Post by exile on May 18, 2008 20:43:13 GMT -5
WORK IN PROGRESS
Player Email: caduceus09@gmail.com
Name: Kale, Kale-who-walks-alone
Race: Githzerai
Faction: Fated, Namer
Alignment: Chaotic Neutral
Class and Level: Fighter/Abjurer(1), Gladiator (1)
Home Plane: Limbo
Sex: Male
Eyes: Yellow
Hair: White
Height: 5’11
Weight: 189
Age: 53
Max HP: 25
Injuries: None
Reputation: -2?
Honor: +1?
AC: 17 (Dex +3, Mage Armor +4)
DC: None(?)
DR: None
Speed: 33
Initiative: +3
Base Attack Bonus: +2
Fortitude Save: +6 (+4 Base, +2 Con)
Reflex Save: +3 +0 Base, +3 Dex)
Will Save: +2 (+2 Base, 0 Wis)
Weapon and Armor Proficiencies
Simple Weapons
Axes
Exotic Weapons
Firearms
Heavy Blades
Maces and Clubs
Picks and Hammers
Light Armor
Medium Armor
Shields
Progression
1: Gestalt (Fighter/Mage) 1
2: Gladiator 1
3: Gestalt 2
4: Gestalt 3
5: Abjurant Champion 1
6: Abjurant Champion 2
7: Abjurant Champion 3
8: Abjurant Champion 4
9: Abjurant Champion 5
10-20: Gestalt 4-14
TBD: Requirements for Weapons Master
Feats (Current and prospective)
Level 1: Flurry
Level 1: Power Attack
Level 1 / Fighter 1: Weapon Focus (Gladiator)
Level 1 / Mage 1: Scribe Scroll
Gladiator Level 2: Improved Unarmed Strike
Level 3: Combat Casting
Level 3 / Fighter 2: Weapon Specialization (Gladiator)
Level 6 (BAB 4): Greater Flurry
Level 9 (BAB 6): Improved Critical (Gladiator)
Level 10 / Fighter 4: Quick Draw?
Level 11 / Mage 5: Bonus Feat
Level 12: Greater Weapon Focus
Level 12 / Fighter 6: Legendary Weapon Focus (Gladiator)
Level 14 / Fighter 8: Greater Weapon Specialization (Gladiator)
Level 15: Legendary Weapon Specialization (Gladiator)
Level 16 / Mage 10: Bonus Feat
Level 16 / Fighter 10: Bonus Feat
Racial Abilities
Darkvision, 60'
Spell Resistance: 5+CL; 7
+2 Racial bonus to Control
Class Abilities
Weapon Aptitude: Can redefine Weapon-Group specific feats after training.
Arcane Spell Casting; Forbidden Schools: Enchantment/Charm, Necromancy
Summon Familiar
Currency
25gp
10sp
2cp
Quest Related
Weapons (68gp, 19lbs; cost of firearms not yet factored in)
- Dagger (1d4/19-20x2; 10')
- Great Scimitar (1d10/18-20x2)
- Warhammer (1d8/x3)
- Wheel-lock Horse Pistol (2d6/19x2/20x3); 1X Shot
Equipment (38g, 1sp; 25.2 lbs)
Backpack, Deluxe (2lbs)
- Glass Flask (0.1lbs)
- Large Sack (0.5lbs)
- Bed Roll (5lbs)
- Flint and Steel (neg)
- Hempen Rope (50') (10lbs)
- Waterskin (0.1lbs)
- Chalk, 10 pieces (neg)
- Soap (1lb)
- Map Case (0.5lbs)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
Spell component pouch (2lbs)
Large Belt Pouch (1lbs)
- Coin
Large Belt Pouch (1lbs)
- Powder and shot
Total weight carried: 44.2 lbs (Light Load =< 76 lbs)
Clothing (14gp, 1sp)
Baladrana, charcoal gray (6sp)
Bandoleer (7gp)
Boots, dark leather mid-calf (1gp)
Braies, black cloth (6sp)
Steel Buckle (1gp), Etched with Taker's symbol
Cap, black wool (1sp)
Chemise, white linen (1gp)
Doublet, red wool (1sp)
Drawers (4sp)
Gamash (3sp)
Girdle (1gp)
Gloves, dark leather (1gp)
Spell per day:
Level 0: 3+1, DC 13
Level 1: 2+1, DC 14
Spells Known
Cantrips (16):
* Acid Splash: Orb deals 1d3 acid damage.
* Arcane Mark: Inscribes a personal rune (visible or invisible).
* Dancing Lights: Creates torches or other lights.
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Flare: Dazzles one creature (-1 on attack rolls).
* Ghost Sound: Figment sounds.
* Light: Object shines like a torch.
* Mage Hand: 5-pound telekinesis.
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
* Open/Close: Opens or closes small or light things.
* Prestidigitation: Performs minor tricks.
* Ray of Frost: Ray deals 1d3 cold damage.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
1st House (8/15):
* Disguise Self: Changes your appearance.
* Endure Elements: Exist comfortably in hot or cold environments.
* Enlarge Person: Humanoid creature doubles in size.
* Mage Armor: Gives subject +4 armor bonus.
* Magic Weapon: Weapon gains +1 bonus.
* Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Shield: Invisible disc gives +4 to AC, blocks magic missiles.
* True Strike: +20 on your next attack roll.
Physical Description:
Measuring just shy of six-feet tall and weighing some thirteen and a half stone, Kale possesses a lean, sinewy frame that belies a strength more befitting a larger man. Cold, golden eyes stare out at the planes from amidst an otherwise entirely forgettable Githzerai countenance, and his white shoulder length hair is worn in a high top knot. Kale's step is agile, and his voice quiet though a canny listener will detect a note of steel behind his sparing words.
Attired in simple garb of common quality, Kale's dress is practical more than it is colorful excepting a bright red woolen doublet. His chief luxury is a sturdy pair of calf-height boots, and his legs are wrapped against the elements in coarse gamash. While out in the streets of Sigil, Kale often wears a black-woolen cap, thin leather gloves and perhaps a charcoal colored baladrana if the weather is particularly foul.
As a man without a place to call kip for more than a few nights at a time, Kale can often be found bearing the bulk of his possessions on his back. The leather wrapped hilt of a well crafted heavy scimitar rises above his shoulder and a brutish looking warhammer rests at his hip. Perhaps most interesting amongst his armaments is the wheel lock pistol hung from his heavy leather bandoleer, a rarity even in Sigil. The only testament to his allegiances is an etching of the Takers' arms on the face of his steel belt buckle.
TO COMPLETE:
- History and Motivations
Player Email: caduceus09@gmail.com
Name: Kale, Kale-who-walks-alone
Race: Githzerai
Faction: Fated, Namer
Alignment: Chaotic Neutral
Class and Level: Fighter/Abjurer(1), Gladiator (1)
Home Plane: Limbo
Sex: Male
Eyes: Yellow
Hair: White
Height: 5’11
Weight: 189
Age: 53
Ability | Modifier |
Strength: 16 | +3 |
Dexterity: 17 | +3 |
Constitution: 14 | +2 |
Intelligence: 17 | +3 |
Wisdom: 10 | 0 |
Charisma: 9 | -1 |
Max HP: 25
Injuries: None
Reputation: -2?
Honor: +1?
AC: 17 (Dex +3, Mage Armor +4)
DC: None(?)
DR: None
Speed: 33
Initiative: +3
Base Attack Bonus: +2
Fortitude Save: +6 (+4 Base, +2 Con)
Reflex Save: +3 +0 Base, +3 Dex)
Will Save: +2 (+2 Base, 0 Wis)
Class Skill | Skill | Ranks | Ability Modifier | Other Modifiers/ Notes |
X | Climb | +3 | ||
X | Jump | +3 | ||
X | Swim | +3 | ||
X | Balance | +3 | ||
Escape Artist | +3 | |||
Hide | +3 | |||
Move Silently | +3 | |||
Open Lock | +3 | |||
X | Ride | +3 | ||
Sleight of Hand | +3 | |||
X | Tumble | +3 | ||
Use Rope | +3 | |||
X | Concentration | 4 | +2 | |
Appraise | +3 | |||
X | Craft (Alchemy) | 3 | +3 | |
X | Craft (Gun Smithing) | 3 | +3 | |
X | Decipher Script | +3 | ||
Disable Device | +3 | |||
Forgery | +3 | |||
X | Knowledge (Arcana) | 4 | +3 | |
X | Knowledge (Factions) | 1 | +3 | |
X | Knowledge (Local) | 2 | +3 | |
X | Knowledge (the Planes) | 1 | +3 | |
X | Language | +3 | Common, Githzerai | |
X | Literacy | NA | Common, Githzerai | |
Search | +3 | |||
X | Spellcraft | 4 | +3 | |
X | Control | 1 | +0 | +2 Racial Bonus |
Heal | +0 | |||
Listen | +0 | |||
X | Planar Expertise | 1 | +0 | |
X | Profession ( ) | +0 | ||
X | Sense Motive | 3 | +0 | |
Spot | +0 | |||
Survival | +0 | |||
X | Bluff | 2 | -1 | |
Diplomacy | -1 | |||
Disguise | -1 | |||
Gather Information | -1 | |||
Handle Animal | -1 | |||
X | Intimidate | -1 | ||
X | Perform | -1 | ||
Use Magic Device | -1 |
Weapon and Armor Proficiencies
Simple Weapons
Axes
Exotic Weapons
Firearms
Heavy Blades
Maces and Clubs
Picks and Hammers
Light Armor
Medium Armor
Shields
Progression
1: Gestalt (Fighter/Mage) 1
2: Gladiator 1
3: Gestalt 2
4: Gestalt 3
5: Abjurant Champion 1
6: Abjurant Champion 2
7: Abjurant Champion 3
8: Abjurant Champion 4
9: Abjurant Champion 5
10-20: Gestalt 4-14
TBD: Requirements for Weapons Master
Feats (Current and prospective)
Level 1: Flurry
Level 1: Power Attack
Level 1 / Fighter 1: Weapon Focus (Gladiator)
Level 1 / Mage 1: Scribe Scroll
Gladiator Level 2: Improved Unarmed Strike
Level 3: Combat Casting
Level 3 / Fighter 2: Weapon Specialization (Gladiator)
Level 6 (BAB 4): Greater Flurry
Level 9 (BAB 6): Improved Critical (Gladiator)
Level 10 / Fighter 4: Quick Draw?
Level 11 / Mage 5: Bonus Feat
Level 12: Greater Weapon Focus
Level 12 / Fighter 6: Legendary Weapon Focus (Gladiator)
Level 14 / Fighter 8: Greater Weapon Specialization (Gladiator)
Level 15: Legendary Weapon Specialization (Gladiator)
Level 16 / Mage 10: Bonus Feat
Level 16 / Fighter 10: Bonus Feat
Racial Abilities
Darkvision, 60'
Spell Resistance: 5+CL; 7
+2 Racial bonus to Control
Class Abilities
Weapon Aptitude: Can redefine Weapon-Group specific feats after training.
Arcane Spell Casting; Forbidden Schools: Enchantment/Charm, Necromancy
Summon Familiar
Currency
25gp
10sp
2cp
Quest Related
Weapons (68gp, 19lbs; cost of firearms not yet factored in)
- Dagger (1d4/19-20x2; 10')
- Great Scimitar (1d10/18-20x2)
- Warhammer (1d8/x3)
- Wheel-lock Horse Pistol (2d6/19x2/20x3); 1X Shot
Equipment (38g, 1sp; 25.2 lbs)
Backpack, Deluxe (2lbs)
- Glass Flask (0.1lbs)
- Large Sack (0.5lbs)
- Bed Roll (5lbs)
- Flint and Steel (neg)
- Hempen Rope (50') (10lbs)
- Waterskin (0.1lbs)
- Chalk, 10 pieces (neg)
- Soap (1lb)
- Map Case (0.5lbs)
- Inkpen
- Paper (10 sheets)
- Spellbook (3lbs)
Spell component pouch (2lbs)
Large Belt Pouch (1lbs)
- Coin
Large Belt Pouch (1lbs)
- Powder and shot
Total weight carried: 44.2 lbs (Light Load =< 76 lbs)
Clothing (14gp, 1sp)
Baladrana, charcoal gray (6sp)
Bandoleer (7gp)
Boots, dark leather mid-calf (1gp)
Braies, black cloth (6sp)
Steel Buckle (1gp), Etched with Taker's symbol
Cap, black wool (1sp)
Chemise, white linen (1gp)
Doublet, red wool (1sp)
Drawers (4sp)
Gamash (3sp)
Girdle (1gp)
Gloves, dark leather (1gp)
Spell per day:
Level 0: 3+1, DC 13
Level 1: 2+1, DC 14
Spells Known
Cantrips (16):
* Acid Splash: Orb deals 1d3 acid damage.
* Arcane Mark: Inscribes a personal rune (visible or invisible).
* Dancing Lights: Creates torches or other lights.
* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Flare: Dazzles one creature (-1 on attack rolls).
* Ghost Sound: Figment sounds.
* Light: Object shines like a torch.
* Mage Hand: 5-pound telekinesis.
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
* Open/Close: Opens or closes small or light things.
* Prestidigitation: Performs minor tricks.
* Ray of Frost: Ray deals 1d3 cold damage.
* Read Magic: Read scrolls and spellbooks.
* Resistance: Subject gains +1 on saving throws.
1st House (8/15):
* Disguise Self: Changes your appearance.
* Endure Elements: Exist comfortably in hot or cold environments.
* Enlarge Person: Humanoid creature doubles in size.
* Mage Armor: Gives subject +4 armor bonus.
* Magic Weapon: Weapon gains +1 bonus.
* Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Shield: Invisible disc gives +4 to AC, blocks magic missiles.
* True Strike: +20 on your next attack roll.
Physical Description:
Measuring just shy of six-feet tall and weighing some thirteen and a half stone, Kale possesses a lean, sinewy frame that belies a strength more befitting a larger man. Cold, golden eyes stare out at the planes from amidst an otherwise entirely forgettable Githzerai countenance, and his white shoulder length hair is worn in a high top knot. Kale's step is agile, and his voice quiet though a canny listener will detect a note of steel behind his sparing words.
Attired in simple garb of common quality, Kale's dress is practical more than it is colorful excepting a bright red woolen doublet. His chief luxury is a sturdy pair of calf-height boots, and his legs are wrapped against the elements in coarse gamash. While out in the streets of Sigil, Kale often wears a black-woolen cap, thin leather gloves and perhaps a charcoal colored baladrana if the weather is particularly foul.
As a man without a place to call kip for more than a few nights at a time, Kale can often be found bearing the bulk of his possessions on his back. The leather wrapped hilt of a well crafted heavy scimitar rises above his shoulder and a brutish looking warhammer rests at his hip. Perhaps most interesting amongst his armaments is the wheel lock pistol hung from his heavy leather bandoleer, a rarity even in Sigil. The only testament to his allegiances is an etching of the Takers' arms on the face of his steel belt buckle.
TO COMPLETE:
- History and Motivations