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Megamickel rolled 20 6-sided dice:
3, 1, 5, 6, 3, 5, 3, 6, 5, 6, 6, 4, 4, 2, 2, 2, 4, 6, 2, 1
Total: 76 (20-120)
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Posted: Sun Mar 18, 2007 10:05 am
~~~Character Sheet~~~ Name: Mickel Osiriand Race: Human Class: Druid Size: Medium Speed: 30 feet Languages: Common, Elvish, Sylvan, Undercommon, Druidic Alignment: True neutral Gold: 15 Str: 6/-2 Dex: 12/+1 Con: 12/+1 Int: 16/+3 Wis: 16/+3 Cha: 12/+1
Hit points: 9 Armor Class (AC): 14 Torso Armor: Hide Shield: None Other: None
Weapon: Scimitar Damage 1d6 Accuracy (BA 0, STR -2) -2 Critical: 18-20/x2 Damage type: Slashing
Fort save: 1 Reflex save: 1 Will save: 3
Skill points: 32 Base Attack Bonus: 0 Concentration (Con): 4 Craft (Int) (Alchemy): 4 Craft (Int) (Bowmaking): Heal (Wis): 4 Listen (Wis): 4 Spellcraft (Int): 4 Spot (Wis): 4 Survival (Wis): 4
Special Abilities/Feats: Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. -A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Animal Companion (Dire Rat): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. -To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. -A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. 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.
Alertness
Self-Sufficient
Spells book: (0) Create water, Purify Food and Drink, Detect Magic (1) Produce Flame
Spells per day: Level---casting per day 0------------3 1------------1
Inventory:
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Ichi Glitter rolled 20 6-sided dice:
2, 4, 6, 6, 2, 4, 5, 5, 5, 3, 6, 2, 6, 3, 5, 2, 6, 2, 1, 1
Total: 76 (20-120)
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Posted: Tue Aug 28, 2007 1:16 pm
Name: Olivia Kreshton Race: Half-elf Size: Medium Class: Ranger Speed: 30 ft Languages: common and elven Alignment: Chaotic Neutral Gold: 187
Str: 10 / 0 Dex: 14 / +2 Con: 10 / 0 Int: 16 / +3 Wis: 14/ +2 Cha: 10 / 0
Hit Points: 5 (4+1) Armor Class (AC): 14 (10+ armor + Max Dex Bonus) Torso Armor: None Shield: None Other: None
Weapon1: Heavy Crossbow: Damage 1d10: Accuracy (Base attack 0, Dex Mod 2) 2: Critical Range 10-20 x2: Damage type Piercing: Other None)
Fort Save: 2 (0+2) Will Save: 2 (0+2) Reflex Save: 2 (0+2)
Skill Points: 36 Base Attack Bonus: +1
Skills: Heal: 8 (4 skill points + 2 wisdom modifier +2 feat bonus) Move Silently: 6 (4 skill points + 2 dex modifier) Knowledge (nature): 7 (4 skill points + 3 int modifier) Survival: 8 (4 skill points +2 wisdom modifier +2 feat bonus)
Special Abilities/Feats: *Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. *Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. *+1 racial bonus on Listen, Search, and Spot checks. *Elven Blood: For all effects related to race, a half-elf is considered an elf. *Track: A ranger gains Track as a bonus feat.
SELF-SUFFICIENT [GENERAL] Benefit: You get a +2 bonus on all Heal checks and Survival checks.
Max Loads: ?? Inventory: Heavy Crossbow, bolts (30).
Weights: 11
WORK IN PROGRESS! If you happen to see this, could you let me know if I'm doing it right so far?
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