Difference between revisions of "Snarub"

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=Snarub=
 
=Snarub=
 
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Revision as of 04:41, 13 September 2006

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Snarub

http://power2serve.net/Pics/warrior.jpg

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



Abilities
STR 12 +1
DEX 12 +1
CON 14 +2
INT 13 +1
WSD 16 +3
CHA 10 +0
 
Hit Points
TOTAL wounds subdual
24 0 0
Initiative
TOTAL dex other SPEED
1 1 0 0
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
20 10 7 2 1 0 0 0 0


Battle Scores
MELEE = base + str + magic + other
3 2 1 0 0
RANGED = base + dex + magic + other
3 2 1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT 5 3 2 0 0
REFL 2 1 1 0 0
WILL 6 3 3 0 0



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.