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Thread: Falin Buradun (D&D 3.5)

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    Falin Buradun (D&D 3.5)

    NEW VERSION IN SECOND POST.

    Character: Falin Buradun
    Class(es): Lvl 3Rouge
    Race: Sundard Dwarf
    Alignment: Lawful Good
    Religion: Rocailleux Terre
    Experience: 3000
    Money: 10 gp

    Stats
    Hit Points: 21
    Strength: 17 (3)
    Dexterity: 16 (3)
    Constitution: 16 (3)
    Intelligence: 16 (3)
    Wisdom: 14 (2)
    Charisma: 15 (2)

    Comeliness: 12 + 2(Cha) = 14 aka Slightly more attractive than your average bear
    Luck: 11
    Luck Points: 3
    Fate Points: 2
    Divine Intervention Chance: 5%

    Saves
    Fort 1 + 3 + 3 = 7
    Reflex 3 + 3 + 3 = 9
    Will 1 + 2 + 3 = 6
    Melee 2 + 3 = 5
    Ranged 2 + 3 = 5

    Initiative 3
    Armor Class: 3 + 10 + 3 = 16

    Extra: 60’ Infravision. +4 Ac, Hit, Dam against Large creature. 50% arcane failure of magical items excluding Potions, Armor, Weapons, Bracers or Girdles. No arcane spell casters.

    Skills
    Appraise 3 + 3 = 6
    balance 1 + 3 = 4
    bluff 2 + 2 = 4
    climb 3 + 3 = 6
    decipher script 1 + 3 = 4
    diplomacy 4 + 2 = 6
    disable device 3 + 3 = 6
    disguise 2 + 2 = 4
    escape artist 3 + 3 = 6
    gather information 3 + 2 = 5
    hide 5 + 3 = 8
    intimidate 2 + 2 = 4
    jump 1 + 3 = 4
    knowledge architecture 1 + 3 = 4
    knowledge dungeoneering 2 + 3 = 5
    knowledge geography 1 + 3 = 4
    knowledge history 1 + 3 = 4
    knowlege nature 1 + 3 = 4
    listen 5 + 2 = 7
    move silently 5 + 3 = 8
    open lock 2 + 3 = 5
    perform(acting) 2 + 2 = 4
    search 3 + 3 = 6
    sense motive 3 + 2 = 5
    sleight of hand 2 + 3 = 5
    spot 4 + 2 = 6
    survival 1 + 2 = 3
    swim 1 + 3 = 4
    tumble 1 + 3 = 4
    use rope 1 + 3 = 4

    Equipment:
    Dagger 1d4 (2)
    Bolts (10) (3)
    Crossbow, heavy 1d10 (1)
    Sword, short 1d6 (1)
    Studded leather +3 (1)
    Backpack 2lb (1)
    Bedroll 5lb (1)
    Blanket 3lb (1)
    Block n Tackle 5lb (1)
    Bottle (1)
    Caltrops 2lb (4)
    Candle (10) (1)
    Canvas 1lb (1)
    Fishhook (1)
    Flint/steel (1)
    Grappling hook 4lb (1)
    Ink (1)
    Inkpen (1)
    Oil 1lb (1)
    Parchment (5)
    Pouch, belt 3lb (1)
    Rations 1lb (1)
    Rope (50ft) 5lb (1)
    Sealing wax 1lb (5)
    Sewing needle (1)
    Signet ring (1)
    Spade 8lb (1)
    Torch 1lb (3)
    Climber's kit 5lb (1)
    Disguise kit 8lb (1)
    Magnifying glass (1)
    Thieves' tools 1lb (1)

    Feats/Specials:
    alertness
    armor proficiency light
    lightning reflexes
    simple weapon proficiency
    Trap sense
    Evasion
    Sneak attack
    Trapfinding

    Languages:
    Common
    Dwarven
    Gnome
    Orc
    Undercommon
    Last edited by Luvmonke; 03-04-2011 at 01:01 AM.

    Everybody wants some monkey on the side...

  2. #2
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    Name: Falin Buradun
    Race: Sundard Dwarf
    Player: Luvmonke
    Classes: Lvl 3 Rogue
    Kit: Army Scout

    ------------------------ Description -----------------------
    Height: 4' 8" Weight: 236 lbs. Gender: Male
    Eyes: Hazel Hair: Burnt Red,Short, both on scalp and chin snipped to a crisp length of 3 inches at its longest point (right under the chin)
    Skin: Fair Dominant Hand: Right Quotable: I'm going to drink the hell out of this ale.
    Appearance: Imposing Sanity: Normal General Tendencies: Fanatical/Obsessive
    Personality: Well Spoken Disposition: Even tempered Intellect: Dreamy Nature: Vengeful
    Materialism: Average Honesty: Truthful Bravery: Craven Morals: Lustful
    Piety: Average Energy: Slothful Thrift: Wastrel Interests: Community Service Collections: Minerals & Gems

    Hit Points: 29
    Experience: 3000 / 6000
    Alignment: Lawful Neutral
    Vision: Darkvision/ Infravision (60 ft.)
    Speed: Walk 20 ft.

    Languages:
    Common
    Dwarven
    Human (Aprette)
    Haloth

    Stat Initial Race Class Score Mod
    STR 17 +1 -1 17 (+3)
    DEX 17 -1 16 (+3)
    CON 15 +1 16 (+3)
    INT 16 16 (+3)
    WIS 14 14 (+2)
    CHA 15 -1 +1 15 (+2)

    Comeliness: 13 = 12 + 2 (Cha) -1(Race) aka attractive and somewhat noticeable
    Luck: 10 = 11 -1(race)
    Luck Points: 3
    Fate Points: 1
    Divine Intervention Chance: 5%

    -------------------------- Combat --------------------------
    AC: 15 = 10 + 3 (dex) + 2 (Leather Armor)
    Touch AC: 13 = 10 + 3 (dex)
    Flat Footed AC: 12 = 10 + 2 (Leather Armor)
    Initiative: 3
    BAB: 2
    Melee tohit: 5 = 2 (BAB) + 3 (str)
    Ranged tohit: 5 = 2 (BAB) + 3 (dex)
    Fortitude: 7 = 1 (class) + 3 (con) + 3(race)
    Reflex: 9 = +3 (class) + 3 (dex) 3(race)
    Will: 6 = + 1 (class) +2 (wis) + 3(race)

    -------------------- Special Abilities ---------------------
    #+2 AC, Hit and Dam when Fighting large creature.
    #Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    # Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    # +2 racial bonus on saving throws against poison.
    # +2 racial bonus on saving throws against spells and spell-like effects.
    # +1 racial bonus on attack rolls against orcs and goblinoids.
    # +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    # +2 racial bonus on Appraise checks that are related to stone or metal items.
    # +2 racial bonus on Craft checks that are related to stone or metal.


    -------------------------- Skills --------------------------
    Appraise: 6 = 3.0 + 3(Int)
    Balance: 6 = 3.0 + 3(Dex)
    Bluff: 6 = 4.0 + 2(Cha)
    Climb: 7 = 4.0 + 3 (Str)
    Disable Device: 8 = 5.0 + 3(Int)
    Disguise: 4 = 1.0 + 2(Cha) + 1(Kit)
    Escape Artist: 13 = 4.0+ 3(Dex) + 6(Vest of Escape)
    Hide: 11 = 4.0 + 3(Dex) + 2(Stealthy) + 2(Kit)
    Jump: 6 = 3.0 + 3(Str)
    Listen: 6 = 4.0 + 2 (Wis)
    Move Silently: 12 = 5.0 + 3(Dex) + 2(Stealthy) + 2(Kit)
    Open Lock: 11 = 4.0 + 3(Dex) + 4(Vest of Escape)
    Perform [acting]: 3 = 0 + 2(Cha) + 1(Kit)
    Search: 7 = 4.0 + 3(Int)
    Sense Motive: 5 = 3.0 + 2(Wis)
    Sleight of Hand: 6 = 3.0 + 3(Dex)
    Spot: 6 = 4.0 + 2(Wis)
    Swim: 5 = 2.0 + 3(Str)
    Tumble: 6 = 3.0 + 3(Str)
    Use Magic Device(Cha):50% arcane failure of magical items excluding Potions, Armor, Weapons, Bracers or Girdles.
    Use Rope: 6 = 3.0 + 3(Dex)

    Craft(Int), Decipher Script(Int) [T], Diplomacy (Cha), Forgery (Int), Gather Information(Cha), Intimidate(Cha), Knowledge(local) (Int) [T], Proffession(wis) [T]

    -------------------------- Feats ---------------------------
    Armor proficiency(light)
    Simple weapon proficiency
    Hand Crossbow proficiency
    Rapier proficiency
    Sap proficiency
    Shortbow proficiency
    Shortsword proficiency
    Trap sense
    Evasion
    Sneak attack
    Trapfinding
    Heavy Repeating Crossbow Proficiency
    Stealthy
    You get a +2 bonus on all Hide checks and Move Silently checks.

    ------------------------- Equipment ------------------------
    Name QTY
    Rapier 1 (1d6, Crit 18-20/x2)
    Heavy Repeating Crossbow+2 1 (1d10, 19-20/x2)
    Bolts (10) 3
    Caltrops 2lb 4
    Backpack 1
    Bedroll 5lb 1
    Bottle 1
    Canvas 1lb 1
    Flint/steel 1
    Grappling hook 4lb 1
    Rope (50ft) 1
    Torch 4
    Climber's kit 1
    Disguise kit 1
    Leather Armor 1 (AC+2, Dex Max=6, 10% Spell Failure)
    #Vest of Escape 1
    Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Open Lock checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.
    Last edited by Luvmonke; 03-04-2011 at 03:58 AM.

    Everybody wants some monkey on the side...

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