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About Glorbe GoldendewAka Glorb Goldendew
Character Name: Glorb Bottleknott Goldendew
Gender: Male
Character Level: 11
Known Languages: Common, Gnomish, Dwarvish, Elven ------------------------------------------------------- Strength: 8 (-1)
------------------------------------------------------- Hit Points: 41 + 2 + 1d6 = 43 ------------------------------------------------------- Armor Class: 18 [BASE (10) + ARMOR (4) + DEX (3) + SIZE (1)] Flatfooted AC: 15
Armor Type/Weight: Mithral Chain Shirt [5.0 lb.] Special Armor Class Notes: +4 dodge bonus against giants (Racial ability); +3 dodge AC bonus when taking a fight defensively action or +6 AC bonus when taking a full defense action (5 ranks in Tumble) ------------------------------------------------------- Total Encumbrance: Light Load Overall AC Penalty: None
Base Movement: 20’/round
------------------------------------------------------- Save vs. Fortitude: +3 [BASE (3) + CON (0)]
Special Saving Throw Notes: +2 bonus to saves against illusions (Racial ability); in situations where a Reflex saving throw is allowed for half damage, the PC takes no damage with a successful saving throw when wearing light or no armor (Evasion ability) ------------------------------------------------------- Initiative Modifier: +7 [DEX (3)+ MISC (4)] Melee Attack Bonus: +7\+2 [BAB (6\1) + STR (-1) + SIZE (1)] Ranged Attack Bonus: +11\+6 [BAB (6\1) + DEX (3) + SIZE (1)] Special Combat Notes: Grapple attacks are made at -4 to the attack roll (Penalty for size); sneak Attack damage (+1d6) for melee attacks and ranged attacks under 30' range when opponent is flanked or flatfooted; +1 bonus to attack rolls against kobolds and goblinoids [goblins, hobgoblins and bugbears] (Racial ability); +4 on all initiative checks (Improved Initiative feat) ------------------------------------------------------- Attacks: Light Crossbow (S) / +11 ranged attack / 1d6 damage / 80’ range / 19-20 [x2] critical / piercing damage
Dagger (S) / +11\+6 ranged attack / +6\+1 melee attack / 1d3 -1 damage / 10’ range / 19-20 [x2] critical / piercing damage
Sap (S) / +7\+2 melee attack / 1d4 -1 subdual damage / [x2] critical / bludgeoning damage
Total Weapon Weight: 4.0 lb. ------------------------------------------------------- Skills: Total Skill Points Earned = 106 Skill Name - Skill Total, number of Ranks and/or Racial Modifier Appraise: = +7 (INT) 4 Ranks
* Armor Check Penalty Applies
Feats: Improved Initiative: Gain a +4 bonus on initiative checks. Nimble Fingers: Gain a +2 bonus on all Disable Device checks and Open Lock checks. Magical Aptitude: Get a +2 bonus on all Spellcraft checks and use Magic Device checks. Subsonics: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect. Bard Spells / Songs: Known Spells 0 Level: DC 14 Detect Magic, Lullaby, Mage Hand, Message, Open/Close, Read Magic
Spells per day: 0 Level Spells: 3x per day
Songs per day: Inspire Courage +2, Inspire Competence, Countersong, Fascinate (with Suggestion), Inspire Greatness - 9x per day ------------------------------------------------------- Equipment & Gear: Entertainer’s Outfit [0.0 lb.] Magical Wand of Magic Missiles (9 charges, Spell Trigger Activation, 7th Level Caster [4 Missiles per charge]) [0.5 lb.] - tucked into belt Magical Wand of Acid Arrow (24 charges, Spell Trigger Activation, 3rd level caster) [0.5 lb.] Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation, 1st level caster) - tucked into belt Magical Necklace of Fireballs (2x 2d6 globes - globes can be hurled up to 70’ - Reflex Save vs. DC 14 halves damage) [0.0 lb.] - worn around neck Beltpouch [0.25 lb.] holds:
Magical Heward’s Handy Haversack [5.0 lb.] (everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO) ==Main Pouch [80 pound capacity]
==Side Pouch #1 [20 pound capacity]
==Side Pouch #2 [20 pound capacity]
Equipment Weight: 8.0 lb. Total Weight Carried / Encumbrance Load: 17.0 lb. / Light Load [Max = 19 lb.] ------------------------------------------------------- Money: 40pp, 50gp, 35sp, 22cp; small bag of precious gems (3,000gp value) Glorb’s Mount: Golden Stallion:
Pony
Pony’s AC Penalty: None
Glorb’s pony carries the following gear: Bit and bridle [0.5 lb.]
Total Weight Carried / Encumbrance Load: 13.0 lb. This is a Light Load [Max = 75 lb.] when Glorb is not mounted, the pony carries 75.0 lb. a Light Load [Max = 75 lb.] when Glorb is mounted and in full gear -------------------------------------------------------- Character History:
Managing an inn can be fun at first, but it quickly becomes just another job; adding up the day's take and comparing it to the workers' wages, the cost of food and drink wholesale, city taxes, etc... Having to settle squabbles between the cook and the brewer, putting up with the weekly and daily complaints of the barmaids, the barman's surly manner... And when a barfight breaks out, or someone starts dancing on tables, instead of joining in, all one can think is, "Hey! Those plates cost two silver apiece, dammit!" A vacation is needed. A sea voyage seems like just the thing, really. A wayfaring merchant out of Dyvers promotes a trip; exotic locations, a tour of fascinating ports, a chance for Glorb to sample wines and foods of many other cultures; that's right, it's a business expense! Perhaps they'll even see... pirates! No pirates. Only a thick and heavy fog out of Irongate and a hard easterly wind that blows them miles off course. The ship springs a leak. Rather than risk the ship going down with all hands, the captain makes for a small island and drops off his paying passengers, including Glorb, at the small sleepy village there. There's not much to do, but it's warm and there is a tavern and great fishing. The ship remains in the bay as the crew try to restore it to seaworthy conditions. Until the morning when the passengers look out to the bay and find the ship no longer there. Sunk in the night, suddenly, with all hands? Perhaps the damaged hull could not hold any longer; perhaps someone fell asleep at the pumps? Or perhaps the ship... sailed off without them? Hard to say. The locals are sympathetic. There are hidden reefs out there, they say, and the ship might have run into one. Or perhaps a current carried them off. Passage off the island? Of course! But you must wait until the mistral wind comes up. Without it, passage east is too hard for our little boats. Soon the wind will turn and we will take you back to the big land; a week, two weeks at most. Until then, you are our guests! Rest, relax, enjoy the hospitality of our little island. The other passengers seem somewhat molified, and even rather warm to the island. All are offered lodgings in the homes of the locals, as being more friendly and comfortable than the inn. A middle-aged man strikes up an aquaintance with a lady and soon has gone off to live with her on the other side of the island. A married couple and their son have gone off on a fishing tour with a charming local gentleman. A surly dwarven metalsmith from Irongate is taken in by a motherly old widow who bakes him delicious pies. Glorb's hosts are a man and woman with a large family of children; the children seem fascinated by Glorb. Wild and feral as young leopards, they run fearlessly along the cliffside where their small cottage is built, and dive from great heights into the water, and try to get Glorb to join in their games and treat him as another child; sometimes a bit cruel, but with laughter rather than hate of his race. Glorb may suspect there is a touch of sea in these people; merfolk, perhaps, or sea-elves; for the children swim as easily as frogs and have a touch of webbing between their fingers. A query to their parents brings only a secret smile and a touch of a finger to lips; it is not something they talk about. They warn him away from the ruins atop the highest point of the island, however; there are ghosts there, and danger, and a ruined tower! At times, from his bedroom window at night, Glorb can look up at it and see a dim light shining here and there in the rocks, and perhaps he means to go up there sometime soon with his adventuring gear! And so he does. In daylight he finds the dusty path that must lead up to the hilltop; now little more than a goat-trail with the brushpalms. He follows it a ways, though the late afternoon sun is hot and the path is steep, and he stops as he nears the summit to take a drink from a waterskin. As he stops to rest, a sound catches his keen ears. It sounds like a scream. Up the path, the way hed been going, something is now coming towards him. A young man, sword in hand and buckler on the other arm, is running pell-mell down the steep slope, giving an occasional yelp but mainly using all his efforts on running as quickly as possible. And well he might, for in slow ponderous pursuit of the human is some kind of large leafy creature, a tumbleweed tangle of vines and leaves that rolls after him, picking up increasing speed on the slope. It appears to be smouldering slightly. Chasing after the plant is a smaller figure, brandishing a spear; a gnome or a halfling, though its hard to be sure at this distance. The leading human is about 150 ft away from Glorbs position. The terrain is rocky and uneven, the only other plants are bushes and scrub about five feet high at most.
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