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Ye Character Sheets (XP accumulation included)

Started by Laggy, September 25, 2006, 10:05:52 PM

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Laggy

Post 'em here.

And yes, I want them here, not a link to some rtf. The formatting doesn't have to be perfect, but this is to be a quick reference guide, and you'll be editing this aplenty as the levels come, so make it as convenient for yourself as possible. >_>

House rules! They are fun! Many are relevant to char sheets!

General Mechanics
- Natural 20s count as a +30 on attack rolls and saving throws, not an automatic hit. Similarly, natural 1s count as a -10 on them. Rarely do these circumstances ever come up, but they might! Note that this does NOT apply to skill checks, etc.
- A natural 20 on the critical confirm roll inflicts critical hits even on creatures normally immune to them. This only triggers if the original threat roll was also a natural 20, however.
- No cast time penalty when applying metamagic for sorcs/bards.
- When taking a five-foot step while adjacent to an enemy, if that enemy has not used up all of its movement for the round, it is allowed a free action to five-foot step with you! Spellcasters beware!

Classes, Equipment, Spell Errata
- +8 skill points at 1st level, +2 skill points every level afterwards for all PCs.
- Adamantite weapons ignore up to 5 points of hardness, not 20.
- Spellcraft uses Cha for its modifier instead of Int for sorcerers.
- Free Heighten Spell at 3rd level sorcerer.

Custom Stuff - Feats, Abilities, Items
Natural Leader (Feat)
Diplomacy and Bluff are class skills. You gain a +2 morale bonus to Will saves against fear.

Guitar of Smashing (Large Exotic Melee Weapon)
This musical instrument doubles as a surprisingly effective bludgeoning armament, dealing 1d12 base damage and a +1d12 bludgeoning damage smashing enhancement.

Milly

Name: Millenia
Race: Human
Gender: Female
Alignment: Neutral Good
Physical Description: --
Background: --

Rolled stats: 17, 16, 14, 12, 12, 9
Strength      (STR): 12 [+1]  
Dexterity     (DEX): 14 [+2]  
Constitution  (CON): 16 [+3]  
Intelligence        (INT): 12 [+1]  
Wisdom     (INT): 09 [-1]  
Charisma      (CHA): 18 [+4]  

Level: Sorcerer 6
Experience Points: 17,000
BAB: 3
Fort Save: 2 (+3 con) = +5
Ref Save: 2 (+2 dex) = +4
Will Save: 5 (-1 wis) = +4
Speed: 30 ft.

Hit Points: 6d4 (4 + 11) (3 con x 6 lvls) (1 HP x 6 lvls) = 39/39
Armor Class: 10 (+2 dex, +0 armor) = 12 (Touch 12, flatfooted 10)
Attack Bonus (melee): +3 BAB (+1 str) = +4
Attack Bonus (ranged): +3 BAB (+2 dex) = +5
Armor Check Penalty: 0
Initiative: +2 dex +4 II= +6

Attacks (Damage), Crit:
- Unarmed Strike: +4 (1d3+1 bludgeoning nonlethal), 20/x2, provokes AoOs
- Dagger: +4 (1d4+1 slashing or piercing), 19-20/x2
- +1 Light Crossbow: +6 (1d8+1 piercing), 19-20/x2

Bull rush: Provokes AoO, +2 to str check if charging
Charge: +2 hit, -2 AC until next turn
Disarm: Provokes AoO, -4 to opposed attack roll
Feint: Standard action, Bluff check opposed by Sense Motive, if successful opponent loses Dex bonus to AC
Grapple: +4, provokes AoO, melee touch attack, grapple check, if successful, deal unarmed damage
Sunder: See Disarm
Trip: See disarm

Feats:
- Improved Toughness (lvl 1): +1 HP/HD
- Improved Initiative (racial): +4 to initiative checks
- Heighten Spell (bonus): +1 to spell level for all purposes
- Enspell Familiar (lvl 3): Always considered to be in contact with familiar for the purpose of casting shared spells, as long as the familiar is within 1 mile
- Improved Familiar (lvl 6): can take a more powerful familiar

Skills: 54
Skill Points = 6/level
Appraise 0 ranks (+1 int) = +1
Balance 0 ranks (+2 dex) = +2
- Bluff 0 ranks (+4 cha) = +4
Climb 0 ranks (+1 str) = +1
-- Concentration   9 ranks (+3 con, +5 competence) = +17
Decipher Script   0 ranks (+1 int) = +1
- Diplomacy 4.5 ranks (+4 cha) = +8
Disguise 0 ranks (+4 cha) = +4
Escape Artist 0 ranks (+2 dex) = +2
Forgery 0 ranks (+1 int) = +1
Gather Information 0 ranks (+4 cha) = +4
Heal 0 ranks (-1 wis) = -1
Hide 0 ranks (+2 dex) = +2
Intimidate 0 ranks (+4 cha) = +4
Jump 0 ranks (+1 str) = +1
-- Knowledge (Arcana) 9 ranks (+1 int) = +10
- Listen 4.5 ranks (-1 wis) = +3 (+5 w/ familiar close by)
Move Silently 0 ranks (+2 dex) = +2
Ride 0 ranks (+2 dex) = +2
Search 0 ranks (+1 int) = +1
Sense Motive 0 ranks (-1 wis) = -1
-- Spellcraft 9 ranks (+4 cha, +2 synergy) = +15
Spot 0 ranks (-1 wis) = -1 (+1 w/ familiar close by)
Survival 0 ranks (-1 wis) = -1
Swim 0 ranks (+1 str) = +1
Tumble 0 ranks (+2 dex) = +2
- Use Magic Device 4.5 ranks (+4 cha) = +8 (+10 involving scrolls)
Use Rope 0 ranks (+2 dex) = +2

Size: Medium      Languages: Common, Auran
Class Specials:
Sorcerer
- d4 HD
- 4 + int skill points/level
- 1/2 BAB
- Good will save; poor fort and reflex save
- Simple weapon proficiency

Racial Specials:
Human
- Humanoid (Human)
- One extra feat at first level
- 4 extra skill points at first level
- 1 extra skill point at every level thereafter

Magic:
- Spell slots: 0th: 6+0; 1st: 6+1; 2nd: 5+1; 3rd: 3+1; 4th: 0+1
- Spells known: 0th: 7; 1st: 4; 2nd: 2; 3rd: 1
- DC: 10 base + 4 cha + spell level

Level 0: 3/6 per day; 7 known; DC 14
- Detect Magic
- Mage Hand
- Message
- Open/Close
- Prestidigitation
- Read Magic
- Resistance
Level 1: 3/7 per day; 4 known; DC 15
- Mage Armor
- Magic Missile
- Shield
- True Strike
Level 2: 4/6 per day; 2 known; DC 16
- Mirror Image
- Scorching Ray
Level 3: 2/4 per day; 1 known; DC 17
- Lightning Bolt

- Cloud of Knives and Seeking Ray (page 108 & 125 of PHBII) for possible level 2 spells

Equipment and Inventory
-----------------------
Equipped:
- +1 Masterwork Light Crossbow: 1d8+1 piercing damage, 19-20/x2 crit, 80 ft range increment, 4 lbs, 2,335 gp
- Dagger: 1d4 piercing or slashing damage, 19-20/x2, 10 ft range increment, 1 lb, 2 gp
- Spell Component Pouch: 2 lb, 5 gp
- Tunic of Steady Spellcasting: +5 competence to Concentration checks, 2,500 gp

Inventory:
- Handy Haversack, 5 lb, 2,000 gp
  - 100/100 crossbow bolts: 100 gp, 10 lb
  - Wand of Cure Light Wounds: heals 1d8+1 damage, 50/50 charges, 750 gp

Gold: 2,208.0 gp

10000 starting gold, no item worth more than 5000 gp, only one item of value greater than 2500 gp

100 gp spent on summoning familiar
2875 gp needed for scroll of Planar Familiar: http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20011020a

7,792/10,000 GP spent

Total Weight: 12 lbs
Loads: 43 lbs light, 86 lbs medium, 130 lbs heavy/max

------------------------------------------------
Level 1: Sorcerer 1, Improved Toughness, Improved Initiative, Heighten Spell
Level 2: Sorcerer 2,
Level 3: Sorcerer 3, Enspell Familiar
Level 4: Sorcerer 4, +1 cha
Level 5: Sorcerer 5,
Level 6: Sorcerer 6, Improved Familiar
Level 7:

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

Name: Sholia       Race: Air Elemental
Gender: None        Alignment: Good
Physical Description:

Background:

Strength      (STR): 10 [+0]   Level:
Dexterity     (DEX): 17 [+3]   Experience Points:
Constitution  (CON): 10 [+0]   BAB: 3
Intelligence        (INT): 08 [-1]   Fort Save: 2 (+0 con) = +2
Wisdom     (INT): 11 [+0]   Ref Save : 3 (+3 dex) = +6
Charisma      (CHA): 11 [+0]   Will Save: 5 (+0 wis) = +5
Speed: 30 ft.

Hit Points: 6d8 (0 con x 6 lvls) = 19/19
Armor Class: 10 (+3 dex, +6 natural armor, +1 size) = 20 (Touch 14, flatfooted 17)
Attack Bonus (melee): +3 BAB (+0 str, +1 size) = +4
Attack Bonus (ranged): +3 BAB (+3 dex, +1 size) = +7
Armor Check Penalty: 0
Initiative: +3 dex +4 II = +7

Attacks (Damage), Crit:
- Slam: +7 (1d4 bludgeoning), 20/x2

Bullrush: Provokes AoO, +2 to str check if charging
Charge: +2 hit, -2 AC until next turn
Disarm: Provokes AoO, -4 to opposed attack roll
Feint: Standard action, Bluff check opposed by Sense Motive, if successful opponent loses Dex bonus to AC
Grapple: -1, provokes AoO, melee touch attack, grapple check, if successful, deal unarmed damage
Sunder: See Disarm
Trip: See disarm

Feats:
- Flyby Attack (lvl 1): Can take a move action and another standard action at any point during the move when flying
- Improved Initiative (bonus): +4 bonus to Initiative checks
- Weapon Finesse (bonus): Can use a light or natural weapon using dex modifier on attack rolls

Skills: 0
Skill Points = 0/level
 Appraise   0 ranks (-1 int) = -1
 Balance   0 ranks (+3 dex) = +3
 Bluff      0 ranks (+0 cha) = +0
 Climb    0 ranks (+0 str) = +0
- Concentration   9 ranks (+0 con) = +9
 Decipher Script   0 ranks (-1 int) = -1
- Diplomacy   4.5 ranks (+0 cha) = +4.5
 Disguise   0 ranks (+0 cha) = +0
 Escape Artist   0 ranks (+3 dex) = +3
 Forgery   0 ranks (-1 int) = -1
 Gather Information   0 ranks (+0 cha) = +0
 Handle Animal   0 ranks (+0 cha) = +0
 Heal      0 ranks (+0 wis) = +0
 Hide      0 ranks (+3 dex, +4 size) = +7
 Intimidate   0 ranks (+0 cha) = +0
 Jump      0 ranks (+0 str) = +0
- Knowledge (Arcana)   9 ranks (-1 int) = +8
-- Listen   4.5 ranks (+0 wis) = +0
 Move Silently 0 ranks (+3 dex) = +3
 Ride      0 ranks (+3 dex) = +3
 Search   0 ranks (-1 int) = -1
 Sense Motive   0 ranks (+0 wis) = +0
- Spellcraft   9 ranks (-1 int) = +8
-- Spot      3 ranks (+0 wis) = +3
 Survival   0 ranks (+0 wis) = +0
 Swim      0 ranks (+0 str) = +0
 Tumble   0 ranks (+3 dex) = +3
- Use Magic Device   4.5 ranks (+0 cha) = +4 (+6 involving scrolls)
 Use Rope   0 ranks (+3 dex) = +3

Size: Small       Languages: Auran
Familiar abilities: http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars
- +3 natural armor
- 8 int
- Alertness (Ex): give master the Alertness feat when within arm's reach
- Improved Invasion (Ex): when subjected to an attack that allows a Reflex saving throw for half damage, the familiar takes no damage if it succeeds, and half damage if it does not
- Share Spells: The familiar can be affected by spells that the master casts upon herself; spells can be shared regardless of the familiar's type
- Empathic Link (Su): The master and familiar can communicate empathically up to a distance of 1 mile. The master has the same connection to a place that the familiar has
- Deliver Touch Spells (Su): If the master and familiar are in contact when a touch-range spell is cast, the familiar may deliver the touch spell
- Speak with Master (Ex): The familiar and master can communicate verbally as if they were using a common language, but other creatures cannot understand without magical help

Racial Specials:
- Elemental (Air, Extraplanar)
- Darkvision: 60 feet
- Immunity to poison, sleep effects, paralysis, and stunning
- Does not eat, sleep, or breathe
- Air Mastery (Ex): Airborne creatures take a -1 penalty when attacking
- Whirlwind (Su): DC 14. See info here: http://www.d20srd.org/srd/monsters/elemental.htm#airElemental

Reako

*===*===*===*===*===*===*===*===*===*===*===*===*===* CHARACTER SHEET:
*===*===*===*===*===*===*===*===*===*===*===*===*===*
Name:  Gildward Tristam         Race: Human
Gender:   Male      Alignment: Chaotic Good

Physical Description: Tall, alittle over 6 feet, with short blonde hair, a tan plumed hat, and an equally tan tunic, with dark leather boots.   Blue eyes.

Background:  Gildward is a wandering minstrel, traveling from location to location, occasionally joining an adventuring party to provide more spice to life.  Currently has been traveling with Diace and Millenia for awhile.  Came from a family of archers, thus has some training in the art, but took to liking the creation of music and song more.  An easygoing sort, though quick to freeze before authority.

Strength      (STR): 13 [+1]                         Level: 6
Dexterity     (DEX): 16 [+3]                        Experience Points: 20000
Constitution  (CON): 15 [+2]                      BAB: +4
Intelligence        (INT): 11 [+0]                    Fort Save: 2 (+2 con) = +4
Wisdom  (INT): 8 [-1]                                  Ref Save : 5 (+3 dex) = +8
Charisma      (CHA): 17 [+3]                     Will Save: 5 (-1 wis) = +4
Speed: 30 ft.

Hit Points: 6d6+18    39/39
Armor Class: 10 (+3 dex, +4 armor) = 17 (Touch 10, flatfooted 4)
Attack Bonus (melee): +4 BAB (+1 str) = +5
Attack Bonus (ranged): +4 BAB (+3 dex) = +7
Armor Check Penalty: 0
Initiative: +3 dex = +3

Attacks (Damage), Crit:
- Unarmed Strike: +0 (1d3), 20/x2
-+1 composite(+2) Shortbow (1d6+2)  20/x3 (45 arrows)
-+1 Guitar of Smashing(wtf) (2d12+1) 20/x2

Feats:
-  Light Armor Proficiency (default)
- Simple Weaponry (includes longsword, rapier, sap, short sword, shortbow, and whip) (default)
-Combat Casting
-Dodge
-Improved Toughness
-Mobility

Skill Points = 8/level
 Appraise                0 ranks (+0 int) = +0
 Balance                  0 ranks (+3 dex) = +3
 Bluff                        7 ranks (+3 cha) = +10
 Climb                      5 ranks (+1 str) = +6
 Concentration        0 ranks (+2 con) = +2
 Decipher Script      3 ranks (+0 int) = +3
 Diplomacy              7 ranks (+3 cha) = +10
 Disguise                 0 ranks (+3 cha) = +3
 Escape Artist          0 ranks (+3 dex) = +3
 Forgery                    0 ranks (+0 int) = +0
 Gather Information     9 ranks (+3 cha) = +14
 Handle Animal         0 ranks (+3 cha) = +5
 Heal                        0 ranks (-1 wis) = -1
 Hide                        3 ranks (+3 dex) = +6
 Intimidate                0 ranks (+3 cha) = +5
 Jump                       0 ranks (+1 str) = +1
 Knowledge (Geography )        2 ranks (+0 int) = +2
                     (Local)                   3 ranks (+0 int) = +3
                     (History)                 4 ranks (+0 int) = +4
 Listen                     5 ranks (-1 wis) = +4
 Move Silently         2 ranks (+3 dex) = +5
 Perform                  9 ranks (+0 int) = +11
 Ride                       0 ranks (+3 dex) = +3
 Search                   2 ranks (+0 int) = +2
 Sense Motive        2 ranks (-1 wis) = +1
 Spot                       2 ranks (-1 wis) = +1
 Survival                   0 ranks (-1 wis) = -1
 Swim                      0 ranks (+1 str) = +1
 Tumble                   3 ranks (+3 dex) = +6
 Use Rope              2 ranks (+3 dex) = +5

Size:   Medium/Normal?    Languages: Common, Elven
Class Specials :Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire courage +1, Inspire Competance, Suggestion
Class name:  Bard
- d6 HD
- 0 + int skill points/level
-  BAB  4

Racial Specials:
- Type (Subtypes)

Magic/Psionics/Vestiges:
Level 0: *2/3 casts/day*
Light
Detect Magic
Cure Minor Wounds
Lullaby
Read Magic
Message

Level 1: *2/3 casts/day*
Cure Light Wounds
Feather Fall
Identify
Sleep

Level 2: *1/2 casts/day*
Cure Moderate Wounds
Hold Person
Invisibility

Equipment and Inventory
-----------------------
Equipped: Mithral Chain Shirt,  Feather Bonnet (+2 to CHA, Perform checks), +1 Composite Shortbow

Inventory: Wand of Cure Light Wounds (41 charges)  +1 Guitar of Smashing

Gold: 4800.0 gp

Total Weight: ? lbs
Loads: 0 lbs light, 0 lbs medium, 0 lbs heavy/max

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

I Lack Creatvity

*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*
CHARACTER SHEET: Nathan
*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*===*
Name: Diace Slythe Race: Human

Gender: Male      Alignment: Chaotic Neutral with Good Tendencies

16, 16, 15, 10, 10, 6

3 Rogue/ 3 Warblade

Strength      (STR): 16 [+3]   Level: 6
Dexterity     (DEX): 16 [+3]   Experience Points:
Constitution  (CON): 10 [+0]   BAB: +5
Wisdom        (WIS): 6  [-2]   Fort Save: 4 (+0 con) = +4
Intelligence  (INT): 16 [+3]   Ref Save : 4 (+3 dex) = +7 (+8 against traps) (+3 when not flatfooted)
Charisma      (CHA): 10 [+0]   Will Save: 2 (-2 wis) = +0 (+2 against fear)
                              Speed: 30 ft.

Hit Points: (6+[2d6=2, 5]+[3d12=12, 8, 1]) (+CON MOD xLV) = 34
Armor Class: 10 (+3 dex, +4 armor, +1 dodge) = 17
Attack Bonus (melee): +5 BAB (+3 str) = +8
Attack Bonus (ranged): +5 BAB (+3 dex) = +8
Armor Check Penalty: -0
Initiative: +3 dex = +3

Attack:
+1 Two-Bladed Sword | +10 Melee | 1d8+4 | 19-20/x2
Full Attack
+1 Two-Bladed Sword | +8/+8 Melee | 1d8+4/1d8+4 | 19-20/x2

FEATS:
•   Exotic Weapon Proficiency
•   Two-Weapon Fighting
•   Weapon Focus (Two-bladed sword)
•   Dodge
Natural Leader - Diplomacy and Bluff as class skills, +2 morale bonus to Will saves against fear.


SKILLS: 117 points
[Skill]  [Ability]         [Ranks}+[Bonus]=[Total]
•   Appraise (Int)          0   3   3      
•   Balance (Dex)          9   3   12+2
•   Bluff (Cha)          9   0   9
•   Climb (Str)          5   3   8 (+2 with ropes)
•   Concentration (Con)       9   0   9   
•   Craft (Int)          0   3   3   
•   Decipher Script (Int)       0   3   3
•   Diplomacy (Cha)          9   0   9+4
•   Disable Device (Int)       9   3   12+2
•   Disguise (Cha)          0   0   0
•   Escape Artist (Dex)       6   3   9 (+2 with ropes)
•   Forgery (Int)          0   3   3
•   Gather Information (Cha)    0   0   0
•   Hide (Dex)            5   3   8
•   Intimidate (Cha)          0   0   0   
•   Jump (Str)             9   3   12+2
•   Knowledge (local) (Int)    0   3   3
•   Listen (Wis)          2   -2   0
•   Move Silently (Dex)       5   3   8
•   Open Lock (Dex)          9   3   12+2
•   Perform (Cha)          0   0   0
•   Search (Int)          9   3   12
•   Sense Motive (Wis)       5   -2   3
•   Sleight of Hand (Dex)       0   3   3+2
•   Spot (Wis)             2   -2   0
•   Swim (Str)             5   3   8
•   Tumble (Dex)          5   3   8+2
•   Use Rope (Dex)         5   3   8

SIZE: Medium     LANGUAGES: Common, Orc, Elven, Goblin
Class Specials:
Sneak Attack:  +2d6
•   Trapfinding:  Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
•   Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility.
If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save,
she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.
A helpless rogue does not gain the benefit of evasion.
•   Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that 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.
These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level,
to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
•   Battle Clarity (Ex): When not flatfooted, gain an insight bonus equal to intelligence modifier against reflex saves.
•   Weapon Aptitude (Ex): Qualify for fighter-level based feats at warblade level -2.
•   Uncanny Dodge (Ex): Retain Dex AC when caught flat-footed or struck by invisible attacker.
•   Battle Ardor (Ex): Gain insight bonus equal to intelligence modifier on attack rolls to confirm critical hits.



Racial Specials:
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Maneuvers and Stances
---------------
Maneuvers Known:
•   Moment of Perfect Mind: Counter - Use Concentration Check instead of Will Save.
•   Sapphire Nightmare Blade: Strike - Opponent flat-footed, +1d6 damage with concentration check
•   Wolf Fang Strike: Strike - Strike with two weapons.
•   Mountain Hammer: Strike - Deals +2d6 damage, automatically overcomes DR and Hardness
•   Soaring Raptor Strike: Strike - Jump check at larger opponent with a DC = opponent's AC. If succesful, make attack with +4 bonus and deal 6d6 extra damage.
Maneuvers Readied: Moment of Perfect Mind, Sapphire Nightmare Blade, Soaring Raptor Strike
Stances Known:
•   Tiger Claw - Hunter's Sense - +10 on jump checks, always considered having a running start.


Equipment and Inventory
-----------------------
Equipped:
+1 Two-Bladed Sword      [2,710 gp]
Ring of Feather Falling      [2,000 gp]
Mithral Shirt         [1,110 gp]


Inventory:
Masterwork Thieves' Tools (100 gp)                    
Handy Haversack         [2,000 gp]
-"Adventuring Shit"      [0,100 gp]
-BESIDES THE OBVIOUS
-20 pitons
-1 Collapsing  10 ft. Ladder
-2 sets of silk rope
-Crowbar
-2 grappling hooks
-Flint and steel
-20 pieces of chalk
-Winter blankey and clothes
-Pouch belt!
-5 Sunrods
Cure Light Wounds X10      [0,500 gp]
FEATHER TOKENS: Tree x2      [0,800 gp]

Money: Used 9220/10000

Laggy

Post session 3: 2000 XP rewarded to all PCs that survived.

Carthrat

Corthala, Chaotic Neutral FEMALE Human Swordsage Level 6

"I'm Corthala. Some call me the Huntress.

"Yeah, it's a stupid name, but it's stuck, and I like it. Picked it up 'cos it's what I do, dammit. It's my whole life! Ever since I was a kid, y'know, people said I acted more like a goddamn wolf than a girl. Always won hunting games- I can literally *smell* things when I want.

"Life's a jungle! And I'm a predator. That's what the old man told me. Ain't many humans where I'm from, but there are even less like me. Old man said that I got two choices; I can stick around and turn into a fat old wolf who can't hunt for herself, or I can get the fuck out and sharpen my claws on some real prey.

"So that's what I do. I hunt things. People, monsters, whatever. Yer from the alliance, right? Y'wanting me to hunt people from the Empire? I'm fine with that, 'slong as the pay's good. But if more worthy prey shows up, I ain't sticking around, y'know?

"I tell you what. You give me a list of names with big shiny prices next to 'em. I find 'em, I'll bring 'em back.

"Hmph? What motivates me? It ain't clear? Yeah, I like the hunt and all that, but don't be thinking I'm some mindless moron. I laugh, cry, whatever, if you're the predator, you're only killin' for food. Now I'm human, I ain't just a predator. I'm liking my gold, my pipe, fine music, all that. Y'know why I want a list? So if one target ain't deservin', I gots the next one to go to. Not like I care if you send someone else to do it, but I ain't dirtying my hands with innocent blood if the hunt is one of men, not beasts.

"So what. Am I hired?"

XP: 18000/21000

Str: 10 (+0)
Dex: 16 (+3) (18, +4)
Con: 15 (+2)
Int: 12 (+1)
Wis: 16 (+3)
Cha: 9  (-1)

HP: 40/40
AC: 22 (+4 Dex, +3 Wis, +5 Armour)
BaB: +4
MaB: +4 (+8 w/Light Weapon)
RaB: +8
Init: +6

Attack: Light Crossbow: +8, 1d8, 80ft Range, 19-20/x2
Attack: Masterwork Short Sword: +10, 1d6+4, 19-20/x2
Full Attack: 2x Masterwork Short Sword: +8/+8, 1d6+4/1d6+2, 19-20/x2
Crossbow, Heavy

Fort: +4 (+2 Base, +2 Con)
Refl: +9 (+5 Base, +4 Dex)
Will: +8 (+5 Base, +3 Wis) (+10 vs. Fear)

Skills (Effectively; select 10 with 9 ranks)

Languages: Common, Elven, Draconic, Sylvan (2 skill points spent)

4 Climb (+4)
4 Heal (+7)
4 Ride (+7)
4 Swim (+4)


9 Concentration (+11)
9 Diplomacy (+8)
9 Hide (+12)
9 Jump (+16)
9 Martial Lore (+10)
9 Move silently (+12)
9 Sense Motive (+12)
9 Tumble (+14)

Feats/SQ

Adapative Style (Change and Refresh manuevers as full-round action)
Weapon Finesse (WHEEEEEEEEEE!)
Shadow Blade (Dex instead of strength for damage w/shadow hand weapons)
Two-Weapon Fighting (REALISTIC.)

Quick To Act +2
AC Bonus
Discipline Focus (Weapon Focus: Shadow Hand)
Discipline Focus (Insightul Stike: Desert Wind)


Manuevers Known: 11
Manuevers Readied: 6
Stances Known: 3
(DW: 4, DM: 2, SS: 0, SH: 3, SD: 1, TC: 3)


Burning Blade (1d6+5 extra fire damage on all attacks)
Clinging Shadow Strike (1d6 damage + 20% miss; DC 14 Will save negates miss chance)
Moment of Perfect Mind (Concentraiton check in lieu of will Save
Sudden Leap (JUMP AS FREE ACTION, WHEEEEEEEEEE!)
Wolf Fang Strike (Attack once with each weapon as standard action)

Cloak of Deception (Boost: Swift Action to turn (Imp.) Invisible for 1 round.)
Mountain Hammer (+2d6 Damage, Ignores Hardness/DR)
Flashing Sun (+1 attack on full attack, all attacks at -2)

Death Mark (creature hit is set on fire, doing area damage; area determined by size)
Insightful Strike (Concentration check in lieu of damage roll)
Mind Over Body (Concentration check in lieu of Fort save)

Stances

Flame's Blessing (Get Fire Resistance 10!)
Hunter's Sense (Gain Scent!)
Assassin's Stance (2d6 Sneak Attack!)


Inventory

(Cold Iron = x2 cost)
(Alchemical Silver = +20gp)


60gp

1x Light Crossbow/20 bolts (32gp)
2x Masterwork Short Sword (620gp)
2x Alchemical Silver Short Sword (60gp)
10x Dagger (20gp)
2x Cold Iron Dagger (8gp)

Ring of Jumping (+5 to Jump!) (2,500gp)
Gloves of Dexterity +2 (4,000gp)
Mithril Shirt +1 (2,100gp)

Healer's Kit (50gp)
Oil of Magic Weapon x2 (100gp)
Potion of Cure Light Wounds x2 (100gp)
Potion of Pass Without Trace (50gp)

Light Warhorse (150gp)
Military Saddle (20gp)
Bit+Bridle (2gp)
Saddlebags (4gp)

Tent (10gp)
Eight Days of Rations (4gp)
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Laggy

Post session 4: +3000 XP rewarded to all PCs.