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.
-------------------------------------------------------------------------------- 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.
-------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------- FEATS Feat (Level 1): Improved Initiative Feat (bonus): Dodge Feat (level 3): Weapon Finesse -------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------- 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 ? -------------------------------------------------------------------------------- Spells: N.A. -------------------------------------------------------------------------------- HISTORY / BACKGROUND Assigned -------------------------------------------------------------------------------- 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 -------------------------------------------------------------------------------- MOTIVATIONS & GOALS - - - -------------------------------------------------------------------------------- PLOT HOOKS I WOULD LIKE TO SEE USED BASED ON THIS CHARACTER - - - -------------------------------------------------------------------------------- PERSONALITY / QUIRKS / MANNERISMS - -