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Lauren IceForge

Page history last edited by Jørgen Sætermo 12 years, 7 months ago

Lauren IceForge

Played by ArawnNox


XP: 1,000
Dwarf Artisan
Soldier 1/Keeper 1
Type: Medium biped folk (1x1), reach 1
Speed: 20 ft. ground

STR: 14 (+2)
DEX: 10 (+0)
CON: 16 (+3)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 14 (+2)

Vitality: 24
Wounds: 16

Melee Attack: 3 = 2(Str) + 1(Soldier) + 0(Keeper) [Forte: Edged, Blunt]
• Halberd +4 (1d10 lethal; threat 19-20; Qualities: Ap 4, reach +1, trip)

Unarmed Attack: 3 = 2(Str) + 1(Soldier) + 0(Keeper)
• Punch +3 (1d4 subdual; threat 20)

Ranged Attack: 1 = 0(Dex) + 1(Soldier) + 0(Keeper)

Fortitude save: +4 = 1(Soldier) + 0(Keeper) + 3(Con)
Reflex save: +0 = 0(Soldier) + 0(Keeper) + 0(Dex)
Will save: +5 = 2(Soldier) + 2(Keeper) + 1(Wis)

Defense: 14 = 10 + 1(Soldier) + 2(Keeper) + 0 (Dex) + 1 (magic)
DR: 2 = 2 (Tough Hide)
Resists: Edged 4 (Magic Item)
Spell Resistance: 0

Initiative: +1 = 1(Soldier) +0(Keeper) + 0 (Dex)

Action dice: 3d6

Lifestyle: 4 = 2(Cha) + 0(Soldier) + 2(Keeper)
• Panache: 2 (+2 Appearance, 20s income) [+1 Appearance(Natural Elegance)]
• Prudence: 2 (25% Money saved/earned)

Legend: 4 = 2(Origin) + 1(Soldier) + 1(Keeper)
Reputation: 4
Renown: 0

Origin Abilities:
Darkvision I: You may ignore the effects of faint and dim light.
Enlightened Crafting: Your maximum crafting rank is Career Level +5.
Improved Stability: You are considered 1 size category larger for carrying capacity, Trample attacks, and resisting Bull Rush, and Trip attempts, so long as you are standing firmly on the ground.
Iron Gut: You gain a +2 Insight bonus with saves versus poison and disease.
Practiced Crafting: If you spend an Action Die to boost a Crafting check and it still fails, you gain the die back after the check is resolved.
Restricted Actions: Kicks attacks, as well as Jump and Swim checks are considered untrained.
Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2. This does not stack with armor.

Class Abilities:
Accurate: When you spend 1 Action Die to boost an Attack Check, you roll and add the results of two Action Dice.
• Fight On: Gain 1 additional Basic, Melee, Ranged, or Unarmed Combat Feat or 2 additional Proficiencies.
• (Wo)man of Reason: Each time you fail a Crafting or Medicine check and don't suffer an error, you succeed as long as the DC is less than 20 + Class Level.

 

Skills: Total = Ranks (5/7) + Attribute Modifier + Misc
• Acrobatics +5 = 5 + 0(Dex)
• Athletics +4 = 2 + 2(Str)
• Blend +4 = 2 + 2(Cha)
• Bluff +2 = 0 + 2(Cha)
• Crafting +8 = 7 + 2(Int)  [Focus: Metalworking, Stonecutting, Pharmacy]

• Disguise +2 = 0 + 2(Cha)
• Haggle +2 = 1 + 1(Wis)
• Impress +3 = 1 + 2(Cha)
• Intimidate +1 = 0 + 1(Wis)
• Investigate +2 = 1 + 1(Wis)
• Medicine +6 = 4 + 2(Int)
• Notice +5 = 4 + 1(Wis)

• Prestidigitation +0 = 0 + 0(Dex)
• Resolve +4 = 1 + 3(Con)

• Ride +0 = 0 + 0(Dex)

• Search +6 = 4 + 2(Int)
• Sense Motive +2 = 1 + 1(Wis)

• Sneak +0 = 0 + 0(Dex)
• Survival +2 = 1 + 1(Wis)
• Tactics +2 = 0 + 2(Int)
Origin Skills: Acrobatics & Blend
ACP -0

Feats: 
• Bandage: Medicine is an Origin skill and your Medicine Checks are considered trained, even when lacking a doctor's bag. If you have a doctor's bag, you may Mend each character one additional time per day.
• Cleave Basics: Once per round, when one of your melee attacks kills an opponent or knocks him out, you may make another Standard Attack with the same weapon as a free action.
• Crafting Basics (Metalworking): Choose one of your crafting focuses. When creating items of this type, you produce double the normal silver value. Also, the maximum Complexity you may create using this focus increases by the number of Gear feats you have(+2).
• Polearm Basics: When you wield a polearm it gains hook.

 

Stances:
• Spinning Shield: You gain DR against bow and hurled weapon damage equal to the number of Melee Combat feats you have.

Interests: +2 Knowledge bonus
• Language: Dwarven
• Language: Common
• Study: Dwarf Culture
• Study: Smithing Techniques
• Study: Mercenary Lifestyle

Proficiencies:
• Edged (forte)
• Blunt (forte)
• Unarmed
• Bows

Advanced tricks:

Gear (Carrying 14,25 lbs; Carrying Capacity 180/540 lbs.)
General Equipment
Bedroll – 5 lbs. – 5s
Canteen – 5 lbs. - 5s
Doctor's Bag – 2 lbs. – 20s
Smith's Kit – 12 lbs. – 15s
Supplies
Bandages (10 uses) – 1/2 lbs. – 3s
Ointment (3 uses) – 1/4 lbs. – 15s
Salve (3 uses) – 1 lb – 12s
Smelling Salts (3 uses) – 1/4 lbs. – 5s
Tonic (3 uses) – 1/4 lbs. –10s
Transportation
N/A
Armor
N/A
Weapons
Trip Halberd (1d10 lethal; threat 19-20; Qualities: Trip, AP 4, reach 1+) – 15 lbs. - 60s

Money in hand: 0
Stake: 13.75s

Prizes
Magic Items:
Runes of Defense: Rune Inscribed Copper Hair Tie (level 2)
Lesser Essence: Damage Resistance (Edged)
Lesser Charm: +1 Defense
Cost: 16 Reputation

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