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Unread 28th of April, 2010, 11:29
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Explosive Cheese
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Badger

BADGER
Level 5, Male Dwarf Ranger

STATISTICS

STRENGTH: 11 [+0]
DEXTERITY: 18 [+4] (17 BASE, +1 @ 4TH LEVEL)
CONSTITUTION: 12 [+1] (10 BASE, +2 RACIAL)
INTELLIGENCE: 10 [+0]
WISDOM: 14 [+2]
CHARISMA: 6 [-2] (8 BASE, -2 RACIAL)


HIT POINTS: 43/45
WOUNDS: NONE
NOTES:
  • Stonecunning
  • Stability
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.


ARMOR CLASS: 15 (+10 BASE, +2 LEATHER ARMOR, +3 DEX)

INITIATIVE: +4 (+4 DEX)

SAVES

FORTITUDE: +5 (+4 BASE SAVE BONUS, +1 CON)
REFLEX: +8 (+4 BASE SAVE BONUS, +4 DEX)
WILL: +3 (+1 BASE SAVE BONUS, +2 WIS)


ATTACKS AND WEAPONS

UNARMED
TO HIT: +5 (+5 BASE)
DAMAGE: 1d3 NON-LETHAL
CRIT RANGE/MULTIPLIER: 20/x2

MASTERWORK LONGBOW
TO HIT: +11,+10,+8,+6,+4 (+5 BASE, +4 DEX, +1 MASTERWORK; +1 at 30 ft, -2 for every 100 ft)
DAMAGE: 1d8 (+1 at 30 ft.)
QUIVER: 50
CRIT RANGE/MULTIPLIER: 20/x3

DAGGER
TO HIT: +5 (+5 BASE)
DAMAGE: 1d4
CRIT RANGE/MULTIPLIER: 19-20/x2

DAGGER, THROWN
TO HIT: +10,+8,+6,+3,+1 (+5 BASE, +4 DEX; +1 up to 30 feet, -2 every 10 feet)
DAMAGE: 1d4 (+1 up to 30 feet)
CRIT RANGE/MULTIPLIER: 19-20/x2

MAGIC GREATSWORD
TO HIT: +5 (+5 BASE)
DAMAGE: 2d6
CRIT RANGE/MULTIPLIER: 19-20/x2
MAGIC EFFECT:

FEATS

BONUS: RAPID SHOT
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat.
BONUS: ENDURANCE
You gain a +4 bonus on checks relating to stamina or extended physical activity. Also, you may sleep in light or medium armor without becoming fatigued.
BONUS: TRACK
To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow
1ST LEVEL: POINT BLANK SHOT
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
3RD LEVEL: PRECISE SHOT
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.


SPECIAL

FAVOURED ENEMY (HUMANOID (GNOLL))
+2
FAVOURED ENEMY (VERMIN)
+4
ARCHERY COMBAT STYLE
ANIMAL COMPANION: SPIKE
See below.


TRAINED SKILLS

CLIMB: -2 (+1 RANKS, -3 ARMOUR CHECK PENALTY)
CONCENTRATION: +2 (+1 CON, +1 RANKS)
DISABLE DEVICE: +4 (+4 RANKS)
HIDE: +3 (+4 DEX, +2 RANKS, -3 ARMOUR CHECK PENALTY)
JUMP: -3 (+6 RANKS, -3 ARMOUR CHECK PENALTY)
DUNGEONEERING KNOWLEDGE: +2 (+2 RANKS)
RELIGIOUS KNOWLEDGE: +1 (+1 RANK)
LISTEN: +6 (+2 WIS, +4 RANKS)
OPEN LOCK: +8 (+4 DEX, +4 RANKS)
SEARCH: +8 (+8 RANKS)
SPOT: +6 (+2 WIS, +4 RANKS)
SWIM: -4 (+2 RANKS, -6 ARMOUR CHECK PENALTY)

UNTRAINED SKILLS

APPRAISE: +0
BALANCE: +1 (+4 DEX, -3 ARMOUR CHECK PENALTY)
BLUFF: -2 (-2 CHA)
CRAFT: +0
DIPLOMACY: -2 (-2 CHA)
DISGUISE: -2 (-2 CHA)
ESCAPE ARTIST: +1 (+4 DEX, -3 ARMOUR CHECK PENALTY)
FORGERY: +0
GATHER INFORMATION: -2 (-2 CHA)
HEAL: +2 (+2 WIS)
INTIMIDATE: -2 (-2 CHA)
RIDE: +4 (+4 DEX)
SENSE MOTIVE: +2 (+2 WIS)
SURVIVAL: +2 (+2 WIS)
USE ROPE: +4 (+4 DEX)


EQUIPMENT

Dagger (at belt)1 lbs
Masterwork Longbow 3 lbs
Leather Armor 15 lbs
Explorer's Outfit 8 lbs
Wooden Holy Symbol of Olidammara 0 lbs
Fire Opal Pendant on a Fine Gold Chain 1 lbs
Quiver of Arrows (50) 7.5 lbs


BACKPACK (CARRIED) 39 lbs
Bedroll x1 @ 5 lbs
Crowbar @ 5 lbs
Thieves' Tools x1 @ 1 lbs
Waterskin (Filled) x1 @ 4 lbs
Grappling Hook @ 4 lbs
Hammer @ 2 lbs
Rope (Hempen/50 ft.; on the outside, strapping the Greatsword) @ 10 lbs
Magic Greatsword (strapped with rope) @ 8

Total Encumberance: 74.5 lbs
Load: MEDIUM

Total Money: 72 GOLD, 8 SILVER, 10 COPPER




Badger was not always known by the Common name of an animal. He had been given a dwarven name when he was born into a dwarf clan as an orphan. However, being the son of two theives who had been executed for their crimes, none wanted to take him in, save an elderly dwarven caver. He taught Badger the skills of his trade, and gave him a metaphorical roof over his head. Shortly after Badger turned 32, his mentor and guardian died of old age, leaving the still juvenile Badger to live on the outskirts of dwarven society. Shunned by all, he took to petty theft in order to sustain himself when he could not find enough food among the caves. This only served to heighten the others distaste for Badger, who perceived it as a form of oppression of those in power.
When Badger finally turned 40 and came into adulthood, a band of dwarven missionaries began to form an expedition to the surface, hoping to convert the heathens living above-ground. They thought they could save Badger as well, by bringing to him the word of the noble gods, and decided to give him the job of survivalist in their party. Badger accepted, feeling lost in life, and seeking the answers in exploration and religion. They adventured together several years on the surface, during which time Badger learned much about tracking and surviving in the woods, studied the weak spots of the gnolls he defended the priests and clerics from, and befriended a badger whom he named Spike. After some time though, the group of missionaries decided to induct Badger, and took him to an underground shrine where the dwarves communed with the gods. There, Olidammara made contact with Badger, and placed his holy mark on his bald dome, visible only to those who could see divine magic. When the missionaries discovered which deity had chosen to take Badger, they grew angry and shunned him, claiming that he truly was a lost cause as all had believed.
This crushed Badger, who had come to like the missionaries, and filled him with a hatred of other dwarves, the clergy, and any who used their power into forcing others to follow their code. It also heightened his resolve to be a loyal companion, so that he might honour his mentor, and prove himself better than the betraying zealots. His resolve grew so great, that he took four solemn vows:
1. I will never betray an ally in any way shape or form.
2. I will do all in my power to throw down the oppression of the tyrants.
3. I will never use my own power to coerce others.
4. I will be an instrument of Olidammara's will.
After reciting his vows solemnly, he used his dagger to make the mark of Olidammara upon the backs of both his hands, leaving them as scars to remind him of his vows. When his rite was complete, Olidammara revealed himself to Badger again, this time speaking to him, telling him to go to the Thieve's Guild in nearby Marash Pul. Throwing aside forever his dwarven name, and taking up the name of his companion, Badger did as he was commanded.

Badger normally spends his time alone with Spike in the woods, living off the land. He will often take missions from the guild, and on his downtime when he doesn't wish to remain in the woods, he can be found at The Coffee House, downing pint after pint.

Animal Companion: Spike the Badger
Effective Level 1, Badger Animal Companion

STATISTICS

STRENGTH: 8 [-1]
DEXTERITY: 17 [+3]
CONSTITUTION: 15 [+2]
INTELLIGENCE: 2 [-4]
WISDOM: 12 [+1]
CHARISMA: 6 [-2]


HIT POINTS: 13/13
WOUNDS: NONE
NOTES: None.

ARMOR CLASS: 15 (+10 BASE, +3 DEX, +1 SIZE, +1 NATURAL ARMOUR)

INITIATIVE: +3 (+3 DEX)

SAVES

FORTITUDE: +4 (+2 BASE SAVE BONUS, +2 CON)
REFLEX: +5 (+2 BASE SAVE BONUS, +3 DEX)
WILL: +1 (+1 WIS)


ATTACKS AND WEAPONS

CLAW
TO HIT: +5/+5
DAMAGE: 1d2-1
CRIT RANGE/MULTIPLIER: 20/x2

BITE
TO HIT: +0
DAMAGE: 1d3-1 NON-LETHAL
CRIT RANGE/MULTIPLIER: 20/x2

NOTE: Spike gets +1 to BAB, as if he were a ranger of his level.

TRICKS and SPECIAL ABILITIES/QUALITIES
BONUS: RAGE
A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
BONUS: SHARE SPELLS
At the ranger's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.
BONUS: LINK
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
BONUS: SCENT
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
BONUS: WEAPON FINESSE
DEX may be used in place of STR for attack rolls.
1ST LEVEL: TRACK
The animal tracks the scent presented to it.
1ST LEVEL: TOUGHNESS
+3 HP
7 TRICKS (6 as standard for any badger; 1 bonus for being an animal companion. Tricks taught before game using Handle Animal):
Come - The animal comes to you, even if it normally would not do so.
Down - The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch - The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard - The animal stays in place and prevents others from approaching.
Heel - The animal follows you closely, even to places where it normally wouldn’t go.
Seek - The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay - The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
TRAINED SKILLS

LISTEN: +3 (+1 WIS, +2 RANKS)
SPOT: +3 (+1 WIS, +2 RANKS)

UNTRAINED SKILLS

BALANCE: +3 (+3 DEX)
BLUFF: -2 (-2 CHA)
CLIMB: -1 (-1 STR)
CONCENTRATION: +2 (+2 CON)
ESCAPE ARTIST: +7
HIDE: +7 (+3 DEX, +4 RACIAL)
INTIMIDATE: -2 (-2 CHA)
JUMP: -1 (-1 STR)
MOVE SILENTLY: +3 (+3 DEX)
SEARCH: -4 (-4 INT)
SENSE MOTIVE: +1 (+1 WIS)
SURVIVAL: +1 (+1 WIS)
SWIM: -1 (-1 STR)
Attached Files
File Type: pdf Badger.pdf (30.5 KB, 1 views)
File Type: pdf Spike.pdf (19.5 KB, 0 views)

Last edited by Explosive Cheese; 11th of May, 2010 at 06:34. Reason: Added details on Spikes special features
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  #2  
Unread 28th of April, 2010, 21:57
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Francis
Ghoul [GM]

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Looks good,
knowledge dungeoneering is a class skill for a ranger, though.

AND PLEASE NOTE: I WROTE "NO MAGICAL ITEMS" so no potion of cure light wounds please!!

please remove the potion of cure light wounds. It won't work in any case.

What about your animal companion? What kind? Which tricks?
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Unread 29th of April, 2010, 00:43
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Explosive Cheese
Boomer Muenster [Epic GM]

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Okay, I'll take the potion out.
Also, if you'll notice, I have two ranks in Knowledge Dungeoneering, and I spent 2 points for them, so I followed the class skill rules. If you're confused because it's unchecked, those checks are not for class/cross-class, they just represent which skills can be used untrained.

I'm still working on the animal companion, I'm not yet sure how it works.
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Unread 30th of April, 2010, 03:23
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Explosive Cheese
Boomer Muenster [Epic GM]

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Metagame note:
Badger doesn't share his story much, even with his closest friends. For now, all you know of him is that he has abandoned dwarven society, hates the clergy, and is a talented ranger who took his name after his animal companion. You can see his scars, and you know of his behaviour, but you don't know that he made 4 vows. And unless you can detect magic, you can't see the mark on his head.
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"Any magic which is distinguishable from science has not been analysed enough."
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