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17:04, 18th April 2024 (GMT+0)

Handige Informatie en Huisregels.

Posted by AranamarundaFor group 0
Aranamarunda
GM, 976 posts
Luck for the Few
Doom for the Many
Mon 23 Jan 2006
at 20:29
  • msg #1

Handige Informatie en Huisregels

There are quite a lot of houserules but none willl be to taxing:

  ABILITY SCORES:

- 36 point buy.

  RACES:

- DWARVES are slightly different from the standard dwarf. Change the following
  ability to the new ability:

  Attack Bonus:                +1 racial bonus on attack rolls against orcs and
                               goblinoids.
  to:
  Attack Bonus:                +1 racial bonus on attack rolls against halflings
                               and goblinoids.


- ELVES are treated normally.


- GNOLLS have the following game statistics:

  Ability Scores:              +4 Strength, +2 Constitution,
                               -2 Intelligence, -2 Charisma
  Size:                        Medium.
  Speed:                       30 feet.
  Darkvision:                  60 feet.
  Racial Hit Dice:             A gnoll begins with two levels of humanoid,
                               which provide 2d8 Hit Dice, a base attack bonus
                               of 1.5, and base saving throw bonuses of Fort
                               +2+1, Ref +2/3, and Will +2/3.
  Racial Skills:               A gnoll’s humanoid levels give it skill points
                               equal to 5 x(2 + Int modifier). Its class skills
                               are Listen and Spot.
  Racial Feats:                A gnoll’s humanoid levels give it one feat.
  Natural Armor:               +1
  Automatic Languages:         Common, Gnoll, Tormentirian.
  Bonus Languages:             Draconic, Elven, Goblin, Halflings.
  Favored Class:               Ranger.
  Level adjustment:            +0.
  Effective Character Level:   2


- GNOMES are slightly different from the standard dwarf. Change the following
  ability to the new ability:

  Attack Bonus:                +1 racial bonus on attack rolls against kobolds
                               and goblinoids.
  to:
  Attack Bonus:                +1 racial bonus on attack rolls against halflings
                               and goblinoids.


- GOBLINS have the following game statistics:

  Ability Scores:              +2 Dexterity, -2 Strength,
                               +2 Wisdom, -2 Charisma.
  Size:                        Small.
  Speed:                       20 feet.
  Darkvision:                  60 feet.
  Racial Skill Bonuses:        +4 Move Silently
                               +4 Ride
  Dodge:                       +4 dodge bonus to Armor Class against monsters of
                               the giant type. Any time a creature loses its
                               Dexterity bonus (if any) to Armor Class, such as
                               when it’s caught flat-footed, it loses its dodge
                               bonus, too.
  Automatic Languages:         Goblin, Common, Tormentirian.
  Bonus Languages:             Draconic, Elven, Giant, Gnoll, Halfing.
  Favored Class:               Rogue.
  Level adjustment:            +0.


- HALFLINGS will always be chaotic evil, except for sorcerers. These gain an
  extra ability, which will not be mentioned here. They may be evil if they
  like, but it isn't necassary and not recommanded.
  For none sorcerers, use the following abilities for halflings instead of the
  regular ones:

  Ability Scores:              +2 Dexterity, -2 Strength.
  Size:                        Small.
  Speed:                       20 feet.
  Racial Skill Bonuses:        +2 on Intimidate.
                               +2 on Bluff.
                               +2 on Move Silently.
                               +2 on Listen.
  Saving Throw Bonuses:        +1 racial bonus on all saving throws.
                               +2 morale bonus against fear.
  Attack Bonus:                +1 racial bonus on thrown weapons' attack roll.
  Weapon Familiarity:          Halflings may treat Massacre Blades as martial
                               weapons, rather than exotic weapons.
  Cannibalist:                 Eats mudered or slain foes when the oppertunity
                               is there. Eats everything really, might contract
                               a disease in the process. This ability does not
                               grant any benefits, but should be taken into
                               account.
  Massochist:                  Has to inflict pain on himself.
                               +4 circumstance bonus on saving throws against
                               pain effects.
                               When damaged in excess of 1 hit point per level
                               of the massochist in a single round, gain a +1
                               circumstance bonus on attack, damage, skill
                               checks and saving throws on the next round.
  Sadist:                      When damaging an opponent in excess of 1 hit
                               point per leve of the sadist in a single round,
                               gain a +1 circumstance bonus on attack, damage,
                               skill checks and saving throws on the next round.
                               Sadists laugh as the blood splatters on their
                               faces.
  Automatic Languages:         Common, Halfling, Tormentirian.
  Bonus Languages:             Infernal, Abyssal, Goblin Orc
  Favorite Class:              Rogue


- HALF ELVES are treated normally.


- HALF ORCS are slightly smarter then the normal half orc:

  Ability Scores:              +2 Strength, -2 Charisma


- HUMANS are treated normally.


- KOBOLDS are slightly stronger in my campaign. Kobolds have the following
  racial abilities:

  Ability Scores:              +2 Dexterity, -2 Strength.
  Size:                        Small.
  Speed:                       30 feet.
  Darkvision:                  60 feet.
  Racial Skill Bonuses:        +2 racial bonus on Craft (trapmaking).
                               +2 Profession (miner).
                               +2 Search checks.
  Racial Feats:                As Class.
  Natural armor                +1 bonus.
  Special Qualities:           Light sensitivity.
  Automatic Languages:         Kobold, Draconic, Tormentirian.
  Bonus Languages:             Common, Undercommon.
  Favored Class:               Sorcerer.
  Level adjustment:            +0.

- ORCS use the following statistics:

  Ability Scores:              +4 Strength, -2 Wisdom, -4 Charisma
  Size:                        Medium.
  Speed:                       30 feet.
  Darkvision:                  60 feet.
  Natural armor                +1 bonus.
  Special Qualities:           Light sensitivity.
                               Dazzled in bright sunlight or within the radius
                               of a daylight spell.
  Automatic Languages:         Common, Orc, Tormentirian.
  Bonus Languages:             Dwarven, Giant, Gnomish, Undercommon.
  Favored Class:               Barbarian.
  Level adjustment:            +0.

  CLASSES:

- Clerics: Can not cast healing spells or choose the healing domain.
- Clerics: Always believe in a deity, neve a source.
- Psionics: I will limit the maximum number of psionics in this campaign to one.
  psionics will follow special rules wich will be explained to the character
  that wants to play one. Starting out as another class will prevent you from
  ever choosing a psionic class.

  MULTI-CLASSING:

- No penalty to XP fo multy-classing.
- Maximum of 4 different classes up to level 20. Template counts as a class for
  this purpose. So, this isn't an option:
  Barbarian 4, Bard 2, Rogue 3, Sorcerer 1, Dragon Disciple 1.
  After you've reached level 20.... Well, we'll see about that.
- BAB en Saves progression: Partial bonusses: 1/2, 3/4 or 1 point per level
  BAB en Save progression: Only first class will give you the initial +2 bonus
  on your good save. If a later class allows a different good save then your
  first class, you may add that +2 initial bonus (don't forget you get 2.5
  points in your good save at level 1

  SKILLS:

- Knowledge: Nature en Knowledge: Religion may use Wisdom bonus
- Spellcraft may use Wisdom when your spells depend on your Wisdom score.
- Spellcraft may use Charisma when your spells depend on your Charisma score.
- Psionic and Magic Skills: Psionic skills can be used instead of the same magic
  skill, but suffer a -4 penalty when doing so.
  Magic skills can be used instead of the same magic skill, but suffer a -4
  penalty when doing so.
- Intimidate can make use of your Strentgh score.

  Feats:

- Dodge: Always grants a +1 dodge bonus to Armor Class.
- Greenbound Summoning: BANNED!

  Equipment:

- Mone has a weight! It is 100 coins for 1 lbs!

  COMBAT:

- Additional Weapons:

  Exotic Two-Handed Melee Weapon:
  Name            Cost    Dmg (S)  Dmg (M)    Crit  Range Inc  Weight  Type
  Massacre Blade  100 gp  1d8/1d8  1d10/1d10  x2    —          18 lb.  Slashing*
  *Double Weapon

  SPELLS:

- Healing spells only work for druids worshipping a Source, rangers worshipping
  a Source, bards, and paladins who do not worship a God
- Minor Mend Tissue and Bones, Light Mend Tissue and Bones, Moderate Mend
  Tissue and Bones, Serious Mend Tissue and Bones, Critical Mend Tissue and
  Bones, Full Mend Tissue and Bones and the like replace healing spells for
  clerics, though there is no specific domain to which they belong. These CAN be
  used by Clerics, Rangers worshipping a God, druids worshipping a God and
  paladins worshipping a God. They act like a cure spell but the recipient must
  make a fortitude save ( DC 15 + Spelllevel) or be shaken for a couple of days
  equalling the number by which you missed the save divided by two.
- Darkness: Doesn't give Shadowy Illumination but gives 20% concealment...
  Otherwise it would illuminate the dark.

This message was last edited by the GM at 18:26, Fri 02 Mar 2007.
Aranamarunda
GM, 977 posts
Luck for the Few
Doom for the Many
Mon 23 Jan 2006
at 20:31
  • msg #2

Re: Handige Informatie

DARKNESS
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.
In many cases, some characters or monsters might be able to see, while others are blinded. For purposes of the following points, a blinded creature is one who simply can’t see through the surrounding darkness.
—Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a sneak attack).
—Blinded creatures are hampered in their movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can’t run or charge.
—All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
—A blinded creature loses its Dexterity adjustment to AC and takes a –2 penalty to AC.
—A blinded creature takes a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.
—Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.
A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature).
—A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature’s current location. (If the unseen creature moves, its location is once again unknown.)
—If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not his location).
—A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

Copyright: WotC
Aranamarunda
GM, 1033 posts
Luck for the Few
Doom for the Many
Sun 5 Feb 2006
at 12:56
  • msg #3

Re: Handige Informatie

--------------------------------------------------------------------------------
   Name:                                Gender:
 Player:                                Height:
   Race:                                Weight:
  Align:                                   Age:
   Size:                                  Hair:
  Deity:                                  Eyes:
Cls/Lvl:                                  Hand:
 Max HP:                          Total Levels:
  Speed:                            Experience:
  Birth:                                Needed:
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  -- (--)   --      --     --     --        --        -- / +-
DEX :  -- (--)   --      --     --     --        --        -- / +-
CON :  -- (--)   --      --     --     --        --        -- / +-
INT :  -- (--)   --      --     --     --        --        -- / +-
WIS :  -- (--)   --      --     --     --        --        -- / +-
CHA :  -- (--)   --      --     --     --        --        -- / +-
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: --                         MELEE              RANGED
 Flat-Footed: --                         Total: --           Total: --
       Touch: --                          Base: --            Base: --
        Base: 10                          Epic: --            Epic: --
       Armor: --                      Strength: --       Dexterity: --
      Shield: --                          Luck: --            Luck: --
   Dexterity: --                       Insight: --         Insight: --
      Wisdom: --                          Misc: --            Misc: --
Intelligence: --
        Size: --                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: --
  Deflection: --                         Total: --            Base: --
     Natural: --                   Strentgh or: --            Epic: --
Natural Enh.: --                     Dexterity: --        Strength: --
     Insight: --                          Size: --            Size: --
        Luck: --                          Legs: --           Feats: --
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: --                         INITIATIVE
       Class: --                         Total: --
        Misc: --                     Dexterity: --
                                         Feats: --
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                --                  --                 --
       Base:                --                  --                 --
       Epic:                --                  --                 --
    Ability:                --                  --                 --
 Resistance:                --                  --                 --
    Insight:                --                  --                 --
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  --                 --
--------------------------------------------------------------------------------
RACIAL TRAITS

---

--------------------------------------------------------------------------------
CLASS ABILITIES

---

--------------------------------------------------------------------------------
FEATS
Feat  (Level 1):

--------------------------------------------------------------------------------
SPELLS or Powers

< Name Class > SPELLS / POWERS

Spells/Day (CL: 00; 0, 0+0, 0+0, etc.), DC = 10 + Ab + Spell level.
Total Power Points: 00 + 00 = 00, DC = 10 + Ab, + Power level.

SPELLS OR POWERS KNOWN: (Wizard, Sorcerer, Psionic, etc.)

Lvl    Spell Name    Effect
-      -             -

SPELLS MEMORIZED (Ranger, Cleric, Wizard, etc)
1st Level: Spell (x0), Spell (x0).

SPELL SLOTS REMAINING (Bard, Sorcerer, etc.
0   Level: 0 / 0
1st Level: 0 / 0

POWER POINTS REMAINING:
Total/Remaining: 0 /0

EXAMPLE:

WIZARD SPELLS

Spells/Day (CL: 1; 3, 1+1), DC = 10 + 3 + Spell level.

SPELLS KNOWN:
Lvl    Spell Name       Effect
0      Guidence         +1 on 1 attack roll
0      Detect Magic     in 60 feet cone.
1      Magic Missile    1/2 levels, for 1d4+1 damage each.

SPELLS MEMORIZED:
0   Level: Guidence (x2), Detect mMagic (x1)
1st Level: Magic Missile (x2)

--------------------------------------------------------------------------------


SKILLS
  Total Skillpoints: --
      Max Rank (cc): -- (--)
Armor Check penalty: --
     Without Shield: --
          Languages: --
        Conditional: --
            Synergy: --

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +0  =  0  +0  +0  |  Appraise                  (INT)      Yes     --
   +0  =  0  +0  +0  |  Autohypnosis              (WIS)      No      --
   +0  =  0  +0  +0  |  Balance                   (DEX)      Yes     --
   +0  =  0  +0  +0  |  Bluff                     (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Climb                    (STR)      Yes     --
   +0  =  0  +0  +0  |  Concentration             (CON)      Yes     --
   +0  =  0  +0  +0  |  *Craft: None              (INT)      Yes     --
   +0  =  0  +0  +0  |  Decipher Script           (INT)      No      --
   +0  =  0  +0  +0  |  Diplomacy                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  Disable Device            (INT)      No      --
   +0  =  0  +0  +0  |  Disguise                  (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +0  =  0  +0  +0  |  Forgery                   (INT)      Yes     --
   +0  =  0  +0  +0  |  Gather Information        (CHA)      Yes     --
   +0  =  0  +0  +0  |  Handle Animal             (CHA)      No      --
   +0  =  0  +0  +0  |  Heal                      (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Hide                     (DEX)      Yes     --
   +0  =  0  +0  +0  |  Intimidate                (CHA)      Yes     --
   +0  =  0  +0  +0  |  !Jump                     (STR)      Yes     --
   +0  =  0  +0  +0  |  *Knowledge: None          (INT)      No      --
   +0  =  0  +0  +0  |  Listen                    (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Move Silently            (DEX)      Yes     --
   +0  =  0  +0  +0  |  Open Lock                 (DEX)      No      --
   +0  =  0  +0  +0  |  *Perform:                 (CHA)      Yes     --
   +0  =  0  +0  +0  |  *Profession: None         (WIS)      Yes     --
   +0  =  0  +0  +0  |  Psicraft                  (Int)      No      --
   +0  =  0  +0  +0  |  Ride                      (DEX)      Yes     --
   +0  =  0  +0  +0  |  Search                    (INT)      Yes     --
   +0  =  0  +0  +0  |  Sense Motive              (WIS)      Yes     --
   +0  =  0  +0  +0  |  !Sleight of Hand          (DEX)      No      --
   +0  =  0  +0  +0  |  Spellcraft                (INT)      No      --
   +0  =  0  +0  +0  |  Spot                      (WIS)      Yes     --
   +0  =  0  +0  +0  |  Survival                  (WIS)      Yes     --
   +0  =  0  +0  +0  |  !!Swim                    (STR)      Yes     --
   +0  =  0  +0  +0  |  !Tumble                   (DEX)      No      --
   +0  =  0  +0  +0  |  Use Magic Device          (CHA)      No      --
   +0  =  0  +0  +0  |  Use Psionic Device        (CHA)      No      --
   +0  =  0  +0  +0  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

--------------------------------------------------------------------------------
WEAPON                              WEAPON

NAME   : -                          NAME   : -
WEAPON : -                          WEAPON : -
ATTACK : -                          ATTACK : -
DAMAGE : -                          DAMAGE : -
CRIT.  : -                          CRIT.  : -
RANGE  : -                          RANGE  : -
WEIGHT : -                          WEIGHT : -
TYPE   : -                          TYPE   : -
SIZE   : -                          SIZE   : -
COST   : -                          COST   : -
SPECIAL: -                          SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR                               SHIELD

NAME   : -                          NAME   : -
ARMOR  : -                          ARMOR  : -
MAX DEX: -                          MAX DEX: -
ACP    : -                          ACP    : -
SPL FL : -                          SPL FL : -
SPEED  : -                          SPEED  : -
SPECIAL: -                          SPECIAL: -

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Battle Gear:            0.00     0.0      ?          -

Items/#                           Cost     Weight   Location   Notes
?                                 0.00     0.0      ?          -
?                                 0.00     0.0      ?          -


Sub Total Items                   0.00     0.0
Sub Total Battlegear              0.00     0.0

GOLD & WEIGHT                     0.00     0.0
GOLD LEFT                         0.00     0.0

TOTAL WEIGHT CARRIED:                      0.0
COMBAT WEIGHT:                             0.0 (Dropped Backpack: 00.0)

Light   /  Medium   /  Heavy Load
0/000   /  000/000  /  000/000
Current Load: Light  (No penalties)
Combat Load : Light  (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces:
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                        Ability               Worth:
?                           ?                     0.00

--------------------------------------------------------------------------------
Spells:

---

--------------------------------------------------------------------------------
HISTORY / BACKGROUND

Not Yet Assigned

--------------------------------------------------------------------------------
LEVEL PROGRESSION
Bonus Class Skill: Acrobatics

LEVEL    CLASS      HIT POINTS    SKILLS
1        -          -- HP         Skill Name/-, ...
2        -          -- HP         Skill Name/-, ...
--------------------------------------------------------------------------------
MOTIVATIONS & GOALS
-
-
-
--------------------------------------------------------------------------------
PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
--------------------------------------------------------------------------------
PERSONALITY / QUIRKS / MANNERISMS
-
-
This message was last edited by the GM at 12:54, Sun 08 June 2008.
Aranamarunda
GM, 1163 posts
Luck for the Few
Doom for the Many
Thu 16 Mar 2006
at 21:46
Aranamarunda
GM, 1363 posts
Luck for the Few
Doom for the Many
Wed 7 Jun 2006
at 13:24
  • msg #5

Re: http://www.d20srd.org

Kijk hierboven voor het sheet zelf. Hier volgt die van Pègrin, als voorbeeld :D
--------------------------------------------------------------------------------
   Name: Pègrin Stroy                   Gender: Male
 Player: Rense                          Height: 5'8"
   Race: Human                          Weight: 110 lbs
  Align: True Neutral                      Age: 25
   Size: Medium                           Hair: Red Brown
  Deity: ?                                Eyes: Blue
Cls/Lvl: Rogue/5                          Hand: Left
 Max HP: 25                       Total Levels: 5
  Speed: 30 feet                    Experience: 10.000 +
  Birth: Donkerdag, 18 Fusia 1240       Needed: 15.000
--------------------------------------------------------------------------------
ABILITIES                                               Final
                 Racial  Level  Item   Template  Misc   Ability
     Base (pts)  Bonus   Bonus  Bonus  Bonus     Bonus  Score / Modifier
STR :  14 ( 8)   --      --     --     --        --        14 / +2
DEX :  18 (16)   --      01     --     --        --        19 / +4
CON :  10 ( 2)   --      --     --     --        01        11 / +0
INT :  16 (10)   --      --     --     --        --        16 / +3
WIS :   8 ( 0)   --      --     --     --        --         8 / -1
CHA :   8 ( 0)   --      --     --     --        --         8 / -1
Conditional Modifiers: None
--------------------------------------------------------------------------------
ARMOR CLASS                                   BASE ATTACK BONUS
    AC Total: 20 (23)                    MELEE              RANGED
 Flat-Footed: 20                         Total: +7           Total: +9
       Touch: 16                          Base: 03            Base: 03
        Base: 10                          Epic: --            Epic: --
       Armor: 03                      Strength: 02       Dexterity: 04
      Shield: -- (03)                     Luck: --            Luck: --
   Dexterity: 04                       Insight: 01         Insight: 01
      Wisdom: --                          Misc: 01            Misc: 01
Intelligence: --
        Size: 00                           TRIP              GRAPPLE
 Enhancement: --                         (defensive)         Total: +5
  Deflection: --                         Total: +4            Base: 03
     Natural: --                   Strentgh or: --            Epic: --
Natural Enh.: 01                     Dexterity: 04        Strength: 02
     Insight: --                          Size: 00            Size: 00
        Luck: --                          Legs: 00           Feats: 00
      Sacred: --                          Misc: --            Misc: --
     Profane: --
       Dodge: 01                         INITIATIVE
       Class: --                         Total: +8
        Misc: 01                     Dexterity: 04
                                         Feats: 04
 Conditional: ?                           Misc: --
 Concealment: --%
--------------------------------------------------------------------------------
SAVING THROWS:
       NAME:              FORTITUDE           REFLEX              WILL
Key Ability:            (Constitution)      (Dexterity)         (Wisdom)

      Total:                +2                 +10                 +1
       Base:                01                  04                 01
       Epic:                --                  --                 --
    Ability:                00                  04                 -1
 Resistance:                --                  --                 --
    Insight:                01                  01                 01
     Sacred:                --                  --                 --
    Profane:                --                  --                 --
       Luck:                --                  --                 --
       Misc:                --                  01                 --
--------------------------------------------------------------------------------
RACIAL TRAITS

Human:

Bonus Feat:                 1 Bonus Feat
Bonus Skill Points:         +1 Skill Point per level, +4 at first level
--------------------------------------------------------------------------------
CLASS ABILITIES

Pègrin:

Precognition                +1 to Attack, Armor and Reflex Saves

Rogue:

Sneak Attack                +3d6
Trapfinding                 Can use the Search skill to locate traps, can use
                            disable device to disarm magical traps
Trap sense +1               Alerts her to danger from traps, giving her a +1
                            bonus on Reflex saves made to avoid traps and a +1
                            dodge bonus to AC against attacks made by traps


Proficiency simple weapons  Simple weapons, plus the hand crossbow, rapier,
                            sap, shortbow, and short sword.
Proficiency armor           Rogues are proficient with light armor, but not
                            with shields.
Evasion:                    If he makes a successful Reflex saving throw against
                            an attack that normally deals half damage on a
                            successful save, she instead takes no damage.
Uncanny Dodge               She retains her Dexterity bonus to AC (if any) even
                            if she is caught flat-footed or struck by an
                            invisible attacker
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FEATS
Feat  (Level 1):            Improved Initiative
Feat  (bonus):              Dodge
Feat  (level 3):            Weapon Finesse

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SKILLS
  Total Skillpoints: 96 (-3)
      Max Rank (cc): 8  ( 4)
Armor Check penalty: -2
     Without Shield: -1
          Languages: Common, Human, Tormentire, Goblin, Gnome, Elven
        Conditional: Stone of Inisght:
                     Bluff, Diplomacy, Intimidate, Jump, Ride, Survival, Swim,
                     Use Rope
            Synergy: Tumble 5 ranks: +2 Balance and Jump
                     Search 5 ranks: +2 survival checks when following tracks

   Mod = Rnk Abl Msc |  Skills:                   Stat    Untrained? Cross?
   +4  =  1  +3  +0  |  Appraise                  (INT)      Yes     --
   -1  =  0  -1  +0  |  Autohypnosis              (WIS)      No      CC
   +9  =  3  +4  +2  |  Balance                   (DEX)      Yes     --
   +0  =  0  -1  +1  |  Bluff                     (CHA)      Yes     --
   +3  =  1  +2  +0  |  !Climb                    (STR)      Yes     --
   +1  =  0  +1  +0  |  Concentration             (CON)      Yes     CC
   +4  =  1  +3  +0  |  *Craft: None              (INT)      Yes     --
   +7  =  4  +3  +0  |  Decipher Script           (INT)      No      --
   +0  =  0  -1  +1  |  Diplomacy                 (CHA)      Yes     --
   +5  =  2  +3  +0  |  Disable Device            (INT)      No      --
   -1  =  0  -1  +0  |  Disguise                  (CHA)      Yes     --
   +7  =  3  +4  +0  |  !Escape Artist (Use Rope) (DEX)      Yes     --
   +8  =  5  +3  +0  |  Forgery                   (INT)      Yes     --
   -1  =  0  -1  +0  |  Gather Information        (CHA)      Yes     --
   -1  =  0  -1  +0  |  Handle Animal             (CHA)      No      CC
   -1  =  0  -1  +0  |  Heal                      (WIS)      Yes     CC
   +12 =  8  +4  +0  |  !Hide                     (DEX)      Yes     --
   +3  =  0  +2  +1  |  Intimidate                (STR)      Yes     --
   +7  =  2  +2  +3  |  !Jump                     (STR)      Yes     --
   +4  =  1  +3  +0  |  *Knowledge: Local         (INT)      No      --
   +7  =  8  -1  +0  |  Listen                    (WIS)      Yes     --
   +12 =  8  +4  +0  |  !Move Silently            (DEX)      Yes     --
   +12 =  8  +4  +0  |  Open Lock                 (DEX)      No      --
   -1  =  0  -1  +0  |  *Perform:                 (CHA)      Yes     --
   -1  =  0  -1  +0  |  *Profession: None         (WIS)      Yes     --
   +3  =  0  +3  +0  |  Psicraft                  (Int)      No      cc
   +6  = 2/2 +4  +1  |  Ride                      (DEX)      Yes     cc
   +11 =  8  +3  +0  |  Search                    (INT)      Yes     --
   -1  =  0  -1  +0  |  Sense Motive              (WIS)      Yes     --
   +12 =  8  +4  +0  |  !Sleight of Hand          (DEX)      No      --
   +3  =  0  +3  +0  |  Spellcraft                (INT)      No      cc
   +4  =  5  -1  +0  |  Spot                      (WIS)      Yes     --
   +2  =  0  -1  +3  |  Survival                  (WIS)      Yes     cc
   +3  =  0  +2  +1  |  !!Swim                    (STR)      Yes     --
   +12 =  8  +4  +0  |  !Tumble                   (DEX)      No      --
   -1  =  0  -1  +0  |  Use Magic Device          (CHA)      No      --
   -1  =  0  -1  +0  |  Use Psionic Device        (CHA)      No      cc
   +9  =  4  +4  +1  |  Use Rope                  (DEX)      Yes     --
! = Armor Check Penalty applies (double for Swim)
* = Requires specialization

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WEAPON                              WEAPON

NAME   : -                          NAME   : -
WEAPON : Rapier                     WEAPON : Longbow
ATTACK : +10                        ATTACK : +9
DAMAGE : 1d6+2                      DAMAGE : 1d8
CRIT.  : 18-20/x2                   CRIT.  : x3
RANGE  : -                          RANGE  : 100 feet
WEIGHT : 2                          WEIGHT : 3
TYPE   : Piercing                   TYPE   : Piercing
SIZE   : Medium, 1 Handed           SIZE   : Medium, Ranged, Missile
COST   : 320                        COST   : 75
SPECIAL: Masterwork                 SPECIAL: -
         Weapon Finesse

NAME   : -                          NAME   : -
WEAPON : Shortsword                 WEAPON : Bolas
ATTACK : +10?                       ATTACK : +5
DAMAGE : 1d6+2?                     DAMAGE : 1d3+2
CRIT.  : 19-20/x2                   CRIT.  : x2
RANGE  : -                          RANGE  : 60 feet
WEIGHT : 2                          WEIGHT : 2
TYPE   : Piercing                   TYPE   : Bludegeoning
SIZE   : Medium, Fine               SIZE   : Medium, Ranged, Throwing
COST   : ?                          COST   : 5
SPECIAL: Magic                      SPECIAL: Non lethal damage
                                             Can be used for Trip

NAME   : -
WEAPON : Heavy Mace
ATTACK : +7
DAMAGE : 1d8+2
CRIT.  : x2
RANGE  : -
WEIGHT : 8
TYPE   : Bludgeoning
SIZE   : Medium, 1-handed
COST   : 12
SPECIAL: -


Conditional Modifiers: None
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ARMOR                               SHIELD

NAME   : Studded Leather            NAME   : Heavy Wooden Shield
ARMOR  : +3                         ARMOR  : +3
MAX DEX: +5                         MAX DEX: -
ACP    : -1                         ACP    : -1
SPL FL : 15%                        SPL FL : 15%
SPEED  : 30                         SPEED  : 30
SPECIAL: -                          SPECIAL: Magical, +1

Conditional Modifiers: None
--------------------------------------------------------------------------------
EQUIPMENT

Battlegear/#                      Cost     Weight   Location   Notes

Dagger                            ?        1.0      Belt       Gold, Platinum,
                                                               Mithril
Long Bow                         75.00     3.0      Belt
Bolas                             5.00     2.0      Belt
Rapier                          320.00     2.0      Belt       Masterwork
Studded Leather                  25.00    20.0      Worn
Heavy Mace                       12.00     8.0      Belt
Heavy Wooden Shield               ?.??    10.0      Worn       Magic
Short Sword                       ?.??     2.0      Belt       Magic




Sub Total Battle Gear:            ?.??    48.0

Items/#                           Cost     Weight   Location   Notes

Backpack                          2.00     2.0      Back
Bedroll                           0.10     5.0      Backpack
Candle                            0.01     -.-      Backpack
Caltrops                          1.00     2.0      Backpack
Crowbar                           5.00     2.0      Backpack
Signal Whistle                    0.80     -.-      Backpack
Traveller's Outfit                1.00     5.0      Body
Rope, Silk                       10.00     -.-      Backpack
Arrows (52)                       3.00     8.0      Back


Sub Total Items                  22.91    24.0
Sub Total Battlegear              ?.??    48.0

GOLD & WEIGHT                     ?.??    72.0
GOLD LEFT                         0.00     0.0  ???

TOTAL WEIGHT CARRIED:                     72.0  ?
COMBAT WEIGHT:                            61.0  (Dropped Backpack: 11.0) ?

Light   /  Medium   /  Heavy Load
0/ 58   /   59/116  /  117/175
Current Load: Medium  (Check for penalties!)
Combat Load : Light   (No penalties)
--------------------------------------------------------------------------------
WEALTH

Platinum Pieces:
Gold     Pieces:
Silver   Pieces:
Copper   Pieces:

GEMS
Name                Worth      Weight:
?                   0.00       0.0

ART
Name                Worth      Weight:
?                   0.00       0.0

Magical Items
Name                    Ability                                      Worth:

Stone                   Of Insight
                         +1 to Attack                                ?
                         +1 to all Saves
                         +1 Bluff, Diplomacy, Intimidate, Jump,
                         +1 Ride, Survival, Swim, Use Rope

Ring                    Of Natural Armor, +1                         ?

Short Sword             ?                                            ?

Heavy Wooden Shield     +1                                           ?


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Spells:

N.A.

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HISTORY / BACKGROUND

Assigned

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LEVEL PROGRESSION
Bonus Class Skill: Acrobatics

LEVEL    CLASS      HIT POINTS    SKILLS
1        -          -- HP         Skill Name/-, ...
2        -          -- HP         Skill Name/-, ...

omhoog naar lvl 4: 6hp erbij (5+1), +1 op dex
omhoog naar lvl 5: 5hp erbij (4+1), sneak 3d6

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MOTIVATIONS & GOALS
-
-
-
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PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER
-
-
-
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PERSONALITY / QUIRKS / MANNERISMS
-
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