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| Tweet Topic Started: Feb 1 2014, 12:33 PM (51 Views) | |
| Rage7469 | Feb 1 2014, 12:33 PM Post #1 |
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Name: Xenor Baroth Aliases: Race:Human Class(es) and Level: cleric 1 Height: 6ft Weight: 200ilb Age: 20 Eye Color: brown Hair Color: brown Skin Color: white Gender: male Handedness: left Languages: common Alignment: neutral Deity: Nemorga Strength: 16 Dexterity: 16 Constitution: 16 Intelligence: 16 Wisdom: 18 Charisma: 16 Maximum Hit Points: 11 AC: 14 AC (Touch): 13 AC (Flat-Footed): 14 Fortitude: 2 +3 = 5 Reflex: Will: 2+ 4 = 6 Speed: 20ft Initiative: 3 Base Attack Bonus: 1 +3 Grapple: Attacks Weapon: long sword Attack Bonus: 0 Damage: 1d8 Critical: 19-20x2 Range: 5 Type: slashing Notes: Ammunition: Weapon: heavy mace Attack Bonus: 0 Damage: 1d8 Critical: x2 Range: 5 Type: blunt Notes: Ammunition: Weapon: Attack Bonus: Damage: Critical: Range: Type: Notes: Ammunition: Weapon: Attack Bonus: Damage: Critical: Range: Type: Notes: Ammunition: Weapon: Attack Bonus: Damage: Critical: Range: Type: Notes: Ammunition: Skills 24 Appraise: (Intelligence Modifier + Ranks + Given Bonuses) Balance: (Dexterity Modifier + Ranks + Given Bonuses) Bluff: (Charisma Modifier + Ranks + Given Bonuses) Climb: (Strength Modifier + Ranks + Given Bonuses) *Concentration: (3 + 4 + Given Bonuses) *Craft(______): (Intelligence Modifier + Ranks + Given Bonuses) Craft(______): (Intelligence Modifier + Ranks + Given Bonuses) Craft(______): (Intelligence Modifier + Ranks + Given Bonuses) Decipher Script: (Intelligence Modifier + Ranks + Given Bonuses) *Diplomacy: (Charisma Modifier + + Given Bonuses) Disable Device: (Intelligence Modifier + Ranks + Given Bonuses) Disguise: (Charisma Modifier + Ranks + Given Bonuses) Escape Artist: (Dexterity Modifier + Ranks + Given Bonuses) Forgery: (Intelligence Modifier + Ranks + Given Bonuses) Gather Information: (Charisma Modifier + Ranks + Given Bonuses) Handle Animal: (Charisma Modifier + Ranks + Given Bonuses) *Heal: (Wisdom Modifier + Ranks + Given Bonuses) Hide: (Dexterity Modifier + Ranks + Given Bonuses) Intimidate: (Charisma Modifier + Ranks + Given Bonuses) Jump: (Strength Modifier + Ranks + Given Bonuses) *Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses) Knowledge(the planes): (3 + 4 + Given Bonuses) *Knowledge(religion): (3 + 4 + Given Bonuses) Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses) Knowledge(______): (Intelligence Modifier + Ranks + Given Bonuses) Listen: (Wisdom Modifier + Ranks + Given Bonuses) Move Silently: (Dexterity Modifier + Ranks + Given Bonuses) *Open Lock: (3 + 4 + Given Bonuses) *Perform(______): (Charisma Modifier + Ranks + Given Bonuses) Perform(______): (Charisma Modifier + Ranks + Given Bonuses) Perform(______): (Charisma Modifier + Ranks + Given Bonuses) Profession(______): (Wisdom Modifier + Ranks + Given Bonuses) Profession(______): (Wisdom Modifier + Ranks + Given Bonuses) Ride: (Dexterity Modifier + Ranks + Given Bonuses) *Search: (4 + 4 + Given Bonuses) Sense Motive: (Wisdom Modifier + Ranks + Given Bonuses) Sleight of Hand: (Dexterity Modifier + Ranks + Given Bonuses) *Spellcraft: (Intelligence Modifier + Ranks + Given Bonuses) Spot: (Wisdom Modifier + Ranks + Given Bonuses) *Survival: (4 + 4 + Given Bonuses) Swim: (Strength Modifier + Ranks + Given Bonuses) Tumble: (Dexterity Modifier + Ranks + Given Bonuses) Use Magic Device: (Charisma Modifier + Ranks + Given Bonuses) Use Rope: (Dexterity Modifier + Ranks + Given Bonuses) Feats Feat Name: Domain affinity Prerequisites:worship a deity Effect: gain access to a domain Feat Name:improved toughness Prerequisites: base fortitude +2 Effect: 1hp per HD Special Abilities Ability Name: Effect: Spells Domain: death ability: death touch ability, roll 1d6/cleric lvl if equal to or more creature dies (no save) Domain: travel Ability: affected by freedom of movement up to a number of rounds equal to cleric lvl. Domain:Gateways Ability Open lock and search class skills, +4 divine bonus on saving throws attack rolls while in threshold or doorstep of a door, gateway, or other portal. 0th Level: 1st Level: 2nd Level: 3rd Level: 4th Level: 5th Level: 6th Level: 7th Level: 8th Level: 9th Level: Spell Save: Spell Failure Chance: Gear Armor/Shield Type/Protective Item: scale mail AC Bonus: 2 Skill Check Penalty: -4 Spell Failure Chance: Speed: 20 Weight: 30 Special Properties: Armor/Shield Type/Protective Item:heavy steel sheild AC Bonus: 2 Skill Check Penalty: Spell Failure Chance: Speed: Weight: 15 Special Properties: Other Possessions: adventurers kit Money: 16 Backstory: |
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| DM Theo | Mar 7 2014, 02:20 PM Post #2 |
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Name: Malborn Blackwater Aliases: Malicous / Mal Race: Halfling Class(es) and Level: Rouge \ 1st Height: 3' Weight: 35lbs Age: 25 Eye Color: grey Hair Color: brown Skin Color: tan Gender: M Handedness: Right Languages: Halfling, Common (Ledean). Bonus Language: Titanspeak, Calastian Alignment: Chaotic Neutral Deity: Hwyrdd Holy Symbol: A silhouette of a human’s left hand. lnvocation Benefit Drendari’s worshipers who invoke her for one full round receive a +1 bonus to their next Hide, Move Silently, Open Lock, or Sleight of Hand check. Thieves who regularly pray (at least once a day) receive a +2 bonus on Hide checks as long as they remain faithful. Score Modifier Strength: 13 +1 Dexterity: 19 +4 Constitution: 13 +1 Intelligence: 14 +2 Wisdom: 11 +0 Charisma: 15 +2 Maximum Hit Points: 7 Racial Total Bonus AC AC: 16 +1 17 AC (Touch): 14 +1 15 AC (Flat-Footed): 12 +1 13 Saves Base Modifier Racial Bonus Total Fortitude: +0 +1 (Con) +1 +2 Reflex: +2 +4 (Dex) +1 +7 Will: +0 +0 (Wis) +1 +1 +2 morale bonus against Fear effects (Scarred Lands Halfling Bonus) Speed: 20ft Initiative: +4 (Dex) Base Attack Bonus: +0 Melee: BAB +0 + Str Mod +1 = +1 Ranged: BAB +0 + Dex Mod +4 = +4 Grapple: Attacks Weapon Attack Bonus Damage Critical Type Range Short Sword +1 1d4+1 19-20/x2 Piercing Dagger +1 1d3+1 19-20/x2 Piercing 10ft (+3 thrown) Light Crossbow +4 1d6 19-20/x2 Piercing 80ft +2 Racial Bonus on a thrown weapon or sling (Scarred Lands Halfling Bonus) Skills Stat Mod Ranks Racial Mod Total Bonus Balance: Dex 4 + 4 = 8 Bluff: Cha 2 + 2 +2 = 6 Climb: Str 1 + 3 +2 = 6 Diplomacy: Cha 2 + 1 = 3 Disable Device: Int 2 + 2 = 4 Disguise: Cha 2 + 3 = 5 Escape Artist: Dex 4 + 1 = 5 Gather Info: Cha 2 + 2 = 4 Hide: Dex 4 + 4 = 8 Jump: Str 1 + 3 +2 = 6 Knowledge(local) Int 2 + 1 = 3 Listen: Wis 0 + 1 +2 = 3 Move Silently: Dex 4 + 4 +2 = 10 Open Lock: Dex 4 + 3 = 7 Sleight of Hand: Dex 4 + 2 = 6 Spot: Wis 0 + 3 = 3 Use Magic Device: Cha 2 + 1 = 3 Use Rope: Dex 4 + 1 = 5 Feats Combat Reflexes You are entitled to make 5 attacks of opportunity a round. 1 that all characters can make, plus 4 additional due to your Dex modifier. And Dex damage that changes your modifier will affect this. You can also make attacks of opportunity when flat footed. You can only make one attack of opportunity per opportunity. Does not stack with the rogue’s opportunist ability. Special Abilities: Sneak Attack When ever an opponent is flanked or otherwise denied their Dex modifier to their AC, you can hit for an additional 1d6 in damage. Feat Name: Weapon Finesse Prerequisites: Effect: Gear Armor/Shield Type/Protective Item: Leather AC Bonus: +2 Max Dex Bonus: +6 Skill Check Penalty: -0 Spell Failure Chance: 10% Speed: 20ft Weight: 15lbs Special Properties: N/A Other Possessions: One days rations Hooded Lantern 3 pints oil bedroll flint/steel Water skin sack backpack Thief’s tools Light crossbow Short sword dagger Money: 25gp Backstory Learned the trade of Cloak and Dagger at an early age. He's very tight lipped. Talks only when necessary. He likes nothing more than a challenge, and when given a mission it's either complete or death. Highly motivated by coin. His allegiance is hard to buy... And even harder to forge. He's quiet suspicious of all tall races like most halflings. But if you can make him your friend. You'll never have a better more loyal companion watching your back form the shadows. |
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6:47 PM Jul 10