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Maximiano

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Character sheets
« on: August 27, 2008, 05:49:17 PM »
Alright guys, you know the drill.
Good gaming for you.

AfterCrescent

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Re: Character sheets
« Reply #1 on: August 27, 2008, 05:59:51 PM »
Battle Dancer
[spoiler]
Vargach Vaeri "Battle Dancer"
Female Personality Dragonborn Warforged (Construct, Living Construct, Dragonblood) Warblade 6
Medium, 6'10", 354 lbs, 3 yrs old
Jade-green eyes, Silver & Platinum sparkling scales
Alignment: Neutral Good
Deity: Bahamut
Experience Points: 15,000
Experience Needed: 6,000

Str 14 +2 (06 pts)
Dex 15 +2 (06 pts) (+1 level)
Con 18 +4 (06 pts)
Int 14 +2 (06 pts)
Wis 08 -1 (02 pts)
Cha 08 -1 (02 pts)

Hit Points 88
HP rolls[spoiler]HP (1d12=9, 1d12=9) & 1d12=12, 1d12=10 [/spoiler]
AC 17 (+2 Dex, +5 Armor, +2 dodge v dragons)
Touch 12, Flat 17
Init +02
BAB +06, Grap +08
Speed 30 (base 30, load 58/116/175)
Fort +10, Ref +07, Will +02
Action points: 8

+09 Scimitar 2d6+4 18-20/x2


Languages: Common, Draconic

Skills: Max Ranks 9 Cl/4.5 Cc (Total: 54)
+10 Balance (9 ranks, +1 Dex)
+11 Climb (9 ranks, +2 Str)
+08 Intimidate (9 ranks, -1Cha)
+11 Knowledge (History) (9 ranks, +2 Int)
+11 Knowledge (Local) (9 ranks, +2 Int)
+11 Martial Lore (9 ranks, +2 Int)
+01 Gather Information (-1 Cha, +2 Synergy)
+01 Listen (-1 Wis, +2 Race)
+04 Search (+2 Int, +2 Race
+01 Spot (-1 Wis, +2 Race)

Feats
Racial Bonus - Strength Devotion
1st level - Power Attack
3rd level - Improved Bull Rush
5th level - Ironheart Aura
6th level - Stormguard Warrior
DM Bonus - Wild Cohort

Race Traits
Immunity to Frightful Presence
Draconic Aspect (Mind) - Darkvision 60', Low-light vision, +2 racial on Listen, Search, Spot

Class Abilities:
Battle clarity (Reflex saves)
Weapon aptitude
Uncanny Dodge
Battle Ardor (critical confirmation)
Improved Uncanny Dodge

Maneuvers:
Moment of Perfect Mind
Stone Bones
Wall of Blades (readied)
Mountain Hammer (readied)
White Raven Tactics (readied)
Iron Heart Surge (readied)

Stances
Punishing Stance
Blood in the Water

Equipment:
Traveler's outfit

+1 Large Great Scimitar (free +1 weapon)
+1 Mithril Chainshirt (2,100gp)
Adventurer's kit (15gp)
Magic Bedroll (500gp)
Strongarm Bracers (6,000gp)
Lesser Fiendslayer Crystal (3,000gp)
Silversheen (250gp)
Cloak of Resistance +1

3pp & 5gp

*Note, 100gp paid for the dragonborn ritual*

Background:
After the last war, 267 of Squad B, Unit 17, became a free being.  She was initially unfamiliar with the idea and what it meant.  For a time, she continued serving in the local militia.  It was the only thing she knew.  It wasn't long before battle grew on her.  The more she experienced, the more she craved it.  But it wasn't about killing for her.  No, it was something more.  It was about competition. Glory.  Then the wyverns came.  Like a flock of geese headin south, the came from the north.  The town was decimated.  Everyone was killed.  For an indeterminate amount of time, 267 stood inert.  Perhaps it was a dream, or perhaps Bahamut's vessel truly visited her.  Whichever it was, when she awoke, she was no longer 267.  She became Vargach Vaeri, a battle-hardened warrior for bahamut

Personality:
She is a battle-hardened warrior.  She relishes combat and competition.  Combat with the weak or unchallenging bores her.  She is a champion of Bahamut and thrives to destroy evil dragonkind first, but she most certainly is a defender of the weak.  While combat may be all she knows now, she is eager to learn and strives to make Bahamut proud.

Appearance:
She is 6'10".  As a dragonborn and warforged, she has no hair, but still possesses the jade-green half-glowing eyes of her warforged ancestry.  Her once metallic and adamantine body is now composed of well built muscle and a mixture of silver and platinum dracon scales.

Horny
[spoiler]
Horny
« Last Edit: August 27, 2008, 06:39:18 PM by AfterCrescent »
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DetectiveJabsco

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Re: Character sheets
« Reply #2 on: August 27, 2008, 09:20:16 PM »
Barilidin Stoneforge
[spoiler]
Barilidin Stonforge

Race:Dream Dwarf
class:Paladin 6
AlignmentLawful Good
Speaks:
Dwarven/Common
Size: Medium, 4'8, 234 lbs., 56 years old
Description: Long Muddy brown hair,Waist length Muddy Brow braided beard(white
stripe (center)) Pail onyx eyes [Gem like],His skin is Metallic-esque when
looking straight at him he seams to blend with his armor.

Stats:Hit Points:65
AC:20
Initiative:+0
BAB:+6/+1
Grapple:+9

Fort:13
Ref:6
Will:8

Skills:
Total:18
Heal:10=9(ranks)+2(wis)
Knowledge Religion:4=4(ranks)+0(int)
Sense Motive:7=5(ranks)+2(wis)

Combat

Attacks
Melee
Dwarven Great War Maul:+10/+4, 1d12+4, X3, Bludgeoning
Short Spear:+9/+3, 1d6+3, 20/X2, Piercing

Ranged
Short Spear: +6/+1, 1d6+3, 20/X2, Piercing

Feats
Bonus-Dreadful Wrath
Level1-Power Attack
Level3-Improved Sunder
Level6-Divine Might
DM Bonus-Sacred Healing

Class abilities

Paladin 6

Aura of good
Detect evil
Smite evil(extended)  2/day-LFK ACF
Divine grace
lay on hands (24 points)
Aura of courage
Divine health
Turn undead 7/day
Divine Spirit (Spirit of Healing 1/day)-ACF
Spell shatter 1/day-LFK ACF

Alt Class Features
Mystic Fire Knight(Renamed Life Forge Knight)

Smite Evil (Su) In addition to the normal effect, when a Mystic Fire Knight of 5th level or higher hits a creature with her smite evil attack, that creature finds it temporarily difficult to cast spells or use spell completion or spell trigger items. For 1 round, any attempt to complete one of these actions requires a successful Concentration check (DC 10 + paladin's level + Cha modifier + spell level); failure means that the action fails. If a spell was being cast, the spell or spell slot is lost; if a magic item was being activated, the attempt merely fails. Multiple smite evil hits on the same creature don't have a cumulative effect.

This class feature augments, but does not replace, the standard paladin's smite evil class feature.

Spellshatter (Su) Once per day starting at 6th level, a Mystic Fire Knight can choose to deliver a targeted greater dispel magic effect with a melee attack. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted.

If the attack hits, treat this as if the Mystic Fire Knight had cast a targeted greater dispel magic on the creature struck, using her paladin level (plus any arcane caster level she might have from another class) as her caster level, up to a maximum of +20.

This benefit replaces the standard paladin's remove disease class feature. If the Mystic Fire Knight would later gain an extra weekly use of remove disease, she instead gains an extra daily use of spellshatter.

Divine Spirit
Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.

Level: 5th.

Replaces: If you select this alternative class feature, you do not gain the special mount ability.

Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.

Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
Paladin Level    Spirit Summoned
5th-10th    Spirit of healing
11th-15th    Spirit of combat
16th-19th    Spirit of heroism
20th+    Spirit of the fallen

The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.

    * A spirit occupies a 5-foot square on the battle map.
    * When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
    * All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
    * A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
    * If you lose line of sight to a spirit, it disappears immediately.
    * Each spirit available to you can be summoned once per day.
    * A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.

Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.

To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

Spirit of Combat: This spirit enhances combat ability. Whenever an ally (including yourself) is adjacent to the spirit of combat or occupying its space, that character gains holy fervor. Holy fervor grants a +1 sacred bonus on attacks and damage rolls for every four paladin levels you possess (up to a maximum of +5 at 20th level). In addition, affected characters' weapons are treated as good-aligned for the purpose of overcoming damage reduction.

Spirit of Heroism: This spirit automatically occupies your space and does not leave until dismissed or dispelled, or the duration of the summoning ends. You gain DR 10/--. In addition, you gain the benefit of the Diehard feat (even if you do not meet the prerequisite) and can use your lay on hands ability as a free action once per round instead of as a standard action.

Spirit of the Fallen: While you or any of your allies are adjacent to this spirit, it grants fast healing 10 to those characters. If an affected character's hit points drop to 0 or fewer while within 30 feet of this spirit, it revives that character at the start of his next turn, allowing him to take his action as normal. The character heals an amount of damage equal to twice your paladin level, though if his hit points are still at -10 or below, he still dies. The spirit can use its revive ability once per round.

A spirit of the fallen cannot revive creatures whose bodies have been destroyed (such as by a disintegrate spell), nor can it reverse the effects of bodily changes, such as from flesh to stone or baleful polymorph, or other effects that slay a character without dealing damage.


Spells
1st LevelEquipment:
Start Gold 13,000
Belt of Strength(+2)-4,000gp
Cloak of Charisma(+2)-4,000gp
+1 DwarvenCraft Wand Hilt (Bless Weapon 50/50) Great War Maul-1,450gp
+1 DwarvenCraft Heavy Plate-300gp
Ring of Whispers-Gift from Ranini
Cloth of Moradin-Gift from Priest at the Temple of Moradin
Handy Haversack-2,000gp
Hand of The Mage-900gp
Short Spear x 3-15gp
Backpack-2gp
Bedroll-1sp
Case, map or scroll-1gp
Flask (Mead)-1sp
Flint and steel-1gp
Grappling hook-1gp
Ink (1 oz. vial)-8gp
Inkpen x 3-3sp
Pouch, belt-1gp
Rope, hempen (50 ft.)-1gp
Soap-5sp
Tent-10gp
Vial, ink-1gp
Waterskin-1gp
Whetstone-2cp
Spellbook(For makeing notes)-15gp
Gold:293
Silver:9
Coper:7

Dream DwarfMedium: As Medium creatures, dream dwarves have no
special bonuses or penalties due to their size.
Dream dwarf base land speed is 20 feet. However, dream
dwarves can move at this speed even when wearing
medium or heavy armor or when carrying a medium
or heavy load (unlike other creatures, whose speed is
reduced in such situations).

Darkvision: Dream dwarves can see in the dark out to 90
feet. Darkvision is black and white only, but it is other-
wise like normal sight, and dream dwarves can function
just ?ne with no light at all.

Stonecunning:Weapon Familiarity: Dream dwarves treat dwarven
waraxes and dwarven urgroshes as martial weapons
rather than exotic weapons.

Stability: Dream dwarves are exceptionally stable on
their feet. A dream 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 Diplomacy checks made with creatures
of the earth subtype: Dream dwarves get along well with
earth elementals and similar creatures.

Dream Sight (Su): A dream dwarf can see ethereal
creatures as easily as she sees material creatures and objects.
A dream dwarf can easily distinguish between ethereal
creatures and material ones, because ethereal creatures
appear translucent and indistinct.

Spell Power:
« Last Edit: August 28, 2008, 12:51:38 AM by DetectiveJabsco »

Chirp

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Re: Character sheets
« Reply #3 on: August 27, 2008, 10:42:13 PM »
Thorne Farwalker
Male Halfling Ranger 6th lvl
Chaotic Good

[spoiler]
Abilities
Str 12 +1 -- (6 pts) (-2 racial)
Dex 18 +4 -- (10 pts) (+2 racial)
Con 12 +1 -- (4 pts)
Int 12 +1 -- (4 pts)
Wis 15 +2 -- (6 pts)
Cha 10 +0 -- (2 pts)

Hit Points 42
AC 20, Touch 15, Flat 16
Init +4
BAB +6/+1, Grap +7
Speed 20ft.
Fort +8, Ref +11, Will +6

+7/+2 Melee, Talenta Tangat, 1d8+1 18-20/x2
+7/+2 Melee, Dagger, 1d3+1 19-20/x2
+10/+5 Ranged, Composite Longbow, 1d6 20/x3, 110ft.
+8/+3 Ranged, Javelin, 1d4+1 20/x2, 30ft.

Small, 2'8" tall, 32lbs., 35 yrs old
Black hair, Brown eyes, Ruddy skin

Speaks Common, Halfling, Orc[/spoiler]

[spoiler]
Skills
+08 Handle Animal [8]
+16 Hide [8] (+4 size)
+09 Knowledge (nature) [8]
+17 Move Silently [8] (+2 racial) (+5 boots of elvenkind)
+11 Ride [7]
+10 Survival [8]
+14 Listen [8] (+2 alertness) (+2 racial)
+17 Spot [8] (+2 alertness) (+5 eyes of the eagle)[/spoiler]

[spoiler]
Feats
- Alertness (Free)
- Improved Animal Companion (Free)
- Point Blank Shot
- Precise Shot
- Far Shot
- Rapid Shot (combat style)
- Many Shot (combat style)
- Endurance (ranger 3rd lvl bonus)

Halfling Traits
- Small (+1 AC, +1 Attack, +4 Hide)
- +2 racial bonus on climb, jump, and move silently
- +1 racial bonus to all saving throws
- +2 moral bonus on saving throws vs. fear
- +1 racial bonus on attacks with thrown weapons and slings
- +2 racial bonus on listen

Ranger Abilities
- 1st Favored Enemy (Chaotic Outsider)
- Track
- Wild Empathy
- Combat Style (Archery)
- Endurance
- Animal Companion
- 2nd Favored Enemy (Aberration)
- Improved Combat Style (Archery)[/spoiler]

[spoiler]
Spells Per Day 2
1st- Alarm, Speak with Animals

Animal Companion
Swiftclaw
Medium Animal (space and reach: 5ft)
Hit Die: 2d8+4
Swiftclaw HP 18
Initiative: +3
Speed: 40ft
AC: 18 (+3 Dex, +3 Natural, +2 Barding), Touch:13, Flat Footed:15
Base Attack:+1/Grapple:+4
Attack: Talon +4 melee (1d8+3)
Full Attack: Talon +4 melee (1d8+3), Foreclaws +2/+2 (1d3+1), Bite +2 (1d6+1)
Special Qualities: Low light Vision, Scent
Saves: Fort +5/ Ref +6/Will +1
Skills: Jump: +20, Listen: +10, Spot: +10, Survival: +10, Hide: +12
Feats: Multiattack
Clawfoot Dinosaurs are usually trained for war, and even without training, they can hold their own in combat. In the wild they are fierce pack hunters and even when domesticated they retain most of their predatory instincts.
Clawfoot have a +8 racial bonus to Hide, Jump, Listen, Spot and Survival.
Training: Hunting
Tricks: Attack, Down, Fetch, Heel, Seek, Track, Come
[/spoiler]

[spoiler]
Background
Thorne Farwalker was born and raised in the homeland of his people, the Talenta Plains. Dureing his early childhood, he spent many days roaming the plains, learning about the plants and animals that dwelt there. As he grew older, he joined hunting parties and began training in combat, favoring the bow. His keen eye and steady hand quickly elevated him to one of the sharpest marksmen around, and his ability to remain unseen and unheard landed him the position of scout for the hunting parties.

Thorne was happy for a time, living as his people lived and hunting the wild creatures of the plains. But as time passed, he grew bored with the same routine everyday, much as a child grows weary of its toys. He longed for new horizons to explore and new creatures to hunt. When he expressed his feelings to his family, they were shocked and horrified at his attitude. His father beat him, and his mother lectured him about the traditions of his people and how he couldn't turn his back on them.But for all their efforts, his parents failed to drive the wanderlust from him.

Soon after, Thorne fled his homeland. He waited for nightfall, and stole away under cover of darkness with only a few supplies. He traveled past the boarder of the plains, and into the lands of the tall folk. Dureing his early travels, Thorne learned much of the world beyond his birth place, and it only served to strengthen his resolve to never return home. Eventually his travels brought him to a most horrible place, the Demon Wastes. The bleak landscape and feral monsters seemed to call to the adventerous young halfling, and he set out to explore every inch of it. However his travels were cut short when he was taken by surprise by a demon.

It would have been the end of Thorne had the Maruk clan not intervined on his behalf. They drove the demon away, but not before it left its mark on Thorne, slashing him across the chest and stomach. The Maruk nursed him back to health, but a fire now burned in the young halfling. He wanted to find the demon that had scarred him, and he wanted to destroy it. He set out on his own to travel the wastes, seeking the demon, and he has continued his hunt to this very day.

Thorne has recently followed the trail of the demon he believes is the one that scarred him to a cave in the depths of the Wastes. When he entered there he saw several people passed out on the floor and ...a mule. He sent a scorpion to return to the encampment of the Maruk a few days from there, with a message requesting their presence and a way to carry a dozen people, He then stood vigilant for two days without sleep, protecting them from the beasts...until one of them awakened ... a huge metallic lady.

Personality
Thorne Farwalker is a serious halfling most of the time. He is driven by a thirst for revenge against the demon that scarred him, but his thirst is not a blinding one. He cares deeply for all the natural creatures of the world, and will do everything in his power to protect them. Though he has hunted alone for many years, Thorne is not oposed to traveling with others. However when he does, he often takes responsibility for them, believe it is his duty to protect them from the dangers of the wastes.

Description
Thorne Farwalker is an imposeing figure dispite his small stature. Standing only two foot eight inches, his body is lean and agile with well defined muscles. He wears his black hair long, tied back in a single tail save for tree long braids that hang done infront of his face, each one tipped with a fang taken from one of his successful hunts. He wears an enchanted chain shirt over simple clothes, and a dark green cloak flows over his shoulders, fastened at his throat with a silver clasp. A beautiful quiver is strapped over one shoulder, its leather marked by the symbol of Ehlonna, and it contains much more than one might assume. He wears a pair of slender goggles over his eyes made from enchated crystal that enhances his sight, and a pair of fine, elven made boots protect his feet and silence his steps.
[/spoiler]

[spoiler]
Equipment
+1 Chain Shirt (worn, 12lbs.) Free
Explorer's Outfit (worn, 4lbs.) 10gp

Dagger (belt front, 1lb.) 2gp
Belt Pouch (belt rear, *) 1gp
Signal Whistle (beltpouch, *) 8sp
Chalk x2 (beltpouch, *) 2cp
Potion of Cure Moderate Wounds (beltpouch, *) 300gp
Potion of Cure Light Woundsx4 (beltpouch, *) 200gp

Quiver of Ehlonna (right shoulder, 2lbs.) 1800gp
60 Arrows (quiver compartment 1, 9lbs.) 3gp
10 Javelins (quiver compartment 2, 20lbs.) 10gp
+1 Composite Longbow (quiver compartment 3, 1lb.) Free
Talenta Tangat (left shoulder, 8lbs.) 40gp
Backpack (center back, 2lbs.) 2gp
Bedroll (below backpack, 1.5lbs.) 1sp

Crowbar (backpack, 5lbs.) 2gp
Grappling Hook (backpack, 4lbs.) 1gp
50ft. Silk Rope (backpack, 5lbs.) 10gp
Waterskin- water (backpack, 1lb.) 2cp
Flint & Steel (backpack, *) 1gp
Small Steel Mirror (backpack, .5lbs) 10gp

Eyes of the Eagle (eyes, *) 2500gp
Cloak of Resistance +1 (worn, 1lb.) 1000gp
Ring of Sustenance (right 4th finger, -wt) 2500gp
Boots of Elvenkind (feet, 1lb.) 2500gp

Exotic Riding Saddle (swiftclaw, 30lbs.) 30gp
Bit and Bridle (swiftclaw, 1lb.) 2gp
Leather Barding (swiftclaw, 30lbs.) 40gp
Amulet of Animal Endurance (swiftclaw, *) 2000gp
[spoiler]This amulet functions identically to the false life spell, except that it can only be cast on a creature of the animal type. The 1d10+3 (or 10) temporary hp gained last for 3 hours.
Special: Any character who has a animal companion, cohort or whatever may use this wand without making checks or risking failure.[/spoiler]

Coins- 37gp, 0sp, 6cp (pouch, *)[/spoiler]
« Last Edit: September 05, 2008, 01:51:40 PM by Chirp »

DetectiveJabsco

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Re: Character sheets
« Reply #4 on: August 28, 2008, 12:52:29 AM »
If someone could take a look at my char and see if I have missed any conversion that would be cool
thank!
jabsco

Ander Spectacular

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Re: Character sheets
« Reply #5 on: August 28, 2008, 10:04:07 AM »
Kris Jaris
[spoiler]
Class: Ranger3/Fighter2/Beastmaster1
Alignment: Neutral Good
Gender: Female(masquerading as male)
Race: Human
Height: 5'5"
Weight: 95 lbs.
XP:

Stats:
Str: 12 (4pts)
Dex: 17 (10pts +1 @ 4th)
Con: 12 (4pts)
Int: 14 (6pts)
Wis: 12 (4pts)
Cha: 12 (4pts)

AC: 20 (Chain shirt +1, buckler, +3 dex, +1 deflection)
HP: 46 (18(1&2) + 8(3&5) + 14(4&6) +6(con))
Spd: 30
BAB: +6

Saves:
Fort +9 (+8 base +1 con)
Ref  +8 (+5 base + 3 dex)
Will +2 (+1 base + 1 wis)

Feats:
1(Human bonus) Mounted Combat
1(bonus regional) Saddleback
1 Animal Affinity(Counts as Skill Focus: HA prereq)
1 (Ranger bonus) Track
2 Mounted Archery
3 Wild CohortHere
« Last Edit: August 28, 2008, 10:10:25 AM by Ander Spectacular »

soudou

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Re: Character sheets
« Reply #6 on: August 29, 2008, 03:35:35 PM »
[spoiler]
-From the back of the crowd, a loud gruff voice calls forth:
Lizard?  Lizard mans kill Duk mother!  Duk go too!  A large figure steps forward, an owl perched on his left shoulder.  The young man's half-orc heritage is undeniable, yet his broad smile and a certain sparkle in his eyes belie an unusually positive demeanor for one of his kind.  Or perhaps it is the seeming metallic sheen of his skin that attracts one's attention...



Duk
Male Draconic Half-Orc (humanoid, orc blood, dragonblood)
Druid 3/Sorceror 2
Neutral Good
XP 12000/15000 (bought off +1 LA at 3rd level)
Action Points 8/8

Medium Humanoid, 6'6" tall, 270 lb, 14 yrs old
shimmering bronze skin, black hair, brown eyes

Str 13 (+1) base 8, 0 pts.  +2 half orc, +2 draconic, +1 4th level
Dex 16 (+3) base 14, 6 pts, item +2
Con 14 (+2) base 12, 4 pts.  +2 draconic
Int 6 (-2) base 8, 0 pts.  -2 half orc
Wis 18 (+4) base 18, 16 pts
Cha 14 (+2) base 14, 6 pts.  -2 half orc, +2 draconic

Hit Points 35/35 8 druid 1 + 8 druid 2 + 2 sorceror 1 + 3 sorceror 2 + 4 druid 3 + 10 (2 con*5)
AC 20 (base 10, dex +3, armor +4, natural +2, +1 deflection), Touch 14, Flat 17

Init +3
BAB +3, Grap +4
Speed 20 base 30, medium armour, light load
Glide 30, average maneuverability

Fort +6 (+3 base, +2 con, +1 feat), Ref +4 (+1 base, +3 dex), Will +10 (+6 base, +4 wis)

+3 Melee, Healer's Staff +1, 1d8+2, 20/x2, Bludgeoning
+2 Melee, Claw (x2), 1d3+1, 20/x2, Slashing
+3 Ranged, Sling, 1d4+1, 20/x2, Bludgeoning, 50 ft.

Wand of Magic Missile (1), 50 charges, 1d4+1 force damage

Healer's Staff (spells stored)
1st - Cure Light Wounds
2nd - Lesser Restoration

+1 Leafweave Studded Leather Armor, +4 armor bonus, +6 max dex, 0 armor check

[sblock=Skills] 
Speaks Common, Draconic, and Druidic

+4 Climb (+1 str, +3 familiar)
+4 Concentration (2r, +2 con)
+2 Diplomacy (+2 cha)
+3 Handle Animal (1r, +2 cha)
+5 Heal (1r, +4 wis)
+0 Knowledge (arcana) (2r, -2 int)
+2 Knowledge (nature) (4r, -2 int)
+4 Listen (+4 wis)
+1 Move Silently (+3 dex, -2 rock boots)
+3 Ride (+3 dex)
+0 Spellcraft (2r, -2 int)
+4 Spot (+4 wis)
+8 Survival (2r, +4 wis, +2 feat)
+1 Swim (+1 str)
[/sblock]

[sblock=Feats]
- Dragon Wings1st level (RotD pg. 100)
- Survivorbonus regional feat, Faerun +1 fort save, +2 survival checks
- Battle Caster (lesser)DM bonus feat DM customisation, allows caster to ignore spell failure from light armour
- Extend Spell3rd level
[/sblock]

[sblock=Racial/Class Traits]
Half Orc Traits
- Darkvision 60 ft.
- orc blood

Draconic Traits
- Dragonblood subtype
- 2 claw attacks at 1d3 damage
- Low-light vision
- +4 racial bonus on saves against magic sleep and paralysis
- +2 racial bonus on Intimidate and Spot checks

Druid features
- Spontaneous casting (lose prepared spell to cast Summon Nature's Ally same level or lower)
- Animal Companion
- Nature sense (+2 bonus on Knowledge nature and Survival)
- Wild Empathy (1d20+Druid level+cha mod)
- Woodland stride (movement speed not effected by any sort of undergrowth)
- Trackless step
[/sblock]

[sblock=Druid Spells]
0 4/day
- Create Water
- Resistance
- Read Magic
- Detect Poison

1st 3/day
- Produce Flame
- Entangle
- Wall of Smoke (SC, pg. 235)

2nd 2/day
- Briar Web (Spell Compendium, pg. 39)
- Soften Earth and Stone

[/sblock]

[sblock=Sorceror Spells]
0 6/day, 5 known
Dancing Lights
Mage Hand
Prestidigitation
Ghost Sound
Sonic Snap (SC, pg. 195)

1 5/day, 2 known
Grease
Power Word Pain (Races of the Dragon, pg 116)
[/sblock]

[sblock=Animal Companion]
Gix
Owl, Tiny Animal

HD: 1d8 (4 HP)
Init. +3
Speed:
AC 17 (base 10, +2 size, +3 dex, +2 nat), touch 15, flat 14
BAB: +0 / Grap: -11
Attack: Talons +5 melee (1d4-3)

Abilities:
Str 4 (-3)
Dex 17 (+3)
Con 10 (+0)
Int 2 (-4)
Wis 14 (+2)
Cha 4 (-3)

Saves: Fort 2+, Ref +5, Will +2

Skills:
+16 Listen
+17 Move Silently
+8 Spot

Feats:
-Alertness
-Weapon Finesse (talons)

Special:
-Link
-Share Spells

Tricks: can learn 6 + 1 bonus
-Heel
-Come
-Attack
-Down
-Fetch
-Seek

[/sblock]

[sblock=Familiar]
Oth
Lizard, Tiny Animal

HD: 5 (1/2 Duk's max hp)
Init. +2
Speed: 20, climb 20
AC 15 (base 10, +2 size, +2 dex, +1 nat), touch 14, flat 13
BAB: +3 / Grap: -9
Attack: Bite +7 melee (1d4-4)

Abilities:
Str 3 (-4)
Dex 15 (+2)
Con 10 (+0)
Int 6 (-2)
Wis 12 (+1)
Cha 2 (-5)

Saves: Fort +3, Ref +4, Will +7

Skills:
+10 Balance (+8 racial bonus, can always take 10 on checks)
+12 Climb
+10 Hide
+5 Listen
+5 Spot

Feats:
- Weapon Finesse (bite)
- Alertness
- Improved Evasion

Special:
- Low-light vision
- Share Spells
- Empathic Link

[/sblock]

[sblock=Equipment]
+1 Leafweave Studded Leather Armour (worn, 15 lb) (free +1 armour)
Traveler's Outfit (worn, )
Gloves of Dexterity +2 (hands, ) 4,000 gp
Necklace of Natural Armour +1 (neck, ) 2,000 gp
Ring of Protection +1 (finger, ) 2,000 gp
Rock Boots (feet, ) (free - gift from a gnome)

[sblock=Healer's Staff +1]
This big chunk of twisted wood holds curative properties and is sturdy enough to be used as a lethal weapon.
Enhancement Bonus to attack and damage: +1 (see properties below)
Base Damage:1d8 20x2
Properties:
+1 to caster level with conjuration(healing) spells.
This staff grants two spell slots to the user: one 1st and one 2nd level.
The spells prepared in it must be from the healing sub-school.
Special:
It can only be wielded one handed by orcs, trolls, ogres or similar creatures due to the grip size. (Don't worry, Duk fills into this pre-req )
[/sblock] (right hand, 4 lb.) (free - taken from Moxo)

Sling ( )


Heward's Handy Haversack (center back, 5 lb) 2,000 gp
Bedroll (below backpack, 5 lb) 1 sp
Hemp Rope, 100 ft. (haversack, ) 2 gp

Waterskin- water (backpack, 4 lb) 1 gp

3 Scrolls of Cure Light Wounds (backpack, ) 100 gp
Scroll of Magic Stone (haversack, ) 25 gp
Scroll of Lesser Vigor (haversack, ) 25 gp
Scroll of Speak With Animals (haversack, ) 25 gp
Scroll of Cure Minor Wounds (haversack, ) 12 gp, 5 sp
Scroll of Create Water (haversack, ) 12 gp, 5 sp
Scroll of Blood Wind (Spell Compendium pg. 261) (haversack, ) 25 gp
2 Scrolls of Cure Moderate Wounds (haversack, ) 300 gp
2 Scrolls of Lesser Restoration (haversack, ) 300 gp
Scroll of Speak With Animals (haversack, ) 25 gp
Scroll of Speak With Plants (haversack, ) 150 gp
Scroll of Bear's Endurance (haversack, ) 150 gp
Scroll of Bull's Strength (haversack, ) 150 gp

Alchemist's Fire (haversack, ) (free - from Ranini)

Wand of Magic Missile (caster lvl 1st) (side, ) 750 gp
Wand of Cure Light (haversack, ) 750 gp

Coins- 96 gp, 9 sp (haversack pouch, )

Encumbrance:  33 lb [light Load, 0-43 lb], [Medium Load, 44-86 lb], [Heavy Load, 87-130 lb]
[/sblock]

[sblock=Background]
Sit, Duk tell you story.  Me Duk. The large young man grins broadly and sits back in his chair, resting a boot on the tavern table.  Long, long ago there was baby.  Nobody want baby.  They leave baby in woods.  Beautiful dragon come along, feel sorry for baby.  Dragon take baby to cave in woods.  She say: You like duck lost from flock and she raise me up and call me Duk.  She teach Duk love nature, nature strong, nature give power.  One day, Duk think two summer ago, lizard mans come and yell about food and mother have to fight them away.  She tell Duk they are bad mans live in near swamp but not worry because she protect me.  One day soon after, LOTS of lizard mans come say: YOU NO GIVE US FOOD WE EAT YOU! Duk very mad, try to fight but get knocked out.  When wake up, far away in woods curled up with mother.  She say, Duk I can no protect no more but give gift help protect you when I gone.  Then she tell Duk be good help people.  Then she no talk no more.  Duk very sad.  Duk all alone.  Duk leave woods and walk around, try help people like mother say.  He drops his foot back to the floor and grins broadly again, wiggling his mug in the air.  You buy Duk 'nother drink?

[/sblock]

[sblock=Appearance]
Duk is quite large, at six and a half feet tall and a solid 270 lbs.  He seems almost unaware of his stature, and his body language often echoes his childlike demeanor.  He has unkempt black hair that hangs about his large head like a pile of rags but never seems to hide his dark brown eyes, which sparkle with a sort of feral intelligence.  His skin is a rich bronze colour, and seems to actually shine with a metallic sheen.  He wears dirty hide armour over tattered wool clothing, carries a large wooden shield in his left hand and a spear in his right which he seems to think is a walking stick when he's not using it to defend himself.  His owl animal companion, Gix, follows him everywhere.
[/sblock]

[sblock=Personality]
Despite being an outcast since the moment of his birth, Duk has a seemingly endless reserve of smiles and an overall jovial demeanor.  Having been raised in the wild by a bronze dragon, he tends to prefer the wilderness to major cities, and in fact feels that he identifies better with animals than other humanoids.  Despite this, he is firm in his resolve to uphold the wishes of his "mother" and tries to help people in need wherever he goes.  He is almost always friendly, sometimes forgetting that he is not always accepted by the societies he visits. 

Duk is a simple creature, and certainly not very well spoken, but has very sharp senses and strong instincts.  He speaks and understands both common and draconic, but not being very bright, he has trouble knowing the difference between the two and often colours his mostly common speech with words or expressions from draconic (especially and increasingly so when he's upset or excited).
[/sblock]

Duk speaks Common in brown
and Draconic in orange



 

Full build: Druid 3 / Sorceror 4 / Geomancer 10 / Mystic Theurge 3
Casts as Druid 13 (7th level spells) / Sorceror 10 (5th level spells)
[/spoiler]
Every spectator is a plotter, if he tries to explain a word (to know!) From his padded refuge of serpentine complications, he allows his instincts to be manipulated. Whence the sorrows of conjugal life.  To be plain: The amusement of redbellies in the mills of empty skulls.