Difference between revisions of "Ranklin Mhor"
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− | Background: Clan Mhor holds the small mountain holdings of the Drecla Confederacy together. The Mohr descend, so it is said, from a union of a great to the fifth grandmother, a Priestess of the Celestial Way and the Archon Barachiel. Whether this is true or not, the Mohr line has bred true in all its children for six generations, providing a brood of clerics, paladins and sorcerors that have ruled the confederacy in all but name. To be a Mohr in Drecla is to be someone. | + | |
− | Which is why Ranklin is a thousand miles away from Drecla and his entire Awful Good clan. | + | Name and Race: Ranklin Mhor - Aasimar <br> |
− | It’s not that they aren’t good people (no pun intended)…but Ranklin could not accept the sense of privilege and entitlement that coloured his clan. He had always preferred the woods and mountains to the carefully ordered and tended pastures of his home and took orders as a priest of the Great Mother, she of three faces and three fires. His family were…not exactly shocked…but were not too receptive either. So he set off nine years ago to find his own way in the world. | + | Level: 10 <br> |
− | Now he’s a Dragonhunter - after he saw what the Chromatic brood would do to farm and herdbeast, wild creature or tame when they attacked. While he hasn’t specialised in Dragonhunting to a great degree, it has influenced his choice of elemental companion. | + | Class: Druid Type; Humanoid (Human) <br> |
− | Ranklin can be fairly quiet, but he’s quite the social fellow for a Druid and isn’t leery of towns at all.. | + | Alignment: Neutral Good <br> |
+ | Age:28 <br> | ||
+ | Height 5’11” Weight 170lbs Hair: Straw blond. Eyes: Violet Skin: Gold hued (tan). Build: Lanky. <br> | ||
+ | |||
+ | Background: Clan Mhor holds the small mountain holdings of the Drecla Confederacy together. The Mohr descend, so it is said, from a union of a great to the fifth grandmother, a Priestess of the Celestial Way and the Archon Barachiel. Whether this is true or not, the Mohr line has bred true in all its children for six generations, providing a brood of clerics, paladins and sorcerors that have ruled the confederacy in all but name. To be a Mohr in Drecla is to be someone.<br> | ||
+ | Which is why Ranklin is a thousand miles away from Drecla and his entire Awful Good clan.<br> | ||
+ | It’s not that they aren’t good people (no pun intended)…but Ranklin could not accept the sense of privilege and entitlement that coloured his clan. He had always preferred the woods and mountains to the carefully ordered and tended pastures of his home and took orders as a priest of the Great Mother, she of three faces and three fires. His family were…not exactly shocked…but were not too receptive either. So he set off nine years ago to find his own way in the world.<br> | ||
+ | Now he’s a Dragonhunter - after he saw what the Chromatic brood would do to farm and herdbeast, wild creature or tame when they attacked. While he hasn’t specialised in Dragonhunting to a great degree, it has influenced his choice of elemental companion.<br> | ||
+ | Ranklin can be fairly quiet, but he’s quite the social fellow for a Druid and isn’t leery of towns at all.. <br> | ||
Characteristics | Characteristics | ||
− | Str 12 [4pts] | + | Str 12 [4pts]<br> |
− | Dex 14[6pts] | + | Dex 14[6pts] <br> |
− | Con 14 [6pts] | + | Con 14 [6pts]<br> |
− | Int 16 [8pts] +1L | + | Int 16 [8pts] +1L<br> |
− | Wis 19 [10pts] +2R +1L | + | Wis 19 [10pts] +2R +1L<br> |
− | Cha 12 [2pts] +2R | + | Cha 12 [2pts] +2R<br> |
Base Statistics | Base Statistics | ||
− | HD: 10D8+20 | + | HD: 10D8+20<br> |
− | Hit points: 100 | + | Hit points: 100<br> |
− | Initiative: +2 | + | Initiative: +2<br> |
− | Speed: 30 | + | Speed: 30<br> |
− | Saves: | + | Saves: <br> |
− | Fortitude + 9 | + | Fortitude + 9<br> |
− | Reflex + 5 | + | Reflex + 5<br> |
− | Willpower + 11 | + | Willpower + 11 <br> |
− | Attacks: | + | Attacks:<br> |
− | +8/+3 base melee | + | +8/+3 base melee<br> |
− | +9/+4 base ranged | + | +9/+4 base ranged <br> |
− | Defence: | + | Defence:<br> |
− | + 7/+9 base defence | + | + 7/+9 base defence<br> |
− | Abilities | + | Abilities<br> |
− | Innate: | + | Innate:<br> |
− | +2 Racial bonus on Spot, Listen | + | +2 Racial bonus on Spot, Listen<br> |
− | Special Attacks: Daylight (Sp). An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher. | + | Special Attacks: Daylight (Sp). An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.<br> |
− | Special Qualities: Resistance to acid 5, cold 5, and electricity 5. | + | Special Qualities: Resistance to acid 5, cold 5, and electricity 5.<br> |
Powers | Powers | ||
Line 55: | Line 57: | ||
Feats: | Feats: | ||
− | Armor Proficiency: light,, medium. | + | Armor Proficiency: light,, medium.<br> |
− | Shield Proficiency | + | Shield Proficiency<br> |
− | Simple, Martial Weapon Proficiency | + | Simple, Martial Weapon Proficiency<br> |
− | WP: Club, Quaterstaff, dagger,sling, scimitar, shortspear, spear, | + | WP: Club, Quaterstaff, dagger,sling, scimitar, shortspear, spear, <br> |
− | 1st - Able learner, Nymphs kiss | + | *1st - Able learner, Nymphs kiss<br> |
− | 3rd - | + | *3rd - |
− | 6th - Natural spell | + | *6th - Natural spell |
− | 9th - | + | *9th - |
Skills: 36 + 81pts. | Skills: 36 + 81pts. | ||
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*Handle Animal (Cha+1) 13/14 | *Handle Animal (Cha+1) 13/14 | ||
*Heal (Wis+4) 11/15 | *Heal (Wis+4) 11/15 | ||
− | Hide (Dex+2) 6/8 | + | *Hide (Dex+2) 6/8 |
*Kn (Nature) (Int+3) 13/18 [+2 NatS] | *Kn (Nature) (Int+3) 13/18 [+2 NatS] | ||
*Listen (Wis+4) 13/19 [+2RacB] | *Listen (Wis+4) 13/19 [+2RacB] | ||
− | Move Silently (Dex+1) 6/7 | + | *Move Silently (Dex+1) 6/7 |
*Ride (Dex+1) 9/10 | *Ride (Dex+1) 9/10 | ||
Sense Motive (Wis+4) 6/10 | Sense Motive (Wis+4) 6/10 | ||
Line 81: | Line 83: | ||
*Swim (Str +1) 1 | *Swim (Str +1) 1 | ||
− | Spells Prepared (Druid):10th level | + | Spells Prepared (Druid):10th level <br> |
0-6, 1st 4, 2nd 4, 3rd 3, 4th 3, 5th 2. | 0-6, 1st 4, 2nd 4, 3rd 3, 4th 3, 5th 2. | ||
− | Spells he favours | + | Spells he favours<br> |
Earthbind (Draconomicon p102) lvl2 | Earthbind (Draconomicon p102) lvl2 | ||
− | Possessions: | + | Possessions:<br> |
Magic items by location | Magic items by location | ||
Line 102: | Line 104: | ||
* Rings: | * Rings: | ||
− | Weapons: | + | Weapons:<br> |
− | Carried | + | Carried<br> |
+ | |||
In Heward's Handy Haversack | In Heward's Handy Haversack | ||
− | Combat Related | + | Combat Related<br> |
AC: | AC: | ||
Full Attacks and Defences | Full Attacks and Defences | ||
Notes on melee | Notes on melee |
Revision as of 07:27, 14 June 2008
Name and Race: Ranklin Mhor - Aasimar
Level: 10
Class: Druid Type; Humanoid (Human)
Alignment: Neutral Good
Age:28
Height 5’11” Weight 170lbs Hair: Straw blond. Eyes: Violet Skin: Gold hued (tan). Build: Lanky.
Background: Clan Mhor holds the small mountain holdings of the Drecla Confederacy together. The Mohr descend, so it is said, from a union of a great to the fifth grandmother, a Priestess of the Celestial Way and the Archon Barachiel. Whether this is true or not, the Mohr line has bred true in all its children for six generations, providing a brood of clerics, paladins and sorcerors that have ruled the confederacy in all but name. To be a Mohr in Drecla is to be someone.
Which is why Ranklin is a thousand miles away from Drecla and his entire Awful Good clan.
It’s not that they aren’t good people (no pun intended)…but Ranklin could not accept the sense of privilege and entitlement that coloured his clan. He had always preferred the woods and mountains to the carefully ordered and tended pastures of his home and took orders as a priest of the Great Mother, she of three faces and three fires. His family were…not exactly shocked…but were not too receptive either. So he set off nine years ago to find his own way in the world.
Now he’s a Dragonhunter - after he saw what the Chromatic brood would do to farm and herdbeast, wild creature or tame when they attacked. While he hasn’t specialised in Dragonhunting to a great degree, it has influenced his choice of elemental companion.
Ranklin can be fairly quiet, but he’s quite the social fellow for a Druid and isn’t leery of towns at all..
Characteristics
Str 12 [4pts]
Dex 14[6pts]
Con 14 [6pts]
Int 16 [8pts] +1L
Wis 19 [10pts] +2R +1L
Cha 12 [2pts] +2R
Base Statistics
HD: 10D8+20
Hit points: 100
Initiative: +2
Speed: 30
Saves:
Fortitude + 9
Reflex + 5
Willpower + 11
Attacks:
+8/+3 base melee
+9/+4 base ranged
Defence:
+ 7/+9 base defence
Abilities
Innate:
+2 Racial bonus on Spot, Listen
Special Attacks: Daylight (Sp). An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
Powers
- Animal Companion - ACF Elemental Companion. (Large Air) [CMage p34]
- Nature Sense
- Wild Empathy (+11)
- Woodland Stride
- Trackless Step
- Resist Natures Lure
- Wild Shape ( 4/day, Large)
- Venom immunity
Feats:
Armor Proficiency: light,, medium.
Shield Proficiency
Simple, Martial Weapon Proficiency
WP: Club, Quaterstaff, dagger,sling, scimitar, shortspear, spear,
- 1st - Able learner, Nymphs kiss
- 3rd -
- 6th - Natural spell
- 9th -
Skills: 36 + 81pts. Speak Language: Common, Sylvan, Druidic, Celestial, Draconic, Elven.
- Concentration (Con+2) 13/15
- Craft [Dragon rendering](Int+3) 2/5
- Diplomacy (Cha+1) 7/8
- Handle Animal (Cha+1) 13/14
- Heal (Wis+4) 11/15
- Hide (Dex+2) 6/8
- Kn (Nature) (Int+3) 13/18 [+2 NatS]
- Listen (Wis+4) 13/19 [+2RacB]
- Move Silently (Dex+1) 6/7
- Ride (Dex+1) 9/10
Sense Motive (Wis+4) 6/10
- Spot (Wis+4) 13/19 [+2 RacB]
- Survival (Wis+4) 11/17 [+2 NatS]
- Swim (Str +1) 1
Spells Prepared (Druid):10th level
0-6, 1st 4, 2nd 4, 3rd 3, 4th 3, 5th 2.
Spells he favours
Earthbind (Draconomicon p102) lvl2
Possessions:
Magic items by location
* Head: * Face: * Throat: * Shoulders: * Body: * Torso: * Arms: * Hands: * Waist: * Feet: * Rings:
Weapons:
Carried
In Heward's Handy Haversack
Combat Related
AC:
Full Attacks and Defences
Notes on melee