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Posted: Wed Jul 15, 2009 12:14 pm
Name: Faeragen Auravil Race: Half Elf Align: Neutral Good Class: Ranger(1) Level: 1 Deity: Ehlonna
Str: 15 Dex: 16 Con: 9 Int: 12 Wis: 13 Cha: 11
HP: 7/7 AC: 16 Init: +3
Fort save: +1 Ref save: +5 Will save: +1
Base Attack Bonus: +1
Melee attack: +3 Ranged attack: +4
Melee Weapon: Nagaika +3 (Dmg 1d6+2; Crit x2; Special- reaches 15ft, use to trip, +2 to disarm, like whip, but does damage and affects those with armor.)
Ranged Weapon: Longbow +4 (Dmg 1d8; Crit x3; Range 70ft.)
Inventory: 20 arrows, bedroll, 3 torches, one week of rations.
Armor: Studded Leather (+3 AC; +5 max dex; -1 armor penalty; light armor.)
Skills: Listen +5; Spot +5; Move Silently +7; Hide +7; Survival +5; Handle Animal +4; Knowledge(nature) +5; Heal +5.
Feats: Track, Exotic Weapon Proficiency(nagaika).
Spells: None
Special Abilities: Elven Blood; Favored Enemy- Dragons +2; Wild Empathy.
Background: A pretty common sort, he was risen amongst elves, learning the way of the bow and the land. But his small village was destroyed by a rampaging dragon. He swore vengence on the infernal creature. In a distant land, he received training witha rather unique weapon, the nagaika, a glass covered whip. (if you have one)
Special: Some feats and abilities I get are from the Master of the Wilds supplement.
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Posted: Fri Jul 17, 2009 10:18 am
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Posted: Mon Jul 27, 2009 1:23 pm
Name: Wicker Falgar Race: Human Align: Neutral Class: Rogue Level: 2 Deity: None
Str: 12 Dex: 15 Con: 9 Int: 14 Wis:11 Cha: 16
HP: 7 AC: 14(touch 12, ff 12) Init: +6
Fort save: -1 Ref save: +5 Will save: 0
Base Attack Bonus: +1
Melee attack: +2 Ranged attack: +3
Melee Weapon:Rapier (+2, 1d6+1, 18-20/x2, Piercing)
Ranged Weapon: Shortbow (+3, 1d6, x3, 60ft, Piercing)
Inventory: Thieves Tools, Adventuring Clothes, Rations x7,
Armor: Leather Armor (Light, +2 AC, +6 max dex, 0 penalty)
Skills: Open Lock(+7), Disable Device(+7), Listen(+5), Spot(+5), Search(+7), Disguise(+8 ), Diplomacy(+8 ), Sense Motive(+5), Bluff(+8 ), Use Magic Device(+8 ), Knowledge[local](+7) Gather Information(+3) Feats: Improved Initiative, Run
Spells:
Special Abilities: Sneak Attack +1d6, Trapfinding, Evasion
Background: None worth mention.
Special:To be updated! (anything else you want to tell me about your character or items)
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Posted: Wed Nov 04, 2009 1:52 pm
Name: Yervar Race: Human Align: Chaotic Neutral Class: Wizard(7), Bloodmagus(7) Level: 14 Deity: Agnostic
Str: 8 Dex: 14 Con: 17 Int: 16 Wis: 12 Cha: 10
HP: 76/76 AC: 18 Init: +2
Fort save: +10 Ref save: +6 Will save: +8
Base Attack Bonus: +6
Melee attack: Masterwork Club +7/+2 (1d6, x2) Ranged attack: +1 Light Crossbow +9/+4 (1d8+1, 19-20/x2)
Inventory: Ring of Wizardry I, Claok enchanted with permanent Familiar Pocket, Dusty Rose Prism Ioun Stone, Vibrant Purple Prism Ioun Stone, wand of fire orb(20 charges), wand of acid orb(15 charges), spellbook, spell pouch.
Armor: Bracers of Armor +2, Amulet of Natural Armor +2, Ring of Protection +1
Skills: Concentrate +20, Spellcraft +20, Knowldege(arcana) +20, Knowledge(planes) +20, Knowledge(history) +20, Heal +11
Feats: Scribe Scroll, Toughness, Spell Focus(evocation), Still Spell, Brew Potion, Craft Wand, Greater Spell Focus(evocation), Improved Unarmed Strike, Weapon Focus(touch spell).
Spells Prepared: (4/5/5/4/3/2) 0--Message(2), Prestidigitation, Detect Magic; 1st--mage armor, charm person, lesser acid orb(2), negative energy ray; 2nd--scorching ray(2), detect thoughts, see invisibility, melf's acid arrow; 3rd--dispel magic, negative energy burst, greater magic weapon, fireball; 4th--suggestion, fire orb, acid orb; 5th--teleport, dominate person.
Special Abilities: Familiar(Herdek the Raven), Blood Component, Staunch, Scarification, Death Knell, Blood Draught, Infusion, Gore, Thicker than Water.
Background: Yervar
Special: Most of these gained from Tome and Blood supplement.
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