Zudd
Male Half-Orc Scout 1
Chaotic Neutral
Representing gryffydd
Strength 13 (+1)
Dexterity 15 (+2)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 7"
Weight: 260 lb
Skin: Gray
Eyes: Light Brown
Hair: White; Straight; Average Beard
Total Hit Points: 10
Speed: 30 feet
Armor Class: 15 = 10 +3 [studded] +2 [dexterity]
Touch AC: 12
Flat-footed: 13
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +2 = 0 [base] +2 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +0 = 0 [base]
Attack (handheld): +1 = 0 [base] +1 [strength]
Attack (unarmed): +1 = 0 [base] +1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +1 = 0 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.
Languages: Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe [1d8/1d8, crit x3, 15 lb., two-handed, slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Improved Initiative
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* 4 = +2 +2
Bluff Cha 1 = +1
Climb Str* 3 = +1 +2
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Craft_2 Int -2 = -2
Craft_3 Int -2 = -2
Diplomacy Cha 1 = +1
Disable Device Int 0 = -2 +2
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int -2 = -2
Gather Information Cha 1 = +1
Heal Wis 0 = +0
Hide Dex* 4 = +2 +2
Intimidate Cha 1 = +1
Jump Str* 3 = +1 +2
Knowledge (dungeoneering) Int 0 = -2 +2
Knowledge (geography) Int 0 = -2 +2
Listen Wis 2 = +0 +2
Move Silently Dex* 4 = +2 +2
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Ride Dex 2 = +2
Search Int 0 = -2 +2
Sense Motive Wis 0 = +0
Spot Wis 2 = +0 +2
Survival Wis 0 = +0
Swim Str** 1 = +1
Tumble Dex* 4 = +2 +2
Use Rope Dex 2 = +2
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
Class HP rolled
Level 1: Scout 8
Zudd's Equipment:
40 lb
2 lb
1 lb
5 lb
4 lb
1 lb
_____
53 lb Weapons / Armor / Shield (from above)
Backpack
Pouch x1
Rope (50', silk) x1
Waterskins x1
Thieves' tools
Total
More about Zudd:
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5 replies to this topic
#1
Posted 15 June 2008 - 01:43 PM
#2
Posted 11 December 2008 - 04:27 PM
Zudd
Male Half-Orc Fighter 3 / Scout 2
Chaotic Neutral
Strength16(+3)
Dexterity15(+2)
Constitution14(+2)
Intelligence7(-2)
Wisdom11(+0)
Charisma13(+1)
Size:Medium
Height:5' 11"
Weight:280 lb
Skin:Gray
Eyes:Light Brown
Hair:
Total Hit Points: 42
Speed: 30 feet
Armor Class: 16 = 10 +4 [studded +1] +2 [dexterity]
Touch AC: 13
Flat-footed: 15
Initiative modifier:+7= +2 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save:+6= 3 [base] +2 [constitution] +1 [scout]
Reflex save:+6= 4 [base] +2 [dexterity]
Will save:+1= 1 [base]
Attack (handheld):+7= 4 [base] +3 [strength]
Attack (unarmed):+7= 4 [base] +3 [strength]
Attack (missile):+6= 4 [base] +2 [dexterity]
Grapple check:+7= 4 [base] +3 [strength]
Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.
Languages:Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [To Hit: +7/+7, 1d8+4/1d8+4, crit x3, 15 lb., two-handed, slashing]
Studded armor +1 [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1Weapon(s): orc double axe
Skill Name
Key Ability
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier
AppraiseInt-2 = -2
BalanceDex*10 = +2+8
BluffCha1 = +1
ClimbStr*2 = +2
ConcentrationCon2 = +2
Craft_1Int-2 = -2
Craft_2Int-2 = -2
Craft_3Int-2 = -2
DiplomacyCha1 = +1
Disable DeviceInt6 = -2+8
DisguiseCha1 = +1
Escape ArtistDex*2 = +2
ForgeryInt-2 = -2
Gather InformationCha1 = +1
HealWis0 = +0
HideDex*2 = +2
IntimidateCha1 = +1
JumpStr*2 = +2
Knowledge (dungeoneering)Int-1 = -2+1
ListenWis8 = +0+8
Move SilentlyDex*2 = +2
Perform_1Cha1 = +1
Perform_2Cha1 = +1
Perform_3Cha1 = +1
Perform_4Cha1 = +1
Perform_5Cha1 = +1
RideDex2 = +2
SearchInt-2 = -2
Sense MotiveWis0 = +0
SpotWis8 = +0+8
SurvivalWis0 = +0
SwimStr**2 = +2
Use RopeDex2 = +2
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
ClassHP rolled
Level 1:Scout8
Level 2:Fighter5
Level 3:Scout4
Level 4:Fighter7+1 to strength
Level 5:Fighter8
Zudd's Equipment:
-Thieves' tools
-Gautlets of ogre power
-Cure moderate wounds potions x2
-Cure light wounds potions x4
Total gold left:900
Male Half-Orc Fighter 3 / Scout 2
Chaotic Neutral
Strength16(+3)
Dexterity15(+2)
Constitution14(+2)
Intelligence7(-2)
Wisdom11(+0)
Charisma13(+1)
Size:Medium
Height:5' 11"
Weight:280 lb
Skin:Gray
Eyes:Light Brown
Hair:
Total Hit Points: 42
Speed: 30 feet
Armor Class: 16 = 10 +4 [studded +1] +2 [dexterity]
Touch AC: 13
Flat-footed: 15
Initiative modifier:+7= +2 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save:+6= 3 [base] +2 [constitution] +1 [scout]
Reflex save:+6= 4 [base] +2 [dexterity]
Will save:+1= 1 [base]
Attack (handheld):+7= 4 [base] +3 [strength]
Attack (unarmed):+7= 4 [base] +3 [strength]
Attack (missile):+6= 4 [base] +2 [dexterity]
Grapple check:+7= 4 [base] +3 [strength]
Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.
Languages:Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [To Hit: +7/+7, 1d8+4/1d8+4, crit x3, 15 lb., two-handed, slashing]
Studded armor +1 [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1Weapon(s): orc double axe
Skill Name
Key Ability
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier
AppraiseInt-2 = -2
BalanceDex*10 = +2+8
BluffCha1 = +1
ClimbStr*2 = +2
ConcentrationCon2 = +2
Craft_1Int-2 = -2
Craft_2Int-2 = -2
Craft_3Int-2 = -2
DiplomacyCha1 = +1
Disable DeviceInt6 = -2+8
DisguiseCha1 = +1
Escape ArtistDex*2 = +2
ForgeryInt-2 = -2
Gather InformationCha1 = +1
HealWis0 = +0
HideDex*2 = +2
IntimidateCha1 = +1
JumpStr*2 = +2
Knowledge (dungeoneering)Int-1 = -2+1
ListenWis8 = +0+8
Move SilentlyDex*2 = +2
Perform_1Cha1 = +1
Perform_2Cha1 = +1
Perform_3Cha1 = +1
Perform_4Cha1 = +1
Perform_5Cha1 = +1
RideDex2 = +2
SearchInt-2 = -2
Sense MotiveWis0 = +0
SpotWis8 = +0+8
SurvivalWis0 = +0
SwimStr**2 = +2
Use RopeDex2 = +2
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
ClassHP rolled
Level 1:Scout8
Level 2:Fighter5
Level 3:Scout4
Level 4:Fighter7+1 to strength
Level 5:Fighter8
Zudd's Equipment:
-Thieves' tools
-Gautlets of ogre power
-Cure moderate wounds potions x2
-Cure light wounds potions x4
Total gold left:900
Edited by Mercenary_Leader, 13 December 2008 - 04:26 AM.
#3
Posted 18 February 2009 - 12:44 AM
Zudd
Male Half-Orc Fighter 3 / Scout 3
Neutral Good
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 9"
Weight: 320 lb
Skin: Gray
Eyes: Light Brown
Hair:
Total Hit Points: 59 [includes improved toughness]
Speed: 40 feet [scout]
Armor Class: 13 = 10 +3 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +8 = +3 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save: +7 = 4 [base] +2 [constitution] +1 [scout]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +9 = 5 [base] +4 [strength]
Attack (unarmed): +9 = 5 [base] +4 [strength]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +9 = 5 [base] +4 [strength]
Languages: Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [1d8/1d8, crit x3, 15 lb., two-handed, slashing]
9/9 with magic +1 and weapon focus.
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1 Weapon(s):double axe
Improved Toughness
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* 9 = +3 +6
Bluff Cha 1 = +1
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Diplomacy Cha 1 = +1
Disable Device Int 4 = -2 +6
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int -2 = -2
Gather Information Cha 1 = +1
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha 1 = +1
Jump Str* 7 = +3 +4 [speed 40]
Listen Wis 6 = +0 +6
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = +1
Ride Dex 3 = +3
Search Int -2 = -2
Sense Motive Wis 0 = +0
Spot Wis 6 = +0 +6
Survival Wis 0 = +0
Swim Str** 3 = +3
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
Class HP rolled
Level 1: Fighter 11
Level 2: Fighter 6
Level 3: Fighter 7
Level 4: Scout 9 +1 to dexterity
Level 5: Scout 9
Level 6: Scout 5
Zudd's Equipment:
-Thieves' tools
-Gauntlet of ogre power
-Potion cure light wounds x4
-Potion cure moderate wounds x2
-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak
-200 gold
Male Half-Orc Fighter 3 / Scout 3
Neutral Good
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 9"
Weight: 320 lb
Skin: Gray
Eyes: Light Brown
Hair:
Total Hit Points: 59 [includes improved toughness]
Speed: 40 feet [scout]
Armor Class: 13 = 10 +3 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +8 = +3 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save: +7 = 4 [base] +2 [constitution] +1 [scout]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +9 = 5 [base] +4 [strength]
Attack (unarmed): +9 = 5 [base] +4 [strength]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +9 = 5 [base] +4 [strength]
Languages: Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [1d8/1d8, crit x3, 15 lb., two-handed, slashing]
9/9 with magic +1 and weapon focus.
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1 Weapon(s):double axe
Improved Toughness
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* 9 = +3 +6
Bluff Cha 1 = +1
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Diplomacy Cha 1 = +1
Disable Device Int 4 = -2 +6
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int -2 = -2
Gather Information Cha 1 = +1
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha 1 = +1
Jump Str* 7 = +3 +4 [speed 40]
Listen Wis 6 = +0 +6
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = +1
Ride Dex 3 = +3
Search Int -2 = -2
Sense Motive Wis 0 = +0
Spot Wis 6 = +0 +6
Survival Wis 0 = +0
Swim Str** 3 = +3
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
Class HP rolled
Level 1: Fighter 11
Level 2: Fighter 6
Level 3: Fighter 7
Level 4: Scout 9 +1 to dexterity
Level 5: Scout 9
Level 6: Scout 5
Zudd's Equipment:
-Thieves' tools
-Gauntlet of ogre power
-Potion cure light wounds x4
-Potion cure moderate wounds x2
-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak
-200 gold
Edited by Mercenary_Leader, 19 February 2009 - 04:02 PM.
#4
Posted 21 February 2009 - 05:48 AM
-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak
What do these do?
-Gloves of agile striking
-Vanisher cloak
What do these do?
#5
Posted 21 April 2009 - 09:07 PM
Skirmisher's boots:+2 damage on skirmish attacks, and when you move at least 10 feet during the round you can make an extra attack whit your full base attack bonus, you can use this ability twice per day.
-Gloves of agile striking : +1d6 damage whit light weapons (any weapon you can use weapon finesse whit) and 2 times per day adds 2d6 damage to your skirmish.
-Vanisher cloak : has 3 charges per day effect varies upon number of charges used.
1 charge : you become invisible for 4 rounds
2 charges :you and one ally become invisible for 3 rounds
3 charges: you and up to three allies becomes invisible for 2 rounds.
-Gloves of agile striking : +1d6 damage whit light weapons (any weapon you can use weapon finesse whit) and 2 times per day adds 2d6 damage to your skirmish.
-Vanisher cloak : has 3 charges per day effect varies upon number of charges used.
1 charge : you become invisible for 4 rounds
2 charges :you and one ally become invisible for 3 rounds
3 charges: you and up to three allies becomes invisible for 2 rounds.
#6
Posted 25 October 2009 - 11:07 PM
Zudd
Male Half-Orc Fighter 4 / Scout 3
Neutral Good
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 9"
Weight: 320 lb
Skin: Gray
Eyes: Light Brown
Hair:
Total Hit Points: 78 [includes improved toughness]
Speed: 40 feet [scout]
Armor Class: 15 = 10 +3 [dexterity] +2 [Deflection]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +8 = +3 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save: +8 = 5 [base] +2 [constitution] +1 [scout]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +10 = 6 [base] +4 [strength]
Attack (unarmed): +10 = 6 [base] +4 [strength]
Attack (missile): +9 = 6 [base] +3 [dexterity]
Grapple check: +9 = 6 [base] +4 [strength]
Languages: Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [1d8/1d8, crit x3, 15 lb., two-handed, slashing]
9/9 with magic +1 and weapon focus.
Damage +7
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1 Weapon(s):double axe
Improved Toughness
Weapon Specialization Double Axe
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* 9 = +3 +6
Bluff Cha 1 = +1
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Diplomacy Cha 1 = +1
Disable Device Int 4 = -2 +6
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int -2 = -2
Gather Information Cha 1 = +1
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha 1 = +1
Jump Str* 7 = +3 +4 [speed 40]
Listen Wis 6 = +0 +6
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = +1
Ride Dex 3 = +3
Search Int -2 = -2
Sense Motive Wis 0 = +0
Spot Wis 6 = +0 +6
Survival Wis 0 = +0
Swim Str** 3 = +3
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
Class HP rolled
Level 1: Fighter 11
Level 2: Fighter 6
Level 3: Fighter 7
Level 4: Scout 9 +1 to dexterity
Level 5: Scout 9
Level 6: Scout 5
Level 7: Fighter 9
Zudd's Equipment:
-Ring protection +2
-Thieves' tools
-Gauntlet of ogre power
-Potion cure light wounds x4
-Potion cure moderate wounds x2
-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak
-200 gold
Male Half-Orc Fighter 4 / Scout 3
Neutral Good
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 7 (-2)
Wisdom 11 (+0)
Charisma 13 (+1)
Size: Medium
Height: 5' 9"
Weight: 320 lb
Skin: Gray
Eyes: Light Brown
Hair:
Total Hit Points: 78 [includes improved toughness]
Speed: 40 feet [scout]
Armor Class: 15 = 10 +3 [dexterity] +2 [Deflection]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +8 = +3 [dexterity] +4 [improved initiative] +1 [scout]
Fortitude save: +8 = 5 [base] +2 [constitution] +1 [scout]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +10 = 6 [base] +4 [strength]
Attack (unarmed): +10 = 6 [base] +4 [strength]
Attack (missile): +9 = 6 [base] +3 [dexterity]
Grapple check: +9 = 6 [base] +4 [strength]
Languages: Common Orc
Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]
Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]
Orc Double Axe +1/+1 [1d8/1d8, crit x3, 15 lb., two-handed, slashing]
9/9 with magic +1 and weapon focus.
Damage +7
Feats:
Dodge
Improved Initiative
Two-Weapon Fighting
Weapon Focus x1 Weapon(s):double axe
Improved Toughness
Weapon Specialization Double Axe
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -2 = -2
Balance Dex* 9 = +3 +6
Bluff Cha 1 = +1
Climb Str* 3 = +3
Concentration Con 2 = +2
Craft_1 Int -2 = -2
Diplomacy Cha 1 = +1
Disable Device Int 4 = -2 +6
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int -2 = -2
Gather Information Cha 1 = +1
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha 1 = +1
Jump Str* 7 = +3 +4 [speed 40]
Listen Wis 6 = +0 +6
Move Silently Dex* 3 = +3
Perform_1 Cha 1 = +1
Ride Dex 3 = +3
Search Int -2 = -2
Sense Motive Wis 0 = +0
Spot Wis 6 = +0 +6
Survival Wis 0 = +0
Swim Str** 3 = +3
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Half-Orc:
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
Fighter:
Bonus Feats (already included)
Scout:
Core class from "Complete Adventurer"
Armor class bonuses after moving are not listed above.
Level 1: Skirmish (+1d6), trapfinding
Level 2: Battle fortitude +1, uncanny dodge
Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
Level 4: Bonus feat (already included)
Level 5: Evasion, skirmish (+2d6, +2 AC)
Level 6: Flawless stride
Level 7: Skirmish (+2d6, +2 AC)
Level 8: Camouflage, bonus feat (already included)
Level 9: Skirmish (+3d6, +2 AC)
Level 10: Blindsense 30 feet
Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
Level 12: Bonus feat (already included)
Level 13: Skirmish (+4d6, +3 AC)
Level 14: Hide in plain sight
Level 15: Skirmish (+4d6, +4 AC)
Level 16: Bonus feat
Level 17: Skirmish (+5d6, +4 AC)
Level 18: Free movement
Level 19: Skirmish (+5d6, +5 AC)
Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
Class HP rolled
Level 1: Fighter 11
Level 2: Fighter 6
Level 3: Fighter 7
Level 4: Scout 9 +1 to dexterity
Level 5: Scout 9
Level 6: Scout 5
Level 7: Fighter 9
Zudd's Equipment:
-Ring protection +2
-Thieves' tools
-Gauntlet of ogre power
-Potion cure light wounds x4
-Potion cure moderate wounds x2
-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak
-200 gold
Edited by Mercenary_Leader, 04 November 2009 - 02:07 AM.
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