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Thread: Toxin's Characters

  1. #1
    Member Mask's Avatar
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    Default Toxin's Characters

    Name: Pip Thistle
    Race: Kender
    Age: In the 20s
    Class: Ranger
    Level: 2
    Alignment: Chaotic Good
    Character Description: (Pictures are allowed. Please no anime)
    Height: 3'8"
    Weight: 47-50
    Eyes: Golden Brown
    Hair: Longish tied back to remain out of his face.
    Handed: Right

    Hit Points: 11
    Armour Class: 8
    THAC0: 19

    STR 13 Norm/None/140/7/4%
    INT 10
    WIS 14
    DEX 14
    CON 14 88%/92%
    CHA 7

    Saving Throws
    Paralyzation/Poison: 14
    Rod/Staff/Wand:16
    Petrification/Polymorph 15
    Breath Weapon:17
    Spells:17

    Armour:Leather

    Weapons: Mainhand: Short Sword damage 1d6

    Offhand: Dagger 1d4

    Miscellaneous Items:

    1 Sleeping bag
    1 flint and steel pouch
    1 week of rations that include hardtack, dry meat and dry fruit.
    2 waterskins, 1 holding water the other empty.
    1 pair of Clawed gloves and boots. They add 5% to climbing and +1 to Mountaineering.

    Skills/Powers/Abilities:

    Thief ablilities: Hide in Shadows and Move Silently are both halved indoors or underground.

    Hide in Shadows: 15% + 5% *

    Move Silently: 21% + 5% *

    Pick Pockets: 5% *

    Open Locks: 5% *

    Find/Remove Traps: 5% *

    Detect Noise: 5% *

    Climb Walls: 40% *

    (* racial thief skills for being a non-thief Kender. Dex bonuses apply but the base bonus doesn't increase with level.)

    Ranger abilities: Tracking

    Primary Terrain: Forest (not specialized)

    Species Enemy: Draconian (+4 attack bonus, -4 reaction penalty and complused to attack the creature.)

    Animal Empathy: When dealing with domestic or non-hostal animals Pip can approach and automaticly befriend the animal.

    If the animal is wild or trained to attack he can attempt to befriend it (DM has to roll a saving throw vs. rods. with a -1 penality for every 3 ranger levels.) If the animal fails its savings throw, its reaction can be shifted one category as the ranger chooses.

    Of course, the ranger must be at the front of the party and must approach the creature fearlessly.

    Nature Lore: Knows general principles of how climate, terrain, and life forms interact. Can identify problems, but can only guess at causes.

    Survival: Good at surviving in harsh conditions of his primary terrain

    Infravision: Yes (30')

    Special Features: Kender who are not thieves have a base 5% chance to perform any thieving skill except Read Languages (no chance) and Climb Walls (40% chance). Dexterity modifiers do apply, but these abilities never increase as the Kender goes up in level.

    Kender are totally immune to the effects of both magical and nonmagical fear, whether caused by monsters like the mummy or lich or by spells such as scare and symbol of fear.

    The Taunt: Kender are adept at the art of taunting an enemy until that foe loses all ability for rational thought or restraint and is goaded into an uncontrolled attack. If the victim can understand the Kender's speech, he, she, or it must make a saving throw versus spells (Wisdom bonuses apply). If it fails, the victim will attack the Kender wildly for 1d10 rounds, suffering a -2 penalty to all attack rolls and a +2 penalty to Armor Class.

    Personality:(optional)

    Background:(optional)
    Last edited by Mask; 02-07-2012 at 06:04 AM.
    http://role-player.net/forum/image.php?type=sigpic&userid=7498&dateline=1328277  735

  2. #2
    Do You Read Sutter Cane?
    Nazgul's Avatar
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    You would take Kender bonuses and racial abilities. What class are you going with?
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  3. #3
    Member Mask's Avatar
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    ranger, using two weapons most likely
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  4. #4
    Do You Read Sutter Cane?
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    If you want to roll for ambidexterity, roll percentile which is 2 ten sided dice in a single roll. Th first one will be the tens column, the second the ones. You need to get 25 or less. If you don't get it, your character will receive a penalty to hit when using the offhand weapon.
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  5. #5
    Member Mask's Avatar
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    [dice0]

    * post roll count doesn't match database
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  6. #6
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    So you're not ambidextrous. Not that big of a deal as as a ranger, you don't have a penalty depending on your armour.

    Now I have to ask, as I do have a way to bring your character over form Krynn, how much knowledge to you have of the world of Krynn?
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  7. #7
    Member Mask's Avatar
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    Kender go around accidently "borrowing" stuff would that be considered intentional?

    Edit, I read the dragonlance series a few years ago? Its kinda hazy and i have no real knowledge of it from the dnd setting.
    Last edited by Mask; 10-15-2011 at 05:31 AM.
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  8. #8
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    If I'm not mistaken is that when a Kender "borrows" something, it's with the intention of giving it back. Something that doesn't always happen. But yeah, it is intentional unless you want to have your character be a kleptomaniac of sorts.

    And if you read the books, you have enough knowledge on the world your character is from.

    So If you could, plug in your ability scores and select some weapons and armour please.
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

  9. #9
    Member Mask's Avatar
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    ah ok, so if he borrows it doesn't go against a ranger's moral code? 2nd says if i do evil i lose the class xD

    Will do :P

    Edit: about getting to this world would magical travel work? But say something accidently happened? (cliche i know xD)

    He could even think he's on Krynn but just exploring an unknown part of it. I'd say his wonderlust has alreadly kicked in.
    Last edited by Mask; 10-15-2011 at 06:02 AM.
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  10. #10
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    Well that would depend on the borrowing. Not all acts of theft are acts of evil or malicious. So Chaotic Good works.

    We will say that your character was out exploring a (insert setting here) While doing so, mist appeared, eventually thickening to the point of obscuring everything. No matter which direction he went, he was always in the mist. The whole time in the mist, there was an unshakable dread. After about 2 hours of this, the mist cleared and he found himself in a forest, which once he reached the edge of it, found a small hamlet and learned he was in a different land. And it's one he's never heard of.

    Now, I need to paste in the ability modifiers and work out stuff

    Short Sword damage 1d6
    Dagger 1d4
    Hit Points 10
    THAC0 20
    Armour Class 7
    Spoiler: Want to know where Anne Bonny hid the bodies? Click the spoiler! 

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