You got 'em, post 'em here.
Name: Clank
Class/Level: Fighter 2
Size/Race: Small Warforged Scout
Type (Subtype): Small Construct (Living Construct)
Alignment: Lawful Good
Gender: 'Male'
Height: 3'-4"
Weight: 70 lb
HP: 33
AC: 22,
touch 12,
flat-footed 21
-base(10)+dex(1)+small(1)+armor(8)+shield(2)
-DR 3/Adamantine
Speed/Init: 15/+4 (Mount's speed = 30ft)
Attack: Scimitar+6 (1d4+3, 18-20/x2, S)
BAB/Grapple: +2/+5
Space/Reach: 5ft/5ft
Abilities: Str 16 (+3), Dex 13 (+1), Con 18 (+4), Int 14 (+2), Wis 14 (+2), Cha 12 (+1)
Saves: Fort+8, Ref +1, Will+2 (+3 saves vs fear)
Feats: Adamantine Body (http://dndtools.eu/feats/eberron-campaign-setting--12/adamantine-body--32/), Exotic Shield Proficiency (Rider's Shield) (http://dndtools.eu/feats/races-of-stone--82/exotic-shield-proficiency--983/), Improved Damage Reduction (http://dndtools.eu/feats/eberron-campaign-setting--12/improved-damage-reduction--1464/)
Skills: Climb+5(+1), Craft(Gemcutting)+5(+7), Handle Animal+5(+6), Intimidate+5(+6), Jump+5(+1), Ride+5(+6), Listen+2(+4), Spot+2(+4), Heal+1(+3)
-Add +2 to craft checks to repair Clank.
-ACP is -7.
Languages: Common, Goblin, Halfling.
Special Qualities: Battle Hardened (Ex): A warforged fighter is crafted for battle, ready to act at a moment's notice and hardened against terror. He gains a +3 bonus on initiative checks and on saves against fear effects.
Composite Plating: (Modified by feats) The adamantine plating used to build a warforged provides a +8 armor bonus and damage reduction 3/adamantine. However, your base land speed is reduced, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Racial Traits:Living Construct Traits:
[spoiler]• Unlike other constructs, a warforged has a Constitution score.
• Unlike other constructs, a warforged does not have low-light vision or darkvision.
• Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A warforged cannot heal lethal damage naturally.
• Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged.
• The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged.
• A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action or
standard action in each round, but strenuous activity does not risk further injury. When his hit points
are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot
perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
• As a living construct, a warforged can be raised or resurrected.
• A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable
spells and magic items such as heroes' feast and potions.
Abilities: +2 Dexterity, –2 Strength, –2 Wisdom, –2 Charisma.
Size: Small
Composite Plating: (See Special Qualities)
Light Fortification: (See Special Qualities)
[/spoiler]
Belongings:Mst. Scimitar (315gp)
Riding Shield (75gp)
Clawfoot - 'Ratchet' (150gp)
Warforged Repair Kit (50gp)
Barding, Chain Shirt (200gp)
Everburning Torch (110gp)
Ratchet:Stat Block is same as Velociraptor (http://eberronunlimited.wikidot.com/velociraptor), except for Armor Class (due to barding and rider's shield) and speed (due to medium load).
-AC 22, Touch 13, Flat-footed 19
-Add +2 to Con (+2 HP, +1 fort)
-Weight of barding+Ratchet+gear approximatel 106lbs, so medium load, reduces speed from 40->30.
Notes:Stats: <Hatbot> Merc: 18, 16, 16, 14, 14, 11
Starting Money: 900gp
Books:
Eberron Campaign Setting - Clawfoot (Web (http://eberronunlimited.wikidot.com/velociraptor))
Races of Stone - Rider's Shield, Exotic Shield Proficiency
Monster Manual III - Warforged Scout (Web (http://eberronunlimited.wikidot.com/warforged-scout))
Races of Eberron - Adamantine Body, Imp. Damage Reduction, Warforged Racial Substitution Levels (Warforged Fighter)
ACFs:
Exotic Shield Proficiency: Fighter ACF, traded Tower Shield Proficiency. (Races of Stone)
Fighter 1-2: Trade fighter feats for warforged feat and battle hardened. HP also goes up to d12 (Races of Eberron)
HP Rolls:
<Merc> roll d12
* Hatbot --> "Merc rolls d12 and gets 11." [d12=11]
Name: Noved
Alignment: Lawful Good
Class/Level: Warmage 2
Size/Type: Medium Human Female
HP: 14
AC: 15,
touch 12,
flat-footed 13
Speed/Init: 30/6
Attack: Light Crossbow+2+1+1=4 [1d8+1, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing],
Spear+2+1=3 [1d8+3, crit 20/x3 4 lb, two-handed, range 20ft, Piercing]
BAB/Grapple: +1/+2
Abilities: Str-14 (+2), Dex-14 (+2), Con-17 (+3), Int-17 (+3), Wis-13 (+1), Cha-15 (+2)
Saves: Fort+2, Ref +2, Will+4
Feats: Improved Initiative (http://dndtools.eu/feats/players-handbook-v35--6/improved-initiative--1512/), Point Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot)
Skills: Concentration(Rank 5/Con)+7
Spellcraft(Rank 4/Int)+7
Climb(Rank 2/Str)+4
Listen(Rank 2/Wis)+3
Spot(Rank 2/Wis)+3
Search(Rank 2/Wis)+4
Jump(Rank 2/Str)+4
Use Rope(Rank 2/Dex)+4
Languages: Common, Elvish, Dwarfish, Celestial
Special: Warmage's Edge - Through intense training, a warmage learns to empower his own spells with might. Whenever he casts a spell that deals hit point damage, he may have it deal an additional point of damage of the same type per dice of damage that the spell deals. Add Int Mod to any spell that would do HP damage
Armored Mage - A warmage can wear light armor and shields without incurring arcane spell failure. At 8th level, he gains the ability to wear medium armor without incurring arcane spell failure. At 17th level, he can wear heavy armor without arcane spell failure.
Touch Attack/Ranged Touch Attack Notes:Melee touch is your BAB+str against their touch AC(touch notably does not include such things as Armor and Natural Armor). Ranged touch is your BAB+dex against their touch AC.
Melee: 1d20+3
Ranged: 1d20+3
Spells: Note: WE+ PBS Feat = +1 to hit roll and +3 to damage roll on ranged attacks
Level 0 - 6 Times a DayAcid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Level 1 - 4 Times a DayAccuracy: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone: Gain +6 Str and natural slam attack.
Hail of StoneM: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+3 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
Belongings: Weapons: Spear, Light Crossbow
Armor: Padded Leather
Bolts (quiver of 20) x2
Backpack
Bedroll
Grappling hook
Lantern (hooded)
Oil flasks x2
Rope (50', silk) x2
Trail Rations x4
4 Jade Chips (Hail of Stone Component)
Notes:
Carrying Capacity: 100 (Light), 101-200 (Med), 201-300 (Heavy)
Gear Weight: 80 lbs
Starting Money: 110 GP
Leftover Money: 14 GP
Zara Hightower
Lawful Good Human Paladin 2
Proficiencies: All simple and martial weapons, all armor, all shields (except tower shields)
Languages: Common
Init: +5
HP: 30
AC: 17 (touch AC 11, flatfooted AC 16)
Fort +9 Ref +2 Will +2
Abilities: STR 18 (+4) DEX 12 (+1) CON 20 (+5) INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
Speed: 30 ft (20 ft in armor)
BAB: +2
Attacks: +8 to hit and 2d6+6 damage with masterwork greatsword (crit range 19-20), +1 to hit and 1d10 damage with heavy crossbow (crit range 19-20, range increment 120 ft)
Class Features: Aura of Good, Detect Evil (at will), Smite Evil (1/day: +1 to attack and +2 to damage on an attack against an evil creature), Divine Grace (CHA bonus to all saves), Lay On Hands (2 hp/day)
Feats: Weapon Focus (greatsword), Improved Initiative
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge: Nobility and Royalty, Knowledge: Religion, Profession, Ride, Sense Motive
Skills (35 ranks): Climb +0 (2.5, cc) Handle Animal +6 (5), Heal +6 (5), Jump +0 (2.5, cc), Knowledge: Religion +5 (5), Ride +6 (5), Sense Motive +6 (5)
Possessions: Masterwork greatsword (350gp), heavy crossbow (50gp), crossbow bolts x50 (5gp), banded mail (250 gp, ACP -6), backpack (2gp), flint and steel (1gp), silk rope (10gp), torch x5 (5cp), explorer's outfit (10gp), potion of Cure Light Wounds x3 (200gp)
21 gp, 9sp, 4cp
CharacterName: Yvette
Class: Sorcerer 1
Race: Human
Medium humanoid
Faith:
Alignment: Neutral Evil
Gender: Female
Age: 22
Height: 5' 2"
Weight: 110
Eyes: Blue
Hair: Black
Skin: White
Stats HP: 6
Ability Scores:
Str: 13 (+1)
Dex: 16 (+3)
Con: 14 (+2)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 16 (+3)
Initiative: 3
Saves: Fort 2
Ref 3
Will 4
AC: 13 (10+3)
Touch: 13
Flat-footed: 10
BAB/Grapple: 0/+1
Speed: 30ft
Languages: Common
Wealth: 4g, 9s
AttacksFull Attack: Crossbow, +0 1d6, 19-20/x2 80ft range
Feats-Still Spell
-Invisible Spell
Class Abilities-Summon Familiar - Snake
SpellsSpells per Day
Level | Spells per Day |
0 | 5 |
1st | 3 |
Spells Known0: Daze, Acid Splash, Disrupt Undead, Read Magic
1: Mage Armor, Magic Missile
SkillsClass Skills
Skill Name | Ranks | +Abil | +Misc | =Total |
Bluff (Cha) | 2 | 3 | 3 | 8 |
Concentration (Con) | 4 | 2 | | 6 |
Knowledge (arcana) (Int) | 4 | 2 | | 6 |
Spellcraft (Int) | 4 | 2 | | 6 |
Cross-Class Skills
Skill Name | Ranks | +Abil | +Misc | =Total |
Use Magic Device (Cha) | 3 | 3 | | 6 |
Use Rope (Dex) | 2 | 3 | | 5 |
Weapons & GearWeapons
-Light Crossbow
Miscellaneous
-Spell Component Pouch
-Backpack
-Crossbow Bolts x20
-Silk Rope 50ft
-Waterskin
-Trail Rations x2
-Flint & Steel
-Caltrops
-Hooded Lantern
-Oil
BackgroundDescription & PersonalityHP Rolls & ProgressionWeights, Max Carry, Etc.Light Load: Max 0 lbs
Medium Load: Max 0 lbs
Heavy Load: Max 0 lbs
Lift Over Head: 0 lbs
Lift Off Ground: 0 lbs
Push or Drag: 0 lbs
Current weight carried: 0 lbs
Name: Bellamin
Class/Level: Factotum/2
Size/Race: Medium/Human
Alignment: Neutral Good
HP: 17/17
AC: 18 (10+3 Dex+5 Gear)
Init: 3
Atk: Melee: 3 (2 Str+1 BAB) / Ranged: 4 (3 Dex+1 BAB)
Damage: 1d6 (x3)
Saves:
Fort- 1 (0+1 Con)
Ref- 6 (3+3 Dex)
Will- 1 (0+1 Wis)
STR- 14 (+2)
Dex- 16 (+3)
Con- 13 (+1)
Int- 17 (+3)
Wis- 13 (+1)
Char- 12 (+1)
Inspiration: 3
Feats:
Simple & Martial Weapons/Light Armor
Inspiration
Cunning Insight
Cunning Knowledge
Trapfinding
Arcane Dilettante
Quick Reconnoiter
Point Blank Shot
Skills: 65
Balance -6 (3+3 Dex)
Climb-5 (3+2 Str)
Disable Device-8 (5+3 Int)
Hide-8 (5+3 Dex)
Knowledge, Dungeoneering-8 (5+3 Int)
Listen-6 (5+1 Wis)
Move Silently-8 (5+3 Dex)
Open Lock-8 (5+3 Dex)
Search-8 (5+3 Int)
Spellcraft-8 (5+3 Int)
Spot-6 (5+1 Wis)
Swim-4 (2+2 Str)
Tumble-5 (2+3 Dex)
Use Magic Device-6 (5+1 Cha)
Use Rope-8 (5+3 Dex)
Spell-Likes:
Level 0 - Detect Magic
Languages: Common, Gnome, Goblin, Draconic, Gnoll
Belongings (Gold): 1 GP
Chain Shirt (+4 AC, -2 Check, 100 GP)
Wand of Cure Light Wounds (50 Charges, 750 GP)
Shortspear (1d6, x3, 20 ft., 1 GP) x5
Shield, Light Steel (+1 AC, -1 Check, 9 GP)
Acid, Flask (5 ft. Radius, 1 HP, 10 GP) x1 (3 Usages)
ADVENTURER's KIT - 25gp (52lbs)
Backpack
Bedroll
Winter blanket
Chalk
Empty Flask
Flint & Steel
Mirror
10 foot pole
Iron pot
Rations x3
50ft Hemp Rope
Soap
Torch x3
Waterskin
Whetstone
Thieves' Tools