Snarub: Difference between revisions
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===Weapons=== | |||
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===Armor=== | |||
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===Feats & Special Abilities=== | |||
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===Skills=== | |||
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<td width=200 bgcolor="#DDDDDD" valign=top><font class="entryheader">Skill Name</font></td> | <td width=200 bgcolor="#DDDDDD" valign=top><font class="entryheader">Skill Name</font></td> | ||
<td align=center bgcolor="#DDDDDD" valign=top><font class="entryheader"><b>Ability</b></font></td> | <td align=center bgcolor="#DDDDDD" valign=top><font class="entryheader"><b>Ability</b></font></td> | ||
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===Spell List=== | |||
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===Gear=== | |||
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===Treasure/Money=== | |||
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<td width="120" bgcolor="#DDDDDD" valign=top><font class="entryheader">Item</font></td> | <td width="120" bgcolor="#DDDDDD" valign=top><font class="entryheader">Item</font></td> | ||
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===Experience=== | |||
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==Description== | |||
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<td><font class="small">Snarub had been on the run for a while now from his home in the northern mountains. With the scattering of his tribe after a long cold season and the increasing numbers of undead, Snarub joined up with a group of orc and goblin bandits based in northern Tomanda. Serving as a spiritual and war leader, he organised the bandits into an effective fighting and raiding force, keeping them in line through fear, magical power and the need for healing. <br><br>Living a satisfying life of leadership and letting the grunts do all the work, Snarub grew complacent. Those that they had raided had banded together and brought a strong militia to deal with Snarub's group. Attacked early in the morning they were caught off guard and many were killed. Snarub fled, known all too well in the local area. He sought to find another group where he could blend in and use his skills to carve a piece of power. <br><br>He found little to his liking in Tomanda and found persecution and pitchforks at every turn. Stealing and killing his way to the coast, he booked passage on a ship that would take him down to Duathol and Erethol, where he hoped his reputation would not have preceeded him. He also hoped that such a large city would be able to have use for his talents and that he could find something profitable and to his liking.</font></td> | <td><font class="small">Snarub had been on the run for a while now from his home in the northern mountains. With the scattering of his tribe after a long cold season and the increasing numbers of undead, Snarub joined up with a group of orc and goblin bandits based in northern Tomanda. Serving as a spiritual and war leader, he organised the bandits into an effective fighting and raiding force, keeping them in line through fear, magical power and the need for healing. <br><br>Living a satisfying life of leadership and letting the grunts do all the work, Snarub grew complacent. Those that they had raided had banded together and brought a strong militia to deal with Snarub's group. Attacked early in the morning they were caught off guard and many were killed. Snarub fled, known all too well in the local area. He sought to find another group where he could blend in and use his skills to carve a piece of power. <br><br>He found little to his liking in Tomanda and found persecution and pitchforks at every turn. Stealing and killing his way to the coast, he booked passage on a ship that would take him down to Duathol and Erethol, where he hoped his reputation would not have preceeded him. He also hoped that such a large city would be able to have use for his talents and that he could find something profitable and to his liking.</font></td> | ||
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==Personality== | |||
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<td><font class="small">Snarub is used to stepping up and seizing power when he can. He has no problems using people to get what he wants done. He has a sharp mind and is a competant strategist. As an ex-bandit leader he ruled through fear and reward. He know's how to manipulate and he also knows how to lay low. <br><br>He is skilled at keeping to the shadows and letting others do his dirty work, but he is also comfortable in the fore, when it suits his own goals. He works hard at motivating people and trying to get them to see things his way. At least, enough to do what he wants. <br><br>Snarub is motivated by power and gold. He has loyalties to his group second to gold, but will fight for those he needs. He wouldn't die needlessly to save another's life, but will do his best to spare those he can use.</font></td> | <td><font class="small">Snarub is used to stepping up and seizing power when he can. He has no problems using people to get what he wants done. He has a sharp mind and is a competant strategist. As an ex-bandit leader he ruled through fear and reward. He know's how to manipulate and he also knows how to lay low. <br><br>He is skilled at keeping to the shadows and letting others do his dirty work, but he is also comfortable in the fore, when it suits his own goals. He works hard at motivating people and trying to get them to see things his way. At least, enough to do what he wants. <br><br>Snarub is motivated by power and gold. He has loyalties to his group second to gold, but will fight for those he needs. He wouldn't die needlessly to save another's life, but will do his best to spare those he can use.</font></td> | ||
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==Background== | |||
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<td><font class="small">No Background Assigned.</font></td> | <td><font class="small">No Background Assigned.</font></td> | ||
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Revision as of 19:01, 12 September 2006
Snarub
Details
Class: | Race: | Alignment: | Deity: |
Cleric | Hobgoblin | NE | Erythnul |
Level: | Size: | Age: | Gender: |
3 | Medium | 20 | Male |
Height: | Weight: | Eyes: | Hair: |
5.6 | 202lbs | Black | Golden |
|
|
|
|
Weapons
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Morningstar +1 | +4 | 1D8+2 | x2 | 6lb | m | B + P | ||
L. Crossbow | +3 | 1D8 | 19-20/x2 | 80ft | 4lb | m | p |
Armor
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
Banded Mail +1 | Banded | +7 | -6 | +1 | 35% | 20ft | 35lb | |
Heavy Wooden Sheild | H Wood sd | +2 | -2 | 15% | 10lb |
Feats & Special Abilities
Feat / Ability | Description/Notes |
Darkvision 60ft | |
+4 racial to move silently | |
Simple weapon proficiency | |
Amrour Proficiancy | All armour and shields apart from tower shields. |
Weapon Focus | Morningstar - +1 BAB with this weapon |
Spontanious Casting | Can cast inflict wounds spells by sacrificing other spells of same level. |
Domain spells | War and Trickery |
Turn Undead | Can turn undead 3 times a day (gets +2 bonus to turning checks from knowledge religion synergy) |
Combat casting | +4 concentration bonus to defensive casting checks. |
Stealthy | +2 bonus to hide and move silently. |
Languages | Speaks common, goblin and draconic |
Skills
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Bluff (c) | Cha | 5 | 0 | 5 | ||||
Disguise (c) | Cha | 0 | 0 | 0 | ||||
Hide (c) | Dex | 5 | 1 | 2 | 2 | |||
Concentration (c) | Con | 4 | 2 | 2 | (4) | |||
Heal (c) | Wis | 5 | 3 | 2 | ||||
Spellcraft (c) | Int | 3 | 1 | 2 | ||||
Knowledge (Religion) (c) | Int | 6 | 1 | 5 | ||||
Listen (c) | Wis | 3 | 3 | 0 | ||||
Move Silently (c) | Dex | 7 | 1 | 0 | 6 | |||
Spot (c) | Wis | 3 | 3 | 0 |
Spell List
Name | Level | Ready? | Count | Cast Time | Range | Save | Description/Effect |
Cure minor wounds | 0 | yes | 1 | ||||
Detect Magic | 0 | yes | 2 | ||||
Read magic | 0 | yes | 1 | ||||
Cause fear | 1 | yes | 1 | ||||
Cure light wounds | 1 | yes | 2 | cures 1d8+1 hp | |||
Disguise own appearance | 1 | yes | 1 | ||||
Cure moderate wounds | 2 | yes | 1 | ||||
Invisibility | 2 | yes | 1 | ||||
Spiritual Weapon | 2 | yes | 1 |
Gear
Gear | Location | Weight | Description/Special |
Morningstar +1 | hand | 6lb | |
L. Crossbow | back | ||
50 bolts | bandolier | ||
2 pouches and a bandolier | |||
Banded Mail +1 | Worn | ||
H. Wooden shield | Worn | ||
Bedroll | Back | ||
Rations x 14 | Pouch | ||
Rope, hemp | Worn | ||
Everburning Torch | Back | ||
Small backpack | worn | ||
Whetstone | Back | ||
Vial of holy water | pouch | Ranged touch attack with range of 10ft. Deals 2d4 damage to undead or evil outsider. 1hp damage 5ft splash damage. | |
Alchemist's fire | pouch | 1d6 fire damage. 5 foot splash damage of 1hp fire damage. If not extinguished, a direct hit takes a further 1D6 damage next round. | |
Healer's kit | back | +2 to heal checks when used. | |
Potion of cure light wounds | back | heals 1d8+1 hp damage | |
2 scrolls of cure light wounds | belt in case | cures 1d8+1 hp of damage | |
Scroll of silence | belt in case | Can make will save against this otherwise 20 foot of silence. May be cast on object or creature. Moves with creature. | |
scroll case x5 | belt | ||
Scroll of Protection from Good | belt in case | +2 deflection bonus and +2 bonus to saves against good. Cannot be possesed, enchanted, compelled, mind controlled by good source. Cannot be touched by good summouned creatures. | |
Screaming bolt x3 | Bandolier | +2 bolt that screams when fired. All enemies within 20ft of the path of the bolt must succed DC14 will save or become shaken. This is a mind affecting fear effect. | |
scroll of lesser restoration | back | dispells magical ability or repairs 1d4 ability damage. | |
scroll of cure light wounds x4 | back | heals 1d8+1 hp | |
scroll of summon monster II | belt in case | summons 1 2nd level monstore or 1d3 1st level. | |
Dust of Tracelessness | pouch | Throw the dust in the air to create up to 100feet of dusty floorspace. It will look abandoned and unused for a decade. Sprinkling on a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back. Results are instant. No magical aura left. DC20 to track through the area affected. |
Treasure/Money
Item | Location | Value | Weight | Description/Special |
gold | back and pouches | 91gp,8s,8c |
Experience
Current | Next Level |
6000 | 10000 |
Description
Snarub had been on the run for a while now from his home in the northern mountains. With the scattering of his tribe after a long cold season and the increasing numbers of undead, Snarub joined up with a group of orc and goblin bandits based in northern Tomanda. Serving as a spiritual and war leader, he organised the bandits into an effective fighting and raiding force, keeping them in line through fear, magical power and the need for healing. Living a satisfying life of leadership and letting the grunts do all the work, Snarub grew complacent. Those that they had raided had banded together and brought a strong militia to deal with Snarub's group. Attacked early in the morning they were caught off guard and many were killed. Snarub fled, known all too well in the local area. He sought to find another group where he could blend in and use his skills to carve a piece of power. He found little to his liking in Tomanda and found persecution and pitchforks at every turn. Stealing and killing his way to the coast, he booked passage on a ship that would take him down to Duathol and Erethol, where he hoped his reputation would not have preceeded him. He also hoped that such a large city would be able to have use for his talents and that he could find something profitable and to his liking. |
Personality
Snarub is used to stepping up and seizing power when he can. He has no problems using people to get what he wants done. He has a sharp mind and is a competant strategist. As an ex-bandit leader he ruled through fear and reward. He know's how to manipulate and he also knows how to lay low. He is skilled at keeping to the shadows and letting others do his dirty work, but he is also comfortable in the fore, when it suits his own goals. He works hard at motivating people and trying to get them to see things his way. At least, enough to do what he wants. Snarub is motivated by power and gold. He has loyalties to his group second to gold, but will fight for those he needs. He wouldn't die needlessly to save another's life, but will do his best to spare those he can use. |
Background
No Background Assigned. |