Erdija

Sprig Wossername's page

120 posts. Alias of AdamWarnock.


Full Name

Sprig Wossername

Race

Human

Classes/Levels

Fighter 1 | HP: 11/11 | AC: 20/16/14 (w/o Shield: 18/14/14) | F: +3 R: +6 W: -1 | Per: +3, Init: +4 | Arrows: 20

Gender

Female

Size

Medium, 5' 0" 100 lbs.

Age

20

Alignment

Lawful Good

About Sprig Wossername

Gear and Gold:

Wealth
COIN
PP: 0
GP: 21
SP: 0
CP: 0

Encumberance
Total: 89 lbs.
Light: 86 lbs. or less
Medium: 87 lbs. - 173 lbs.
Heavy: 174 lbs. - 260 lbs.

Max Lift Overhead: 260 lbs.
Max Lift off the ground: 520 lbs.
Max Drag: 1300 lbs.

GEMS

Magic Items

Weapons
Dagger Light, Simple Weapon | Cost: 2 GP | Weight: 1 lb.
Melee: +4 Ranged: +5 (10 ft.) Crit: 19-20/x2 | Damage: 1d4+3 Piercing or Slashing

Quarterstaff 2-handed, Simple Weapon | Cost: - | Weight: 4 lb.
Melee: +4 Crit: x2 | Damage: 1d6+4 Bludgeoning
Double Melee: 0 Crit: x2 | Damage: 1d6+3 Bludgeoning, 1d6+1 Bludgeoning

Bastard Sword 1-handed, Exotic Weapon | Cost: 35 GP | Weight: 6 lb.
Melee: +4 Crit: 19-20/x2 | Damage: 1d10+4 (1-handed: 1d10+3) Slashing

Greatsword 2-handed, Martial Weapon | Cost: 50 GP | Weight: 8 lb.
Melee: +4 Crit: 19-20/x2 | Damage: 2d6+4 Slashing

Longbow 2-Handed, Ranged, Martial Weapon | Cost: 75 gp | Weight: 3 lbs.
Ranged: +5 Crit: x3 | Damage: 1d8 Piercing
-- Arrows (20) | Cost: 1 gp (5 cp each) | Weight: 3 lbs.

Armor
Chain Shirt Light Armor | Cost: 100 GP | Weight: 25 lbs.
AC Bonus: +4 | Max DEX: +4 | ACP: -1 | ASF: 20%

Heavy Wooden Shield Shield | Cost: 7 GP | Weight: 10 lbs.
AC Bonus: +2 | Max DEX: - | ACP: -2 | ASF: 15%

Other Gear
Fighter's Kit Gear Kit | Cost: 9 gp | Weight: 29 lbs.
includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.


Stats:

Class: Fighter (Mobile Fighter) 1
- Favored Classes: Fighter, Paladin
Alignment: Lawful Good
Race: Human
Languages: Common, Elven
Senses: Perception +3
Initiative: +4 (+4 DEX)

HP: 11
AC (w/Shield): 20/16/14 (+4 DEX, +4 Armor, +2 Shield)
AC (w/o Shield): 18/14/14 (+4 DEX, +4 Armor)

============================
Saves
Fortitude: +3 (+2 from Fighter, +1 from CON)
Reflex: +6 (+2 from Fighter, +4 from DEX)
Will: -1 (0 from Fighter, -1 from WIS)

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Attributes
STR: 17 +3 (15, +2 for Dual-Talent Human)
DEX: 18 +4
CON: 13 +1
INT: 12 +1
WIS: 08 -1
CHA: 16 +3 (14, +2 for Dual-Talent Human)

============================
Skills
Skill Points: 6
Fighter: 2
Intelligence Mod: 1
Favored Class Bonus: 1
Background Skills: 2

Armor Check Penalty: -3 w/ shield, -1 w/o shield

Acrobatics (DEX)^ +3 Ranks: 0
Appraise (INT)° +1 Ranks: 0
Artistry (INT)*° +1 Ranks: 0
Bluff (CHA) +3 Ranks: 0
Climb (STR)*^ +7 Ranks: 1 (+1 Rank, +3 Class, +3 STR)
Craft (Painting/Drawing)(INT)*° +1 Ranks: 1 (+1 Rank, +3 Class, +1 INT)
Craft (INT)*° +1 Ranks: 0
Diplomacy (CHA) +3 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +3 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)^ +4 Ranks: 0
Handle Animal (CHA)*†° - Ranks: 0
Heal (WIS) +1 Ranks: 0 (+2 Race, -1 WIS)
Intimidate (CHA)* +3 Ranks: 0
Knowledge (arcana) (INT)‡ - Ranks: 0
Knowledge (dungeoneering) (INT)*‡ - Ranks: 0
Knowledge (engineering) (INT)*‡° - Ranks: 0
Knowledge (geography) (INT)‡° - Ranks: 0
Knowledge (history) (INT)‡° - Ranks: 0
Knowledge (local) (INT)‡ - Ranks: 0
Knowledge (nature) (INT)‡ - Ranks: 0
Knowledge (nobility) (INT)‡° - Ranks: 0
Knowledge (planes) (INT)‡ - Ranks: 0 (+2 Race, +1 INT)
Knowledge (religion) (INT)‡ - Ranks: 0
Linguistics (INT)†° - Ranks: 0
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +3 Ranks: 1 (+1 Rank, +3 Class, -1 WIS)
Perform (Singing)(CHA)*° +8 Ranks: 1 (+1 Rank, +1 Faithful Artist, +3 Class, +3 CHA)
Perform (CHA)*° +3 Ranks: 0
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +8 Ranks: 1 (+1 Rank, +3 Class, +4 DEX)
Sense Motive (WIS) -1 Ranks: 0
Sleight of Hand (DEX)^†° - Ranks: 0
Spellcraft (INT)† - Ranks: 0
Stealth (DEX)*^ +9 Ranks: 1 (+1 Rank, +3 Class, +1 Scout, +4 DEX)
Survival (WIS)* -1 Ranks: 0
Swim (STR)*^ +3 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

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Feats
Auto - Power Attack
Auto - Combat Stamina

1st - Exotic Weapon Proficiency (Bastard Sword)
Fighter - Weapon Focus (Heavy Blades)
Freebie - Eclectic (Paladin)

Feats Descriptions
POWER ATTACK (-1/+2)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Combat Trick: When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

COMBAT STAMINA (2 Points)
You stop at nothing to drive your attack home.

Prerequisite(s): Base attack bonus +1.

Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

EXOTIC WEAPON PROFICIENCY (Bastard Sword)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

WEAPON FOCUS (Heavy Blades)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

ECLECTIC (Paladin)
You have a talent for picking up different vocations.

Prerequisite: Human.

Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

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Traits
Racial
Ability Score Modifiers: +2 to any 2 stats. (Strength and Charisma)

Type: Humanoid(Human)

Size: Medium

Base Speed: 30 feet

Languages: Common and a choice of any language with a high enough INT score.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Class: Fighter
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Character
- Armor Expert
- Faithful Artist
- Bandit (Reflavoring as Scout)

ARMOR EXPERT
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.

Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

FAITHFUL ARTIST (Perform(Sing))
You have pursued an artistic path.

Benefit(s): Choose one Perform skill; you gain a +1 trait bonus on Perform checks of the selected type, and Perform is a class skill for you.

SCOUT
You were trained in the arts of stealth in order to help your allies by scouting out dangerous locations.

Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Original Text:

Spoiler:

Bandit
Since you were young, you’ve been a member of one bandit gang or another.

Benefit: Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Drawbacks
- Sheltered

SHELTERED
Brought up in a safe environment and knowing little of violence, you have trouble getting accustomed to it.

Effect: Whenever you have less than half your maximum hit points, you are shaken.


Appearance:

Sprig is all of five feet tall with a petite frame. Her fair skin is a stark contrast to her silky, raven-black hair. Her eyes are an icy blue flecked with silver that seem to sparkle like star-struck sapphires in the dark from time to time. Even though her frame is well muscled, she doesn't look as strong as she is.

While it's obvious that she is no child, it is hard to tell her age thanks to her youthful features and small stature. Others have assumed she is a young adolescent before and more than one vendor in a market has asked where her parents where. Sprig laughs the gaffs off and generally has a good sense of humor and cheer about the whole situation.

She wears a silver chain around her neck, but she never lets anyone see what's on the end of it and keeps it under her clothing at all times.

Sprig prefers practicality and comfort to fashion when expecting combat. She wears clothing that gives her a good range of motion and is rugged enough not to get ripped to shreds while adventuring. She wears dark, muted colors most of the time since they are less likely to give her away when scouting ahead. To that end, she perfers to wear armor that has either been dulled and colored to match the rest of her wardrobe or that can be hidden under her tunic.

When in town, she still values comfort, but likes to dress nicely. Bright and striking colors that complete her eyes and hair are the order of the day here. Perhaps because of paranoia or just because she feels exposed without the extra weight, she likes to wear armor that can be hidden under or disguised as clothing.


Connections:

Elizabeth Donnalee - Elizabeth is the one person who managed to worm their way past Sprig's walls and get to know her. The two have been roommates since they started their training, and its hard to not like Elizabeth. The cheerful and, at times, too-energetic young woman tends to bring out the best in anyone she meets thanks to the respect she shows just about everyone. Those few that lose it, though, tend to lose it for good.

Elizabeth comes from a family of ne'er-do-wells, and has a number of talents that most wouldn't expect out of the earnest knight-in-training. Her family left her for dead after a job gone wrong, and it was a knight of the order that took her in and helped set her on the path to being a good member of society instead of a thief.


Personality:

Description
Around most people, Sprig is a loner that interacts as much as she needs to and keeps quiet the rest of the time. Occasionally, she'll offer some bit of advice or a reminder about something everyone else has forgotten, but few know what goes on behind the walls she puts up.

Those few that do get past find that she's a whimsical storyteller and loyal friend. She cares for the plights of others and does what she can to help. Her closest friends are normally the only ones that get to see this side of her.

Myer-Briggs Personality Test
Site: 16 Personalities
Result: ISFP-T, Adventurer
Breakdown:
-- Introverted: 85%
-- Observant: 54%
-- Feeling: 69%
-- Prospecting: 51%
-- Turbulent: 79%


Questionnaire:

-What is your relationship to the gods and religion?
I like what Shelyn says, about finding the beauty in everyone. Everyone deserves a chance to shine, right? I'm not much for big services an' all that. Prefer things to be a little more private than that.

-What is your physical appearance, bearing, mannerisms, and quirks?
I'm nothin' special, though people like to tell me I have pretty eyes and hair, or that I'm cute. Some say I don't seem like a servin' girl, which is odd. Mostly, I just keep to myself and come up with silly stories or do some drawin' in my journal.

-Do you have an easy way with strangers?
Kinda needed one with my last job. I'm pretty good at gettin' the ball rollin' on a conversation when I need to be.

-Do you play well with others?
I hope so! Be kinda a sorry knight of the Order if I weren't

-What draws you to the life of an adventurer?
It's better than I would have got in Bradensbrook. I was probably doomed for life as a servin' girl or in a brothel.

-Do you identify with a particular animal or element? if so, why?
The wind, I guess. Never been much of a philosopher type.

-What do you find creepy?
Bugs, spiders, anything slimy or oozing. I hate that story Ivan likes to tell about that one dungeon he went in.

-What specific goals do you have, if any?
Do good and survive, not much beyond that really.

-What secrets do you have?
Uh, nothing... nothing at all.

-What does someone else know about you that you do not?
If I knew that, then I wouldn't not know about it, would I?

-Do the ends justify the means?
No. Doesn't do much good to save a village and kill have the villagers and leave the rest in the cold since you burned down their homes.

Answer the following as your character would-
-Loyalty, or Honesty?
Loyalty, I guess.

-Compassion, or Justice?
Compassion.

-Love, or Fear ?
Better to be loved than feared.

-Obedience, or free thinking?
What good's obeyin' stuff if you can't think for yourself?

-Pride, or Greed?
Both can get a lot of people killed.

-Group, or Individual?
Can't have a group without individuals.

-What is Right?, What is wrong?
Be kind and help others. That's what's right.
Hurting others is wrong.


Background:

Sprig grew up in Bradensbrook with no family. She was pretty enough, however, that an old salt that owned a seaside inn took her in and raised her. She didn't know why, exactly, but she didn't question it. She was happy enough to be off the streets, even if it meant waiting on sailors, adventurers, and travelers passing through the port.

Life was uneventful for her for the most part, but she didn't miss the looks she started getting or the conversations that the new innkeeper was having with the local house of ill repute. She had almost made up her mind to leave when something happened. Some mages got into a fight and there was an explosion. The next thing she knows, she's waking up in the Order's infirmary in their Sparo headquarters and being asked how she wound up in the courtyard covered in injuries.