, if he can remember which ones they are.

    there's two from complete adventurer and two from races of destiny that i'd like to know if you'd be willing to permit. i may retool slightly based on those choices.
  14. Mynona Member

    Name: Faddenmerith Ranger
    Gender: Male (I still stand by the fact that I can’t play females)
    Race: Desert Elf
    Alignment: Chaotic Good
    Class/Level : Ranger/1


    Physical Description:

    Age: 198 Size: Medium

    Height: 5'8'' Weight: 110lb

    Skin: Tanned Eyes: Brown
    Hair: Dark, long. Kept away from his face by the way of a thin leather thong. The hair’s braided and the thin braid almost reaches his waist.
    Clothing: Lose robes of some light, in both colour material, fabric.
    General appearance: The tip of his right ear is missing and a thick scar mars his right cheek just missing his nose before it turns downwards and meets his upper lip.

    Stats:

    Strength 16 (+2)
    Dexterity 18 (+5) [racial bonus +2]
    Constitution 14 (+1) [racial un-bonus -2]
    Intelligence 13 (+1)
    Wisdom 15 (+2)
    Charisma 8 (-1)


    Total Hit Points: 9
    Armor Class: 18
    Touch AC: 15
    Flat-footed: 13


    Initiative modifier: +5
    Fortitude save: +3
    Reflex save: +7
    Will save: +2
    Grapple check: 3



    Languages: Elven, Common, Draconic



    Feats:
    Track
    Wild empathy
    Favoured Enemy (gnomes)
    Point Blank shot

    Skills:

    Climb Str* 3
    Concentration Con 2
    Handle Animal Cha 5 (4 skill points + racial bonus +2)
    Heal Wis 6 (4 skill points)
    Hide Dex* 5
    Jump Str* 2
    Listen Wis 2
    Move Silently Dex* 9 (4 skill points)
    Ride Dex 11 (4 skill points + racial bonus +2)
    Search Int 7 (4 skill points)
    Spot Wis 8 (4 skill points + racial bonus +2)
    Survival Wis 6 (4 skill points)
    Swim Str** 2
    Use Rope Dex 5

    * = check penalty for wearing armor

    WEAPONS

    Scmitar 1d6+2/1d6 x2 Attack Bonus=3
    Shortbow (composite) 1d6/1d6 x3 Attack Bonus=6

    ARMOUR

    Studded leather shirt AC Bonus: 3




    Weapons / Armor (from above)--20lbs
    Scmitar-----------------------------4lbs
    Arrows(30pcs)---------------------5lbs
    Shortbow---------------------------2lbs
    Backpack---------------------------2lbs
    Bedroll------------------------------5lbs
    Waterskin---------------------------4lbs
    Rope, hemp-------------------------5lbs
    Rations (x5)------------------------5lbs
    Mug, clay---------------------------1lb

    Total ------------- 53lbs
  15. Ba Lord of the Pies

    Garner couldn't get his characters posted in time, so Ba's doing it for him. Isn't Ba nice?

    Name: Bedge Talom
    Gender: Male
    Race: Half-elf
    Alignment: Chaotic Good?
    Class/Level: Thief/1


    Physical Description:

    Age: ? Size: Medium

    Height:? Weight: ?

    Skin: Tanned Eyes: Pale gray
    Hair: Dark Brown


    Stats:

    Strength 13 (+1)
    Dexterity 18 (+4)
    Constitution 12 (+1)
    Intelligence 18 (+4)
    Wisdom 11 (+0)
    Charisma 14 (+2)


    Total Hit Points: 7
    Armor Class: 19
    Touch AC: 14
    Flat-footed: 15


    Initiative modifier: +4= +4 [dexterity]
    Fortitude save: +1
    Reflex save: +6
    Will save: +0 (+2 Enchantments)
    Grapple check: 1


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


    Languages: Common, Elven, Halfling, Aquan, Draconic, Gnome



    Feats:
    Complementary Insight (+3 synergy instead of +2)
    Improved Diversion (can use bluff as a move action to create a distraction, and then a +4 on hide checks)


    Class Features

    Trapfinding


    Skills:

    Appraise Int 6 = 2+4 (+1 when appraising by weight)
    Balance Dex 6 = 2+4
    Bluff Cha 6 = 4+2
    Climb Str 3 = 2+1
    Concentration Con 1 = 0+1
    Craft(Shipwright) Int 6 = 2+4
    Craft(Any) Int 4 = 0+4
    Diplomacy Cha 6 = 2+2+2
    Disguise Cha 2 = 0+2
    Disable Device Int 6 = 2+4
    Escape Artist Dex 4 = 0+4
    Forgery Int 4 = 0+4
    Gather Information Cha 6 = 2+2+2
    Heal Wis 0 = 0+0
    Hide Dex 6 = 2+4
    Intimidate Cha 2 = 0+2
    Jump Str 3 = 2+1
    Knowledge (Geography) 5 = 1+4
    Listen Wis 3 = 2+0+1
    Move Silently Dex 6 = 2+4
    Open Lock Dex 6 = 2+4
    Profession (Sailor) 2 = 2+0
    Profession (Trader) 2 = 2+0
    Ride Dex 4 = 0+4
    Search Int 7 = 2+4+1
    Sense Motive Wis 0 = 0+0
    Sleight of hand Dex 8 = 4+4
    Spot Wis 3 = 2+0+1
    Survival Wis 2 = 2+0
    Swim Str 3 = 2+1
    Tumble Dex 6 = 2+4
    Use Magic Device Cha 2 = 0+2
    Use Rope Dex 4 = 0+4

    * = check penalty for wearing armor

    WEAPONS

    Cutlass (Rapier) 1d6+1 18-20/x2 Attack Bonus=1
    Light Crossbow 1d8 19-20 x2 80ft Attack Bonus=4
    Cold Iron Dagger 1d4+1 19-20/x2 Attack Bonus=1, or if thrown, 10 ft Attack Bonus +4
    Darts 1d4+1 x2 20 ft. Attack Bonus=4



    ARMOUR

    Studded Leather Armor +2 AC Bonus +5 Max Dex 5 Check Penalty 0 Spell Failure 15% Weight 25 lb



    Half-Elves

    *Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
    * Half-elf base land speed is 30 feet.
    *Immunity to sleep spells and similar magical effects, and +2 racial bonus on saves vs. enchantment spells or effects.
    *Low-Light Vision: A half-elf can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color under these conditions.
    *+1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them. Half-elves have keen senses, but not as keen as those of an elf.
    *+2 racial bonus on Diplomacy and Gather Information checks. Half-elves naturally get along with all people.
    *Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elven ancestors are, and they can use magic items that are only usable by elves.
    *Automatic Language: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    *Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, his or her highest-level class does not count.



    Bedge Talom's Equipment:

    Weapons / Armor / Shield (from above)-------- 34 lb
    Crossbow bolts (quiver of 10) x 3 (30) --------- 3 lb
    Thieves tools--------------------------------------- 1 lb
    Hammock------------------------------------------ 1 lb
    Fingerblades---------------------------------------- **
    Gameboard, Dice---------------------------------- 1 lb
    Backpack------------------------------------------- 2 lb
    Map Case-------------------------------------------1/2 lb
    Chest------------------------------------------------ 25 lb
    Book (Spell book)---------------------------------- 3 lb
    Ink (vial)-------------------------------------------- 1 oz
    Belt Pouches (2)------------------------------------ 1 lb
    Silk Rope-------------------------------------------- 5 lb
    Rations (5 days)------------------------------------ 5 lb
    Water Skin------------------------------------------ 4 lb
    Sunrod (2)------------------------------------------ 2 lb
    Merchant's Scales---------------------------------- ????
    Wine, Bottle, Fine-----------------------------------1 1/2 lb




    Total ------------- 91lbs 1 ounce

    PP: 1 GP: 5
    SP: 9 CP: 10


    More about Bedge Talom:

    Left for Garner to fill in.




    Name: Goryn Slave-of-Dreams
    Gender: Male
    Race: Half-orc
    Alignment: Chaotic Good?
    Class/Level: Cleric/1


    Physical Description:

    Age: ? Size: Medium

    Height:? Weight: ?

    Skin: ? Eyes: Black
    Hair: Bald


    Stats:

    Strength 19 (+4)
    Dexterity 11 (+0)
    Constitution 10 (+0)
    Intelligence 11 (+0)
    Wisdom 17 (+3)
    Charisma 11 (+0)


    Total Hit Points: 8
    Armor Class: 16 (Fifteen when attacking with glaive)
    Touch AC: 10
    Flat-footed: 16


    Initiative modifier: +0= +0
    Fortitude save: +2
    Reflex save: +0
    Will save: +5
    Grapple check: 4


    Light load: <116lb
    Medium load: 117-233lb
    Heavy load: 234-350lb
    Lift over head: 350lb
    Lift off ground: 700lb
    Push or drag: 1750lb


    Languages: Common, Dwarven



    Feats:
    Weapon Proficiency (Glaive)
    Weapon Focus (Glaive)
    Heroic Destiny (once a day, roll 1d6 before an attack or skill check or similar and add that as a bonus)


    Class Features
    Strength Domain
    War Domain
    Turn Undead


    Skills:

    Appraise Int 0 = 0+0
    Balance Dex* 0 = 0+0 (-6)
    Bluff Cha 0 = 0+0
    Climb Str* 4 = 0+4 (-2)
    Concentration Con 2 = 2+0
    Craft(Any) Int 0 = 0+0
    Diplomacy Cha 3 = 0+0+2
    Disguise Cha 0 = 0+0
    Escape Artist Dex* 0 = 0+0 (-6)
    Forgery Int 0 = 0+0
    Gather Information Cha 0 = 0+0
    Heal Wis 5 = 2+3
    Hide Dex* 0 = 0+0 (-6)
    Intimidate Cha 0 = 0+0
    Jump Str* 4 = 0+4 (-2)
    Knowledge (Religion) 2 = 2+0
    Listen Wis 3 = 0+3
    Move Silently Dex* 0 = 0+0 (-6)
    Ride Dex 0 = 0+0
    Search Int 0 = 0+0
    Sense Motive Wis 3 = 0+3
    Sleight of hand Dex* 0 = 0+0 (-6)
    Spot Wis 3 = 0+3
    Survival Wis 3 = 0+3
    Swim Str 4 = 0+4 (-7)
    Tumble Dex* 0 = 0+0 (-6)
    Use Rope Dex 0 = 0+0

    * = check penalty for wearing armor

    WEAPONS

    Glaive (Rapier) 1d10+4 x3 Attack Bonus=5 (Reach Weapon)
    Gauntlet, Spiked 1d4+4 x2 Attack Bonus=4
    Javelins 1d6+4 x2 20 ft. Attack Bonus=0



    ARMOUR

    Chainmail AC Bonus +5 Max Dex 2 Check Penalty -5 Spell Failure 25% Weight 40 lb
    Buckler AC Bonus +1 Check Penalty -1 Spell Failure 5% Weight 5 lb

    Spells Per Day:
    3 0-Level
    2+1 1-Level

    Half-Orcs

    *Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
    * Half-orc base land speed is 30 feet.
    *Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orc can function with no light at all.
    *Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orcish ancestors are, and they can use magic items that are only usable by orcs.
    *+2 to Diplomacy or Intimidate, chosen by the player at creation.
    *Weapon Familiarity: Half-orcs can treat orc double axes as martial weapons.
    *Faster Healing: Half orcs heal three hit points per two levels per night, instead of one hit point per level per night.
    *Automatic Language: Common and Dwarven or Drazai. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
    *Favored Class: Barbarian. When determining whether a multiclass half-orc takes an experience point penalty, his or her barbarian class doesn't count.



    Goryn Slave-of-Dreams's Equipment:

    Weapons / Armor / Shield (from above)-------- 62 lb
    Holy Symbol--------------------------------------- 1 lb
    Backpack------------------------------------------- 2 lb
    Bedroll---------------------------------------------- 5 lb
    Sack-------------------------------------------------1/2 lb
    Flint-and-Steel-------------------------------------- **
    Lamp (Common)----------------------------------- 1 lb
    Oil (3 Flasks)---------------------------------------- 3 lb
    Belt Pouches (2)------------------------------------ 1 lb
    Rations (5 days)------------------------------------ 5 lb
    Water Skin------------------------------------------ 4 lb
    Sunrod (2)------------------------------------------ 2 lb
    Wand of Summon Monster II --------------------- 1 oz




    Total ------------- 86lbs 9 ounces

    PP: 0 GP: 4
    SP: 22 CP: 20


    More about Goryn Slave-of-Dreams:

    Left for Garner to fill in.
  16. Ba Lord of the Pies

    Roman also was unable to post his second character. Here it is.

    Name: Szazzkur
    Gender: Male
    Race: Drazai
    Alignment: Lawful Good
    Class/Level: Wizard/1


    Physical Description:

    Age: 21 Size: Small

    Height:3'7 Weight: 48 lb

    Skin: Dark Bronze Eyes: Green
    Crest: Blue


    Stats:

    Strength 9 (-1)
    Dexterity 18 (+4)
    Constitution 13 (+1)
    Intelligence 20 (+5)
    Wisdom 14 (+2)
    Charisma 15 (+2)


    Total Hit Points: 5
    Armor Class: 15
    Touch AC: 15
    Flat-footed: 11


    Initiative modifier: +4= +4 [dexterity]
    Fortitude save: +1
    Reflex save: +4
    Will save: +4 (+2 Confusion)
    Grapple check: -5


    Light load: <30lb
    Medium load: 31-60lb
    Heavy load: 61-90lb
    Lift over head: 90lb
    Lift off ground: 180lb
    Push or drag: 450lb


    Languages: Common, Draz, Draconic, Dwarven, Abyssal, Gnome, Terran



    Feats:
    Scribe Scroll
    Eschew Materials


    Class Features

    Summon Familiar


    Skills:

    Appraise Int 5 = 0+5
    Balance Dex 4 = 0+4
    Bluff Cha 2 = 0+2
    Climb Str 1 = 0-1+2
    Concentration Con 5 = 4+1
    Craft(Armorsmithing) Int 9 = 4+5
    Craft(Any) Int 5 = 0+5
    Decipher Script 9 = 4+5
    Diplomacy Cha 2 = 0+2
    Disguise Cha 2 = 0+2
    Escape Artist Dex 4 = 0+4
    Forgery Int 5 = 0+5
    Gather Information Cha 2 = 0+2
    Heal Wis 2 = 0+2
    Hide Dex 8 = 0+4+4
    Intimidate Cha 2 = 0+2
    Jump Str -3 = 0-1-2
    Knowledge (Arcana) 9 = 4+5
    Knowledge (Dungeoneering) 6 = 1+5
    Knowledge (Religion) 6 = 1+5
    Knowledge (Planes) 7 = 2+5
    Knowledge (Architecture and Engeineering) 6 = 1+5
    Knowledge (Geography) 6 = 1+5
    Listen Wis 2 = 0+2
    Move Silently Dex 4 = 0+4
    Perform (Any) Cha 2 = 0+2
    Profession (Scribe) 4 = 2+2
    Ride Dex 4 = 0+4
    Search Int 5 = 0+5
    Sense Motive Wis 2 = 0+42
    Sleight of hand Dex 4 = 0+4
    Spot Wis 2 = 0+2
    Survival Wis 2 = 0+2
    Swim Str -1 = 2-1
    Tumble Dex 4 = 0+4
    Use Rope Dex 4 = 0+4

    * = check penalty for wearing armor

    WEAPONS

    Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
    Light Crossbow [1d6, crit 19-20/x2, range inc 80 ft., 2 lb, piercing]

    Spells Per Day:
    3 0-Level
    3 1-Level

    ARMOUR
    None



    Drazai

    *Small Size.
    *Base speed 20 feet.
    *Low-light Vision
    *+2 craft checks involving metal.
    *+2 racial bonus on climb checks.
    *+2 Racial bonus vs. Confusion.
    *Claws (unarmed attacks do slashing damage)
    *Spell-like Abilities: Detect Magic and Amanuensis 1/day, Caster Level 1st Light 3/day, Caster Level 1st
    *Automatic Language: Common and Draz. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    *Favored Class: Wizard



    Szazzkur's Equipment:

    Weapons / Armor / Shield (from above)--------2.5 lb
    Crossbow bolts (quiver of 10) x 4 (40) --------- 1 lb
    Backpack------------------------------------------- 8 oz
    Bedroll---------------------------------------------- 1 lb, 4 oz
    Blanket, Winter----------------------------------- 12 oz
    Scroll case----------------------------------------- 8 oz
    Flint and Steel-------------------------------------- **
    Ink Vial--------------------------------------------- 1 oz
    Ink Pen--------------------------------------------- **
    Book (Spell book)---------------------------------- 4 lb
    Parchment Sheets (8)------------------------------ **
    Belt Pouch------------------------------------------- 2 oz
    Rations (5 days)------------------------------------ 1 lb, 4 oz
    Water Skins (2)-------------------------------------- 2 lb
    Artisan Tools---------------------------------------- 5 lb

    Total ------------- 18 lbs, 15 ounces


    Spellbook: Leather Cover, Linen Paper, Slipcase, 4lb, 3 Hardness, 3HP, 13/100 pages full.

    Spells:
    Level 0: Read Magic, Arcane Mark, Resistance, Detect Magic, Touch of Fatigue.

    Level 1: Grease, Mage Armor, Summon Monster I, Expeditious Retreat, Sleep, Magic Missile, Shield, Fist of Stone.

    PP: 0 GP: 8
    SP: 1 CP: 0


    More about Szazzkur:

    Born and raised in the cavern city of Tranmitz, Szazzkur was a gifted child. As he grew in age, it became apparent that the young Drazai was capable of grasping even the most abstract and difficult concepts with amazing ease.
    He spent his time either in the various schools and libraries of the clan, studying any topic and reading any book that caught his eye, or in his father's forge, who was one of the clan's few armorsmiths. Like most Drazai, Szazzkur regarded arms and armor to be a waste of metal, but he understood that such waste was sometimes required for the survival of the clan.

    Szaz's studies eventually shifted from the mundane to the arcane, and to the even stranger tomes that tried to impart to the reader an understanding of the planes. Szaz, who was working as a scribe at the time to fund his fervent searches for knowledge, decided that the mundane world was not enough for him. He knew where he had to go to continue his quest.

    He applied to the Academy of Magic, and was accepted almost immediately. He showed an aptitude for both the arcane and divine forms of magic, as well as interest in both. When his apprenticeship was over, Szaz decided to go seek knowledge in far lands, as he felt that his clan halls had little more to offer him.

    He would join the airship expedition, he decided, and perhaps learn things in the lands beyond the sea that no other Drazai had learned before.


    Szazzkur stands slightly taller than his species' average height at 3' 7". He has green eyes, a blue crest, and dark bronze scales. He is kind-hearted and gentle, and sees violence as a last resort, but when he has set his mind to it, though, he does not shirk from it.

    Szazzkur believes that law and order are the cornerstones of any society, and he abhors chaos and injustice.
    He sees the world as a puzzle box, that can be opened if one but has the right tools.

    He knows little of dwarves, and cares little for them, but he has learned to treat them with more than disdain after his meetings with a few of those who worked on the airship project. Not all dwarves, he decided, were greedy wastrels of metal. Some could perhaps be redeemed.
  17. Garner Great God and Founding Father

    garner didn't want his characters posted at all, but as ba made a critical typo when doing so, garner will be taking the summon monster III wand all the way to the bank.
  18. Hsing Moderator

    :)

    Finally, my background story... well, most of it.


    Silja Viskinnar comes from a family of itinerant workers; no nomads with tradition, only cheap labourers that had been moving around all the time for generations, and usually died young. There were several loose clans meeting then and again on the road, and sometimes exchanging news, or children among them, depending on where the best employment for them was to be expected. Never having enough of anything, her people took what they could get their hands on without getting in too much trouble. All the children learnt hard work, and quite some tricks early on. Silja has neither fond nor traumatic memories of those days. When she was offered to be taught a trade that might open a few more doors into the future, she still took the chance: An elder brother of hers, whom she barely remembered and who was a soldier for Telmath by now, saw her potential, mainly her talent not to be seen at all, and introduced her to his superiors. Silja worked as and was educated to be a scout – freelance to be allowed to stay a civilian, but committing herself for the next three years.
    When those three years were over, she was generally interested to see as much of the world as possible, as well as to find out what to do with her skills in the long run. Another three years down the road, she’s still unsure of what her place in the world would be, and still eager to find out.
  19. Ba Lord of the Pies

    Fixed. And Garner's stats are posted because Ba is holding everyone to the same standards. Others were required to post their stats, therefore Garner's stats will be no different.
  20. Garner Great God and Founding Father

    but that's the second time ba said summon monster III, so garner assumes ba meant summon monster III now.
  21. Ba Lord of the Pies

    Very well, it is a wand of summon monster III. Unfortunately, it's underpowered. Instead of summoning a creature from the Summon Monster III list, it can only summon a creature from the Summon Monster II list, or 1d3 of the Summon Monster I list. Pity, that.
  22. Garner Great God and Founding Father

    don't make me shove that wand up your hobbit hole.
  23. Hsing Moderator

  24. Roman_K New Member

    Good sketch, Hsing. :)
  25. Hsing Moderator

    Thanks. :)
  26. Buzzfloyd Spelling Bee

    Here be character stats, description and history to follow.

    Name: Tygan
    Gender: Male
    Race: Half-orc
    Alignment: Lawful Neutral
    Class/Level: Monk Level One


    Physical Description
    Age: 19
    Size: Med
    Height: 6’6”
    Weight: 350 lb
    Skin: Greyish
    Eyes: Black
    Hair: Black

    Stats
    STR 17 (+3)
    DEX 17 (+3)
    CON 15 (+2)
    INT 12 (+1)
    WIS 16 (+3)
    CHA 13 (+1)

    Total Hit Points: 10
    Speed: 30ft
    Armour Class: 16
    Touch AC: 16
    Flat-footed AC: 13

    Initiative modifier: +3
    Fortitude save: +4
    Reflex save: +5
    Will save: +5
    Grapple check: +3


    Languages:
    Common, Drazai, Draconic

    Class Features:
    Flurry of Blows
    Unarmed Strike

    Feats:
    Improved Unarmed Strike
    Stunning Fist
    Leap of the Heavens (PHB II, p80)

    Special Abilities:
    Darkvision (60ft)
    Fast Healing – 3 pts per 2 lvls per night

    Skills:
    Appraise: 1 = 1+0
    Balance: 5 = 3+2
    Bluff: 1 = 1+0
    Climb: 4 = 3+1
    Concentration: 2 = 2+0
    Craft: 1 = 1+0
    Diplomacy: 1 = 1+0
    Disguise: 1 = 1+0
    Escape Artist: 3 = 3+0
    Forgery: 1 = 1+0
    Gather Information: 1 = 1+0
    Heal: 3 = 3+0
    Hide: 3 = 3+0
    Intimidate: 3 = 1+0+2 (Racial bonus)
    Jump: 7 = 3+4
    Knowledge (Arcana): 1 = 1+0
    Knowledge (Religion): 1 = 1+0
    Listen: 7 = 3+4
    Move Silently: 4 = 3+1
    Profession (Herder): 4 = 3+1
    Ride: 3 = 3+0
    Search: 1 = 1+0
    Sense Motive: 3 = 3+0
    Spot: 6 = 3+3
    Survival: 3 = 3+0
    Swim: 3 = 3+0
    Tumble: 7 = 3+4
    Use rope: 3 = 3+0


    Attacks:
    Unarmed Strike:
    Attack bonus +3, Damage 1d6+3, Critical x2, Bludgeoning (Treat as armed)

    Flurry of Blows:
    +1/+1, 1d6+3, x2, B (Full round action)

    Quarterstaff:
    +3 or +1/+1, 1d6+3, x2, B

    Sling:
    +3, 1d4+3, x2, Range 50ft, B

    NO ARMOUR


    Equipment:

    Light load: 86lb or less
    Medium load: 87-173 lb
    Heavy load: 174-260lb
    Lift over head: 260lb
    Lift off ground: 320lb
    Push or drag: 1300lb

    Backpack, 2 lb
    Bedroll, 5 lb
    Belt pouch, 8 oz
    10 sling bullets, 5 lb
    Waterskin, 4 lb
    1 x trail rations, 1 lb
    Sack, 8 oz
    Flint & steel, -
    3 x torches, 3 lb

    TOTAL WEIGHT: 21 lb, light load

    PP: 0 GP: 4
    SP: 0 CP: 0


    Edit by garner: Grace left off a language.

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