Lem

Ezric's page

15 posts. Alias of Kysterick.


Race

Halfling

Classes/Levels

Rogue 2, Ranger 1

Gender

Male

Size

Small 3'0" 32lbs

Age

Mid 20s

Alignment

CG

Languages

Common, Halfling, Elven, Dwarven, Goblin, Orc

Strength 12
Dexterity 16
Constitution 13
Intelligence 15
Wisdom 12
Charisma 10

About Ezric

Essentials:
AC: 18(Armor 4, Shield 1, Dex 3, Size 1)
HP: 30 / 30
CMD: 17
CMB: + 2
Initiative: + 3 (Dex 3)
Speed: 20ft

Saves
Fort: 4 (base 2, Con 1, race 1)
Refl: 9 (base 5, Dex 3, race 1)
Will: 2 (base 0, Wis 1, race 1)
+2 vs fear

Combat:
Melee: Kukri + 6(bab 2, dex 3, size 1) 1d3 + 1, 18-20x2 s
Sap +6(bab 2, dex 3, size 1) 1d4 + 1, x2 b nonlethal
Ranged: +1 Shortbow +7(bab 2, dex 3, size 1, ench 1) 1d4+1, x3 p

Abilities:

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Sneak Attack: +1d6
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: 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.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Wild Empathy: This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Favored Enemy(Human): He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Feats & Traits:


  • Armor Proficiency(light, medium, shields)
  • Weapon Proficiency(simple, martial, hand crossbow)
  • Weapon Finesse
  • Alertness

Skills:
(Class, Ranks, Ability, Misc)
-*Acrobatics (3,3,3,2) = 11
-Appraise (0,0,2,0) = 2
-Bluff (0,0,0,0) = 0 +2 vs human
-*Climb (3,2,1,2) = 8
-Diplomacy (0,0,0,0) = 0
-Disable Device (3,3,3,2) = 11 +1(trapfinding)
-Disguise (0,0,0,0) = 0
-*Escape Artist (3,2,3,0) = 8
-*Fly (0,0,3,0) = 3
-Handle Animal (0,0,0,0) = 0
-Heal (3,2,1,0) = 6
-Intimidate (0,0,0,0) = 0
-Knowledge(Geography) (3,1,2,0) = 6 +2 vs human
-Knowledge(Local) (3,1,2,0) = 6 +2 vs human
-Knowledge(Nature) (3,1,2,0) = 6 +2 vs human
-Linguistics (3,2,2,0) = 7
-Perception (3,3,1,4) = 11 +1 locate traps, +2 vs human
-*Ride (0,0,3,0) = 3
-Sense Motive (3,2,1,2) = 8 +2 vs human
-Sleight of Hand (3,2,3,0) = 8
-*Stealth (3,3,3,4) = 13
-Survival (3,3,1,0)= 7 +1 with tracks, +2 vs human
-*Swim (0,0,1,0) = 1
*=Armor check penalty of 0

Gear & Carrying Capacity:

Money
PP: 00
GP: 41
SP: 21
CP: 28

Equipment
+1 Studded Leather Armor
Kukri(2)
Sap
+1 Shortbow
Arrows(20)
Quiver
Thieves’ Tools, Mwk
potion of cat’s grace (2)
potion of cure moderate wounds
potion of invisibility
potion of lesser restoration

Backpack
Bedroll
Bell(5)
Candle(5)
Map/Scroll Case
Chalk(5)
Fishhook
Flint and Steel
Ink(1oz)
Inkpen
Parchment(10)
Signal Whistle
Small Steel Mirror
Waterskin
Whetstone
Sewing Needle
Explorer’s Outfit

Total Weight: 33lbs
Light Load: 33lbs
Medium Load: 65lbs
Heavy Load: 97lbs
Overhead: X lbs
Max Lift: X lbs
Push/Pull: X lbs

Favored Points:


  • Level 01 – +1 Skillpoint
  • Lever 03 - +1 Skillpoint

Appearance:

Much less jovial then many of his kin, Ezric is a subdued and quiet individual to most he meets.

Background:

Ezric is not exactly sure when he was born, but he knows he is atleast in his mid 20's. Much of his early he was running with a street gang in ____, where his small size and quick hands more then earned his keep. The gang mostly youths was mostly petty crime and with hopes of a big hit to get out of the squalor. However as time went on the aims of the gang shifted with the leadership to more strong arm tactics.

He and a few others had attempted to bring the group back around, but fighting had broken out and had ended badly. He and one other, Damian, escaped the victors and hid in the city.

They were able to stay hidden of a short while, but the new leaders were intent on hunting them down for their 'betrayal' of the group.

Deciding to escape the city and find a new home, Ezric and Damian, laid out a plan to split up on the way out and rendezvous in the village of Fairhill. Unfortunately, once they put it in motion things started going wrong, one of their former mates spotted them. Splitting up early Ezric was able to make his way out of the city and to Fairhill.

After sometime had passed with no sign of Damian, Ezric figured the worst had happened. Unfortunately he had no way of getting back and searching for him. Hoping his friend was still alive, he answered the call for aid in recovering the chalice.

the group will have come together during an adventure to restore a sacred chalice to the village of Fairhill. This chalice, a sacred vessel devoted to the Goddess Freya, was stolen by a band of orcs led by followers of Orcus. The group of adventurers, together with the aid of the local priestess of Freya, Shandril, managed to drive the orcs away, defeating them at a nearby ruined keep. Here the party encountered Tavik, an evil priest of Orcus. However, although the party managed to regain the Crucible of Freya, Tavik slipped though their grasp, escaping somehow via magical means.

With the thanks of the villagers and with newfound confidence, the party headed on to Bards Gate, where the Paladin, Gyles Degare, intended to meet with Barahil the Faithful and Bofred the Just in the temples of Muir and Thyr.

Experience:

5000/9000