This post has been edited by Benevolance: 09 December 2005 - 03:22 PM
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Characters
#3
Posted 09 November 2005 - 10:26 AM
Updated to level 7:
Behror's Online PDF Character Sheet
Behror's Online PDF Character Sheet
Behror Brassweaver Ranger 1 / Fighter 4/ Occult Slayer 2 Dwarf Male, Lawful neutral Level 7, Size M, Age 62, Gender Male, Height 4'-3", Weight 184lbs Eyes Dark Red-Brown, Hair Brown with red-orange tones Str: 19 Dex: 17 Con: 15 Int: 14 Wis: 16 Cha: 10 Base Hit Points: 66 AC 21 (Armor +5, Shield +2, Dex +3, deflection +1), Flat footed: 16, Touch: 14 Fort Save +8 (+3 vs spells or spell-like abilities) Ref Save +6 (+3 vs spells or spell-like abilities) Will +8 (+3 vs spells or spell-like abilities) BAB +7/+2 Melee Attack +11/+6 +1 Dwarven Waraxe: +13/+8 melee, 1d10+7 (1d10+9 w/o shield) crit x3 Masterwork Cold Iron Dwarven Waraxe: +13/+8 melee, 1d10+6 (1d10+8 w/o shield) crit x 3 Masterwork Light Hammer: +12/7 melee / +11 ranged, 1d4+4 Ranged Attack +10/+5 +1 Light Crossbow +11 ranged, 1d8+1 crit 19-20 Armor: Masterwork Breastplate Skills Climb 4+4-3 = +5 Craft (metalsmith) 2+2+2 = +6 Handle Animal 0+1 = +1 Heal 1+3 = +4 Hide 2+3-3 = +2 Jump 4+4-3 = +5 Knowledge (arcane) 5+2 = +7 Knowledge (architecture) 2+2 = +4 Knowledge (dungeoneering) 2+2 = +4 Knowledge (geography) 1+2 = +4 Knowledge (nature) 1+2 = +3 Listen 3+3 = +6 Move Silently 3+3-3 = +3 Profession (miner) 2+3 = +5 Search 1+2 = +3 Spellcraft 3+2 = +4 Spot 4+3 = +7 Survival 6+3 = +9 Swim 1+4-6 = -1 Speak Language: Dwarven, Common, Giant, Undercommon Feats: Track, Improved Initiative, Weapon Focus: Waraxe, Power Attack, Mage Slayer, Weapon Specialization: Waraxe, Improved Sunder Class Abilities: Favored Enemy +2 (chaotic outsiders) Wild Empathy +1 Magical Defense (Ex): +1 Weapon Bond (Su): +d6 damage to spell casters or creatures with spell-like abilities with magical Waraxe. Viscious Strike (Ex): If readied action to disrupt a spellcaster hits, deal double damage. Mind Over Magic (Su): 1/day. Cause a Spell or spell-like ability targeted against him to rebound onto the originator as a free action. This ability otherwise functions as the [i]Spell Turning[/i] spell. Dwarven Racial Traits Equipment Backpack 2 lbs back Bedroll 5 lbs pack Crowbar 5 lbs pack Flask 1.5 lbs pack Flint & Steel - pack Hammer 2 lbs pack Trail Rations (2 days) 2 lbs pack Hemp Rope (50 ft) 10 lbs pack Soap 1 lb pack Waterflask 1.5 lbs pack Whetstone 1 lb pack Artisan's Outfit 4 lbs barracks Uniform 4 lbs worn Peasant's Outfit 2 lbs barracks Spade 8 lbs pack Belt Pouch .5 lbs belt Alchemist's fire (2) 2 lbs pouch Oil, Magic Weapon +1 .1 lbs pouch Potion, Protection from Chaos .1 lbs pouch Potion, Remove Fear .1 lbs pouch Belt Pouch #2 .5 lbs belt Potion, Cure Light Wounds (3) .3 lbs pouch 2 Potion, Cure Moderate Wounds .1 lbs pouch 2 Potion, Pass Without Trace .1 lbs pouch 2 Elixir of Sneaking .1 lbs pouch 2 Breastplate Armor 30 lbs worn Dwarven Waraxe, magical +1 8 lbs back Dwarven Waraxe, Cold Iron, MW 8 lbs back Light Hammer, MW 2 lbs belt Light Crossbow +1 4 lbs belt Quiver with 8 bolts 1 lb belt Heavy Steel Shield (mastawork)15 lbs carried Ring of Protection +1 (left hand) Cash: 1 platinum, 5 gold, 8 silver, 8 copper
This post has been edited by OverdrivePrime: 13 March 2008 - 08:30 AM
#4
Posted 08 October 2006 - 04:59 PM
Name: Exseo Silverleaf Race: Elf Class: Fighter 6/Ranger 1 Alignment: Lawful Good Str: 18 (+4) Dex: 16 (+3) Con: 16 (+3) Int: 12 (+1) Wis: 13 (+1) Cha: 16 (+3) BAB : +7/+2 Melee +1 Longsword: +12/+7; damage 1d8+7; 19-20 crit x2 Silvered Dagger: +10/+5; damage 1d4+4; 19-20 crit x2 Ranged +1 Heavy crossbow: +11; damage 1d10+1; 19-20 crit x2 Saves Fort +10 Ref +7 Will +3 (+6 if against enchantment spells) AC: 23 = 10 + 5 armor + 2 Shield + 3 dex + 1 enchantment on armor + 1 enchantment on shield + 1 enchantment on ring Initiative: + 7 Hit Points: 71 Skills Spot +9 Listen +7 Diplomacy +8 Knowlegde Arcana +4 Ride +10 (+2 from military saddle; +8 without the saddle) UMD +6 Handle Animal +4 Concentration +8 Languages Elven Dwarfish Common Feats Favored Enemy - ? Track Wild Empathy Combat Expertise Improved Iniative Power Attack Weapon Focus (longsword) Cleave Weapon Specialization (longsword) Dodge Equipment +1 Breastplate armor Light warhorse Military saddle signet ring 2 saddle bags 5 sunrods 3 vials of cure light wounds 1 vial of hiding potion 2 empty vials longsword Silvered dagger 30 crossbow bolts 25 gold in pocket (+1) steel shield but character knows it is at least masterwork. Ring of protection +1 Militia gear MW longsword +1 crossbow (heavy) Waterflask Uniform & boots Bedroll Backpack 50' hemp rope Spade tent or portable ram Abilites Detect secret doors...(elven trait)
This post has been edited by Fugu: 04 December 2007 - 07:49 AM
#5
Posted 21 August 2007 - 12:18 AM
Name: Siscero Merados-Valikilin
Age: 18
Race: Human
Class: Cleric/Wizard
Height: 5’7”
Weight: 110 lbs
Level: 7 (4/3)
Alignment: NG
Description:
From Valrus:
Siscero Merados-Valkilin is the product of a divided family. His mother, Juil Merados, was the daughter of a high ranking priest and became a member of the clergy herself. His father, Killane Valkilin, was a member of The Institute and a wizard of no small accomplishment.
His mother and father loved him very much but it was the boy’s future that ultimately divided the family. His mother wished for him to follow her and enter the clergy, his father wanted the same for the boy at The Instutute. Bitter argument could be heard in the Merados-Valkilin household on many occasion, each parent trying to convince the other that their path was best for the boy. Siscero kept out the way when his parents started throwing things, and once in awhile a spell across the living room; that was always fascinating to him.
And so at the age of 10 his parents were still at a standstill and since they could not reach a decision they agreed that for the time being he would attend the The Institute as was customary for a citizen of his age. Siscero spent a year at The Institute; he didn’t seem to excel at the classes but never did poorly either, and he was often found in the library reading by himself. He made a few friends but none of them close.
After his year at The Institute his father went off to war, fighting outsiders on the frontier. Siscero’s mother took the opportunity to enroll him into the school for divine magic. Here he learned much as well for Siscero was ever the bucket for knowledge. When his father came to visit him during this time he would call him “sissy” boy, but it wasn’t until his next year of school that he found out what that really meant.
This went on for several years and Siscero grew up, switching schools every so often as his parents found reasons to convince, or go behind the back of the other, to do so. Eventually his talent for magic got him noticed and Siscero found himself drafted into the army. And so after raiding his fathers scroll collection, who is away again, he shows up at the barracks, very nervous and afraid of what is to come.
Siscero 2.0:
Siscero’s magical upbringing and the nature of Pandessa itself has made him arrogantly disdainful of non-magic users. He considers magic-use to be a high art-form and cannot understand why anyone would not strive to learn magic; and those who can’t learn he considers somewhat inferior and should be pitied.
While he whole-heartedly supports the war effort, he does not relish the thought of being involved in actual physical confrontation. While his priestly training did teach him the fundamentals of more mundane fighting skills, he will always first attempt to influence the outcome of any confrontation via magical means. He will leave the “banging of sticks” to his companions, although he will obviously use his growing powers to magically enhance and aid his comrades.
He is content to let others handle the leadership roles, recognizing that they are more experienced in combat than he. He also feels that such a role is beneath him – that his talents would be wasted on, and his time limited by, leading his companions. Leadership, in such a limited and specific scenario, is best left to those poor souls who cannot comprehend the nobler pursuit of the knowledge and practice of the magical arts.
Siscero loves to learn, and will use any opportunity to study. His focus is primarily on the magical and the divine, but anything new or different fascinates him.
Character Attributes
Combat Attributes
Melee Weapons
Range Weapons
Saving Throws
Languages
Common, Dwarven, Elven, Draconic, Goblin, Undercommon.
Class Features
General
Skills
2 + Int Cleric
4 + Int Wizard
Spells
Cleric Spell Save DC Mod: 3
Wizard Spell Save DC Mod: 4
Note: +1 to DC when casting Abjuration spells
Spell list and equipment list will be attached later.
Age: 18
Race: Human
Class: Cleric/Wizard
Height: 5’7”
Weight: 110 lbs
Level: 7 (4/3)
Alignment: NG
Description:
From Valrus:
Siscero Merados-Valkilin is the product of a divided family. His mother, Juil Merados, was the daughter of a high ranking priest and became a member of the clergy herself. His father, Killane Valkilin, was a member of The Institute and a wizard of no small accomplishment.
His mother and father loved him very much but it was the boy’s future that ultimately divided the family. His mother wished for him to follow her and enter the clergy, his father wanted the same for the boy at The Instutute. Bitter argument could be heard in the Merados-Valkilin household on many occasion, each parent trying to convince the other that their path was best for the boy. Siscero kept out the way when his parents started throwing things, and once in awhile a spell across the living room; that was always fascinating to him.
And so at the age of 10 his parents were still at a standstill and since they could not reach a decision they agreed that for the time being he would attend the The Institute as was customary for a citizen of his age. Siscero spent a year at The Institute; he didn’t seem to excel at the classes but never did poorly either, and he was often found in the library reading by himself. He made a few friends but none of them close.
After his year at The Institute his father went off to war, fighting outsiders on the frontier. Siscero’s mother took the opportunity to enroll him into the school for divine magic. Here he learned much as well for Siscero was ever the bucket for knowledge. When his father came to visit him during this time he would call him “sissy” boy, but it wasn’t until his next year of school that he found out what that really meant.
This went on for several years and Siscero grew up, switching schools every so often as his parents found reasons to convince, or go behind the back of the other, to do so. Eventually his talent for magic got him noticed and Siscero found himself drafted into the army. And so after raiding his fathers scroll collection, who is away again, he shows up at the barracks, very nervous and afraid of what is to come.
Siscero 2.0:
Siscero’s magical upbringing and the nature of Pandessa itself has made him arrogantly disdainful of non-magic users. He considers magic-use to be a high art-form and cannot understand why anyone would not strive to learn magic; and those who can’t learn he considers somewhat inferior and should be pitied.
While he whole-heartedly supports the war effort, he does not relish the thought of being involved in actual physical confrontation. While his priestly training did teach him the fundamentals of more mundane fighting skills, he will always first attempt to influence the outcome of any confrontation via magical means. He will leave the “banging of sticks” to his companions, although he will obviously use his growing powers to magically enhance and aid his comrades.
He is content to let others handle the leadership roles, recognizing that they are more experienced in combat than he. He also feels that such a role is beneath him – that his talents would be wasted on, and his time limited by, leading his companions. Leadership, in such a limited and specific scenario, is best left to those poor souls who cannot comprehend the nobler pursuit of the knowledge and practice of the magical arts.
Siscero loves to learn, and will use any opportunity to study. His focus is primarily on the magical and the divine, but anything new or different fascinates him.
Character Attributes
Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 19 (+4) Wisdom 17 (+3) Charisma 13 (+1)
Combat Attributes
HP: 42 3d4 + 4d8 + 2 (Constitution) per level AC: 13 0 armour + 0 shield + 3 dexterity + 0 size + 0 natural + 0 misc Touch: 13 3 dexterity + 0 size + 0 misc Flat-Footed: 10 0 armour + 0 shield + 0 size + 0 natural + 0 misc Initiative: 3 3 dexterity + 0 misc Speed: 30 30 base BaB: 4 3 cleric + 1 wizard Melee: 5 4 BaB + 1 strength + 0 size + 0 misc + 0 temp Ranged: 7 4 BaB + 3 dexterity + 0 size + 0 misc + 0 temp
Melee Weapons
Ttl Att Ttl Weapon Bonus Damage Critical Type Size Morningstar - MW 6 1d8+2 X2 B,P 1H
Range Weapons
Ttl Att Ttl Weapon Bonus Damage Critical Type Size Range Light Crossbow 8 1d8+1 19-20X2 P 2H 80 - magic +1
Saving Throws
Fortitude: 7 5 base + 2 constitution + 0 magic + 0 misc + 0 temp Reflex: 5 2 base + 3 dexterity + 0 magic + 0 misc + 0 temp Will: 10 7 base + 3 wisdom + 0 magic + 0 misc + 0 temp
Languages
Common, Dwarven, Elven, Draconic, Goblin, Undercommon.
Class Features
General
- Favoured Class - Wizard
- Feats - One extra at 1st level (human).
- Skills - 4 extra at 1st level (human) and 1 extra for every level thereafter.
- Armour & Weapon Proficiencies - Club, dagger, heavy crossbow, light crossbow, quarterstaff. No armour, and no shields.
- Spells -
- Summon Familiar -
- Scribe Scroll - Bonus feat at 1st level.
- Bonus Feats - Every 5th level. Must be a metamagic or item creation feat, or Spell Mastery.
- Spell Specialization - None
- Armour & Weapon Proficiencies - All simple weapons. All armour and shields except tower shields.
- Spells - Cannot cast Evil spells.
- Magic Domain - Use scrolls, wands, devices as a wizard of one-half cleric level. Stacks with wizard levels.
- Protection Domain - Generate protective ward as a supernatural ability whichgrants someone you touch a resistance bonus equal to cleric level on next saving throw.
- Spontaneous Casting - Can convert to any cure spell.
- Turn Undead (6) - Turn 3 + Cha modifier per day. Can turn or destroy undead. +2 bonus due to Knowledge – Religion.
- Skill Focus (Concentration) - +3 skill bonus to Concentration.
- Spell Focus (Abjuration) - +1 on save DC against Abjuration.
- Practiced Spellcaster (Wizard) - Increase caster level +3 (Cleric level max +4) for Wizard spells.
- Still Spell - Cast spells without somatic components. Must prepare as a stilled spell at one slot level higher than actual level.
Skills
2 + Int Cleric
4 + Int Wizard
Skill Key Ability Modifer Ability Modifer Rank Misc Modifier Appraise Int 4 +4 +2 magnifying glass Balance Dex 3 +3 - armour check Bluff Cha 1 +1 Climb Str 1 +1 - armour check Concentration Con 15 +2 10 +3 skill focus Craft – Int 4 +4 Decipher Script Int NA +4 Diplomacy Cha 5 +1 4 Disable Device Int NA +4 Disguise Cha 1 +1 Escape Artist Dex 3 +3 - armour check Forgery Int 4 +4 Gather Information Cha 1 +1 Handle Animal Cha NA +1 Heal Wis 9 +3 6 +2 with kit Hide Dex 6 +3 3 - armour check Intimidate Cha 1 +1 Jump Str 1 +1 - armour check Knowledge – nature Int 7 +4 3 Knowledge – geography Int 7 +4 3 Knowledge – arcana Int 14 +4 10 Knowledge – religion Int 14 +4 10 Listen Wis 3 +3 Move Silently Dex 3 +3 - armour check Open Lock Dex NA +3 Perform – Cha 1 +1 Profession Wis NA +3 Ride Dex 3 +3 Search Int 4 +4 Sense Motive Wis 3 +3 Sleight of Hand Dex NA +3 Spellcraft Int 16 +4 10 +2 knowledge arcana synergy Spot Wis 3 +3 Survival Wis 3 +3 Swim Str 1 +1 Tumble Dex NA +3 Use Magic Device Cha NA +1 +2 spellcraft synergy Use Rope Dex 3 +3
Spells
Cleric Spell Save DC Mod: 3
Wizard Spell Save DC Mod: 4
Cleric Spell Spells Bonus Domain Save DC Level Per Day Spells Spells 13 0 5 0 0 14 1 3 1 1 15 2 2 1 1
Wizard Spell Spells Bonus Save DC Level Per Day Spells 14 0 4 0 15 1 2 1 16 2 1 1
Note: +1 to DC when casting Abjuration spells
Spell list and equipment list will be attached later.
Attached File(s)
-
SisceroSpellList.txt (715bytes)
Number of downloads: 8
This post has been edited by Siscero v2.0: 03 December 2007 - 02:46 PM
#6
Posted 17 January 2008 - 11:05 PM
Jon Storm Scout 5/Fighter 1 Tiefling Male, Lawful Evil Level 7, Size M, Age 19, Gender Male, Height 6'-3", Weight 162lbs Eyes Grey, Hair Blue-black Movement: 40 feet Initiative: +10 Str: 16 (+3) Dex: 20 (+5) Con: 14 (+2) Int: 20 (+5) Wis: 13 (+1) Cha: 10 (+0) Base Hit Points: 58 AC (10 + 5 Dex + 5 Armor + 2 Buckler), Flat footed: 17, Touch: 15 Fort Save +6 Ref Save +9 Will +3 BAB +5 Melee Attack +8 MW Bastard Sword +9 (d10+3, 19-20/x2) Ranged Attack +10 +1 Longbow +11 or +9/+9 (d8+4, x3) Skills Ranks + Mod + Other Balance 8 + 5 + 2 = +15 Climb 8 + 3 + = +11 Craft (Fletcher) 8 + 5 + 2 = +15 Disable Device 8 + 5 + = +13 Hide 8 + 5 + 2 = +15 Intimidate 7 + 0 + = +7 Listen 8 + 1 + = +9 Move Silently 8 + 5 + = +13 Search 8 + 5 + = +13 Sense Motive 8 + 1 + = +9 Spot 8 + 1 + = +9 Survival 8 + 1 + = +9 Tumble 8 + 5 + = +13 Use Rope 8 + 5 + = +13 Languages: Common, Draconic, Dwarven, Elven, Goblin, Infernal Feats: Exotic Weapon Proficiency (Bastard Sword) Track Point Blank Shot Rapid Shot Iron Will Class Abilities: Skirmish (+2d6, +1 AC) Trapfinding Battle Fortitude +1 Uncanny Dodge Trackless Step Evasion Equipment +1 Mighty Comp Longbow (2700 gold) MW Bastard Sword (335gold) +1 Buckler (1165 gold) +1 Chain Shirt (1250 gold) Efficient Quiver (1800 gold) 60 Arrows (3 gold) 6 shortspears (6g) 18 javelins (18 g) Ring of Sustenance (2500 g) MW Fletcher's Tools (55 g) Backpack (2g) Water Flask (2) (2g) Cold Weather Gear (8g) 50' Silk Rope (10g) Hatchet (6g) Flint and steel (1g) Whetstone (2c) 38 gold, 9 silver, 8 copper remaining
This post has been edited by Kishi: 18 January 2008 - 12:58 AM
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