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Zudd Representing Gryffydd


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5 replies to this topic

#1
Mercenary_Leader

    Evil Overlord

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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:

#2
Gryffydd65

    Dark Lord

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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

Edited by Mercenary_Leader, 13 December 2008 - 04:26 AM.


#3
Mercenary_Leader

    Evil Overlord

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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

Edited by Mercenary_Leader, 19 February 2009 - 04:02 PM.


#4
Scorch

    The Weary Traveller

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-Skirmisher's boots 3,200
-Gloves of agile striking
-Vanisher cloak

What do these do? :flameon:

#5
Gryffydd65

    Dark Lord

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  • Gender:Male
  • Location:Providence RI
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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.

#6
Gryffydd65

    Dark Lord

  • Games Master
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  • 5,738 posts
  • Gender:Male
  • Location:Providence RI
  • Country:
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

Edited by Mercenary_Leader, 04 November 2009 - 02:07 AM.






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