Harsk

Devlin GroundBreaker's page

27 posts. Alias of kobywan.


About Devlin GroundBreaker

********************[ D&D ADVENTURE CHARACTER SHEET]********************

Character Name............: Devlin GroundBreaker
Player Name...............: Matthew
E-mail Address............: kobylaks@wowway.net

Level.....................: 6
Race......................: Dwarf
Class.....................: Ranger
Alignment.............: Neutral Good
Deity.....................:
Gender..................: Male
Age.......................: 56
Size.......................: Medium (5’3”)

Movement.............: 20’ Land
Vision....................: Darkvision 60'

Languages..............: Common, Dwarven

*******************************[ RACIAL TRAITS ]************************
• Con: +2, Wis: +2, Cha: -2
• Type: Humanoid (Dwarf)
• Size: Medium
• Darkvision 60 ft. - Dwarves can see in the dark up to 60 ft.
• Defensive Training - Dwarves get a +4 dodge bonus to AC against monsters of the
giant subtype.
• Hatred - Dwarves receive a +1 bonus on attack rolls against humanoid creatures of
the orc and goblin subtypes due to special training against these hated foes.
• Weapon Familiarity - Dwarves are prof icient with battleaxes, heavy picks, and
warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• Greed - Dwarves receive a +2 racial bonus on Appraise skill checks made to
determine the price of nonmagical goods that contain precious metals or gemstones.
• Hardy - Dwarves receive a +2 racial bonus on saving throws against poison, spells,
and spell-like abilities.
• Slow and Steady - Dwarves have a base speed of 20 ft, but their speed is never
modified by armor or encumbrance.
• Stability - Dwarves receive a +4 bonus to their combat maneuver defense when
resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning - Dwarves receive a +2 bonus on Perception skill checks to notice
unusual stonework, such as traps and hidden doors located in stone walls or floors.
They receive a check to notice such features whenever they pass within 10 ft of
them, regardless of whether or not they are actively looking.
• Automatic Languages: Common, Dwarven

******************************[ CLASS ABILITIES ]***********************

• FAVORED ENEMY - You have bonuses to Bluff, Perception, Sense Motive, and Survival
checks as well as weapon attack and damage rolls used against the following creature
types: Construct (+2), Undead (+4). (PFCR 64).
• RANGER WEAPONS AND ARMOR - All simple and martial weapons, light armor, medium
armor and shields (but not tower shields). (PFCR 64).
• RANGER WILD EMPATHY - Change animal attitudes in a way similar to Diplomacy.
Check bonus equals 4. Animal must be within 30 ft.. (PFCR 65).
• TRACK - Add half ranger level (min. 1) to Survival checks made to follow tracks.
(PFCR 64).
• RANGER COMBAT STYLE (Improved) - Two-weapon Fighting, Improved Two-weapon Fighting
(PFCR 65).
• FAVORED TERRAIN - The ranger gets bonuses to Knowledge (geography), Perception,
Stealth, Survival and Initiative checks in Underground (dungeons) (+2) terrain (PFCR 65).
• RANGER ENDURANCE - A ranger gains Endurance as a bonus feat at 3rd level. (PFCR 65).
• Animal Companion - Camel
• RANGER SPELLS - The ranger can cast spells drawn from the Ranger Spell List (PFCR
232) according to the ranger spell progression (PFCR 66). (PFCR 66).

----- GENERAL FEATS -----
• ARMOR PROFICIENCY (LIGHT) - When you wear a type of armor with which you are
proficient, the armor check penalty for that armor applies only to Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• ARMOR PROFICIENCY (MEDIUM) - When you wear a type of armor with which you are
proficient, the armor check penalty for that armor applies only to Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• ENDURANCE - You gain a +4 bonus on the following checks and saves: Swim checks
made to resist nonlethal damage, Constitution checks made to continue running,
Constitution checks made to avoid nonlethal damage from a forced march, Constitution
checks made to hold your breath, Constitution checks made to avoid nonlethal damage
from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot
or cold environments, and Fortitude saves made to resist damage from suffocation.
Also, you may sleep in light or medium armor without becoming fatigued. (PFCR 122)
• SHIELD PROFICIENCY - You can use a shield and take only the standard penalties.
(PFCR 133)

***************************[ CHOSEN FEATS ]*****************************

• DOUBLE SLICE - Add your Strength bonus to damage rolls made with your off-hand
weapon. (PFCR 122)
• IMPROVED TWO-WEAPON FIGHTING - In addition to the standard single extra attack you
get with an off-hand weapon, you get a second attack with it, albeit at a -5
penalty. See the Two-Weapon Fighting special attack PHB 3.5 160. (PFCR 128)
• TWO-WEAPON DEFENSE - When wielding a double weapon or two weapons (not including
natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the
Two-Weapon Fighting special attack. When you are fighting defensively or using the
total defense action, this shield bonus increases to +2. (PFCR 136)
• TWO-WEAPON FIGHTING - Your penalties on attack rolls for fighting with two weapons
are reduced. The penalty for your primary hand lessens by 2 and the one for your off
hand lessens by 6. See the Two-Weapon Fighting special attack PHB 3.5 160. (PFCR 136)
• QUICK DRAW - You can draw a weapon as a free action instead of as a move action.
You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A
character who has selected this feat may throw weapons at his full normal rate of
attacks (much like a character with a bow). Alchemical items, potions, scrolls, and
wands cannot be drawn quickly using this feat. (PFCR 131-132)
---- TRAITS -----
• Magical Knack (Magic) - Your caster level in is 2. (PFCT 5)
. An Tomb Treader 1/day DC20 to find way out of dungeon/tomb.

********************************[ ABILITIES ]***************************
Base Items
Strength (STR).......: 17( +3 )
Dexterity (DEX)......: 16( +3 )
Constitution (CON)...: 14( +2 )
Intelligence (INT)...: 12( +1 )
Wisdom (WIS).........: 12( +1 )
Charisma (CHA).......: 05( -3 )

********************************[ ARMOR CLASS ]*************************
Dual Wield[AC]: 20
Total..........[AC]: 19
Flat*..........[AC]: 16
Touch**........[AC]: 13

( 10 )Base
( 06 )Armor*
( 00 )Shield*
( 03 )DEX**
( 00 )Size*/**
( 00 )Natural*
( 00 )Deflect*/**
( 00 )Dodge**
( 00 )Misc.

********************************[ ARMOR ITEMS ]*************************

Armor.............: Rhino Hide armor (5165)
Bonus.............: +6
Max Dex...........: +4
Penalty...........: -1
Spell Failure.....:
Special Properties: +2d6 to dmg on a charge (mounted too)

Name..............: 2 weapon Defense
Bonus.............: +1

********************************[ HIT POINTS ]**************************

Hit Points (Maximum)........[HP]: 52

********************************[ INITIATIVE ]**************************

Initiative Modifier
( +3 )Total = ( 3 )DEX +( 0 )Misc
Initiative Modifier in Dungeons
( +5 )Total = ( 3 )DEX +( 2 )Misc

********************************[ COMBAT MANEUVERS ]********************

Combat Maneuver Bonus
( +9 )Total =( 6 )Base Attack +( 3 )STR +( 0 )Size +( 0 ) Misc

Combat Maneuver Defence
( +22 )Total = 10 +( 6 )Base Attack( 6 )STR+DEX +( 0 )Size +( 0 ) Misc

Combat Maneuver Defence VS Trip and Bull Rush
( +26 )Total = 10 +( 6 )Base Attack( 6 )STR+DEX +( 0 )Size +( 4 ) Misc

*******************************[ BASE ATTACK BONUS ]********************

Melee BAB
( +9/+4 )Total = ( 6/1 )Base Attack +( 3 )STR +( 0 )Size +( 0 )Misc

Ranged BAB
( +9/+4 )Total = ( 6/1 )Base Attack +( 3 )DEX +( 0 )Size +( 0 )Misc

*******************************[ WEAPONS ]******************************

Name..............: Ancestral Axe +1/+1 (Dwarven Urgrosh)(7050)
Melee Attack Bonus......: +11/+6
Damage..................: 1d8+6
Dual Wield Attack Bonus.: +9/+4, +9/+4
Dual Wield Damage.......: 1d8+4, 1d6+4
Critical................: 20, x3
Properties..............: Adamantine (Ignores hardness up to 20)

Name................: Longbow, Composite +3 (400)
Ranged Attack Bonus.: +10/+5
Damage..............: 1d8+3/1d8+3
Critical............: 19-20, x2
Range...............: 80ft
Properties..........: Masterwork

*******************************[ SAVING THROWS ]************************

Fortitude
( +7 )Total = ( 5 )Base Save +( 2 )CON +( 0 )Magic +( 0 )Misc

Reflex
( +8 )Total = ( 5 )Base Save +( 3 )DEX +( 0 )Magic +( 2 )Misc

Will Power
( +3 )Total = ( 2 )Base Save +( 1 )WIS +( 0 )Magic +( 0 )Misc

********************************[ SPELLS ]******************************

(Level): [ Per Day ]/[ Bonus ]/[ Known ]/[ DC ]
( 1st ): [ 01 ]/[ 01 ]/[ 00 ]/[ DC13 ]
( 2nd ): [ 00 ]/[ 00 ]/[ 00 ]/[ DC14 ]
( 3rd ): [ 00 ]/[ 00 ]/[ 00 ]/[ DC15 ]
( 4th ): [ 00 ]/[ 00 ]/[ 00 ]/[ DC16 ]

Spells (#)Prepared/Known
( 1st ): Summon Natures Ally I, Longstrider
( 2nd ):
( 3rd ):
( 4th ):

******************************[ EQUIPMENT LIST ]************************

Gold:243

QTY: ( Lbs ): ( Cost ):
Handy Haversack 5lb 2000
>Crowbar 2
>Flint & Steel 1
>Grappling Hook 1
>Hammer .5
>Ram, Portable 10
>Rope, Silk 10
>Shovel 2
>Holy Water 25
>Climbers Kit 80
>Mirror, small steel 10
Explorers Outfit 10
>Bedroll and blanket 1
>Tankard 1
>Tent 20
>Potion of Cure lt Wnds 50
>Waterskin x2 2
Quiver 2
Arrows x 80 4

> = in haversack (items like the grappling hook, crowbar etc.. are wrapped in cloth to prevent them from puncturing the sack.
*********************************[ MOUNT ]******************************

Frulbraut (Camel)

Size Large;
Speed 50 ft.;
HP = 24
Fort = 5 Ref = 6 Will = 1
AC = 19 10 +3 Armor +1 natural +3 DEX -1 Size +2 misc
Attack bite +6(1d4+6) or spit +5(ranged touch attack,target is sickened for 1d4 rounds, range 10 feet);
Ability Scores Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4; Special
Qualities low-light vision, scent, Link, Share Spells.
Feats: Evasion, Light Armor, Endurance
Skills: Stealth +4 = +2 ranks +3 DEX

Combat Saddle (60)
Studded Leather Armor (100)
Trained Tricks: Attack all creatures(ged), Work(gos), Stay(thanamorn), Come(gund), Fetch(horlem), Spit(rem) Learned command words in dwaren.

*********************************[ MAGIC ITEMS ]************************

Handy Haversack (2000)
Wand of Endure Elements (750)
Potion of Cure lt wounds lvl 1 d8+1 (50)

***********************[ CARRYING WEIGHTS & LIMITS ]********************

Light.................:100
Medium............:200
Heavy...............:300

Total Encumbrance.....:000.00 lbs.
Carry Load............:Light / Medium / Heavy

*********************************[ SKILLS ]*****************************

Skills.......Key Ability....Skill Mod...Ability Mod...Ranks....Misc
Acrobatics.....:Dex.............+2=........3....+.......0...+...-1
Appraise.......:Int.............+1=........1....+.......0...+....0
Climb..........:Str.............+2=........3....+.......0...+...-1
Escape Artist..:Dex.............+2=........3....+.......0...+...-1
Handle Animal..:Cha.............+6=.......-3....+.......6...+....3
Heal...........:Wis.............+1=........1....+.......0...+....0
Knowledge......:Int............+10=........1....+.......6...+....3
(dungeoneering)
Knowledge......:Int.............+9=........1....+.......5...+....3
(geography)
Knowledge......:Int.............+9=........1....+.......5...+....3
(nature)
Perception.....:Wis.............+9=........1....+.......5...+....3
Unusual stone..:Wis............+11=........1....+......(5)..+....5
Ride...........:Dex.............+8=........3....+.......3...+....2
Stealth........:Dex............+11=........3....+.......6...+....2
Survival.......:Wis............+10=........1....+.......6...+....3
Tracking - 1/2 speed:Wis.......+13=........1....+......(6)..+....6
Tracking - Normal:Wis...........+8=........1....+......(6)..+....1
Tracking - x2 speed:Wis.........–7=........1....+......(6)..+...-14
Swim...........:Str.............+2=........3....+.......0...+...-1
Resist exhaustion damage:Str....+7=........3....+.......0...+....4

*******************************[ MOTIVATIONS ]**************************

Treasure hunting, Good ale, The smell of a musty tomb

**********************************[ GOALS ]****************************

As of right now, just to find dungeons, get into trouble and get rich.

*******************************[ DESCRIPTION ]*************************

Devlin is a Dwarven ranger. He's gruff, unhygienic and wont play nice. But he’s one of the best when it comes to tracking and tomb/dungeon delving. During his early career he had an Earth Genasi as a mentor. After spending many years under his tutelage Devlin subconsciously picked up some habits that helped improve his rudimentary magic.(Trait: Magic Knack)Thanks to his Dwarven heritage and extensive time spent in the crypts and dungeons of Osirion he is able to "almost" always find his way out of anywhere,(Trait: An Tomb Treader) never tell him he is lost it only pisses him off and gets you hurt. A dwarf of few words he prefers to solve disputes with his Urgrosh an ancient weapon handed down from his grandfather. He’s got a hate for what he calls "unnatural things" which generally equates to inanimate objects that are given life such as statues, undead, golems etc…