Temperhook character sheet
A 2'20'' slender gnome steps forward. As she looks up her orange eyes glows like fire opals and her bouncy golden-yellow hair fall back from her dark-teinted, charming face. She is wearing a light blue travellers outfit and a small shiny chainshirt. On her dusty-yellow cloak on her left front an orangy badge with a black symbol is located. Behind her head and underneath her arm on the her right side the bottom and hilt of a longsword is seen. Covering her back sticking out of cut holes in her cloak are a pair of fluffy, white, brownsprayed wings visible.
As a child Temperhook was brought up in a gnome barbarian society and learned the ways of a fighter. Though she was not predisposed for close combat fighting she learned a lot of skills in the name of Kord, god of strength. She decided to pursue her faith further and learn more about her god. She got under the wings of the clerics in a kord temple and felt more comfortable as she ever had as a barbarian. As she believed that faith is based on chaos and things occur randomly for a reason, she decided to leave her community to see where life took her only depending on the luck granted by her god to guide her. Her compass is the toss of a coin or the occasional act of whim. As we enter her story she has been lead to the city of Merilan.
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Character format ____________________________
Name Temperhook for short, Level 3, Class barbarian1/ cleric2
race halfcelestial gnome, gender F, Alignment CG
Str : 12 : +1 (-2 gnome, +4 half celestial) (other stat bonuses)
Dex : 16 : +3 (+2 half celestial) (other stat bonuses)
Con : 21 : +5 (+2 gnome, +4 half celestial) (other stat bonuses)
Int : 12 : +1 (+2 half celestial) (other stat bonuses)
Wis : 22 : +6 (+4 half celestial) (other stat bonuses) Wis : 22 : (2/2/1/1/1/1)
Cha : 20 : +5 (+4 half celestial) (other stat bonuses)
HP : (12+5)+(7+5)+(4+5)=38
Saves
Reflex : +3 (0 bbn1, 0 clr2, 3 dex)
Fort : +9 (2 bbn1, 3 clr2, 4 con) (+4 vs poison (Celestial))
Will : +9 (0 bbn1, 3 clr2, 6 wis) (+2 vs illusions (gnome))
Initiative : +3 (3 dex + X feats)
AC : 20 (3 dex, 5 chainshirt (+1), +1 size, +1 celestial, etc) (+4 dodge vs giants (gnome))
*Include size modifiers and such in AC
BAB : +2 (+1 bbn, +1 clr2) (+1 vs goblinoids, kobolds(gnome))
Weapons :
Name Damage Crit.Info Range AB Special
longsword 1d8+1 19-20x2 +4 (+2 BAB,+1str,+1 feat)
Feats
Weapon Focus: long sword
Flyby attack 60 ft
Class Abilities bbn
Proficient with:
all simple and martial weapons
light, medium armor
shields
1/day Rage (+4 str (+2 hit/dam), +4 con (+2 HP/lvl),+2 morale, +2 will saves, -2 AC)
Fast movement + 10 base speed
Class Abilities Cleric:
Proficient with:
all simple
light, medium, heavy armor
shields
Spontanious casting
8/day Turn undead (turning check 1d20+5, 2d6+1+5 turning dam)
Deity Kord, God of strength
Domain Luck: reroll a roll once pr day
Domain Chaos: chaos spells + 1 casterlevel
Race Abilities
Gnome:
Low light vision
1/day speak with (burrowing) animals (sp : caster level 1)
1/day cantrips, dancing lights,ghost sound & prestigitation (sp : caster level 1)
Arcane spellfailure(chainshirt): 20%
Half celestial:
Flight (good maneuverability)
+1 natural armor
3/day protection from evil (sp)
1/day bless (sp)
1/day Aid (sp)
1/day Detect evil (sp)
At will light (sp)
Immunities: acid, cold, disease, electricity
Low light vision
Languages :
*Common, Gnome, Celestial, Elven (bonus)
Skills: 20 skillpoints bbn1, 3+3 clr2
skill tot rank avail bbn clr
Alchemy : X (+1 int bonus, +2 gnome) no * *
Animal empathy: X (+5 cha bonus) no X X
Appraise : 1 (+1 int bonus) yes * *
Balance : 3 (+3 dex bonus, -1 armor, +1 rank(cc)) yes * *
Bluff : 5 (+5 cha bonus) yes * *
Climb : 0 (+1 str bonus, -1 armor) yes O *
Craft : 1 (+1 int bonus) yes O O
Concentration : 8 (+5 con bonus, +3 rank) yes * O
DecipherScript: X (+1 int bonus) no X X
Diplomacy : 5 (+5 cha bonus) yes * O
Disable Device: X (+1 int bonus) no * *
Disguise : 5 (+5 cha bonus) yes * *
Escape artist : 2 (+3 dex bonus, -1 armor) yes * *
Forgery : 1 (+1 int bonus) yes * *
Gather info : 5 (+5 cha bonus) yes * *
Handle Animal : 7 (+5 cha bonus, +2 rank) no O *
Heal : 6 (+6 wis bonus) yes * O
Hide : 6 (+3 dex bonus, -1 armor, +4 size) yes * *
Innuendo : X (+6 wis bonus) no * *
Intimidate : 9 (+5 cha bonus, +4 rank) yes O *
Intuit direct : 10 (+6 wis bonus, +4 rank) no O *
Jump : 0 (+1 str bonus, -1 armor) yes O *
Know arcana : 2 (+1 int bonus, +1 rank) no * O
Know nature : X (+1 int bonus) no * *
Know religion : 2 (+1 int bonus, +1 rank) no * O
Listen : 12 (+6 wis bonus, +2 gnome, +4 rank) yes O *
Move silently : 2 (+3 dex bonus, -1 armor) yes * *
Open Lock : X (+3 dex bonus) no * *
Perform : 5 (+5 cha bonus) yes * *
Pick Pocket : X (+3 dex bonus, -1 armor) no * *
Read Lips : X (+1 int bonus) no X X
Ride : 3 (+3 dex bonus) yes O *
Scry : 1 (+1 int bonus) yes X O
Search : 1 (+1 int bonus) yes * *
Sense motive : 5 (+5 wis bonus) yes * *
Speak Language: X no * *
Spellcraft : 2 (+1 int bonus, +1 rank) no * O
Spot : 6 (+6 wis bonus) yes * *
Swim : 1 (+1 str bonus) yes O *
Tumble : X (+3 dex bonus, -1 armor) no * *
UseMagicDevice: X (+5 cha bonus) no X X
Use rope : 3 (+3 dex bonus) yes * *
Wild. lore : 10 (+6 wis bonus, +4 rank) yes O *
Total Weight of All Possessions:
32.25
(light load allowance 32.25 lb)
Load Type: light
Carrying Load Information-For Your Current Load
Load Max Dex Check Penalty Speed Run
Light +4 -1 30 ft/ 60 ft 4x
Equipment:
longsword 15gp 10 lb
Wand of cure light wounds (23/50) 750 gp
Dust of illusion 500 gp
ring of sustenance 2500 gp
chainshirt +1 1400 gp 15 lb (small)
blanket 5 sp 3 lb
flint&steel 1gp
mirror, small 10 gp 1/2 lb
travellers outfit 1gp 2.75 lb (small)
chalk(10) 1sp
Fishhook+line 3sp
candle(10) 1sp
Healers kit(10: +2 heal) 50 gp 1lb
1 cure serious potion
1 cure mod. potion
Starting gold - equipment - equipment - equipment
____ remaining platinum
____25 remaining gold
____ 1 remaining silver
____ remaining copper
gems: 150 gp worth
~~~~~~~~~~~~~~Spells~~~~~~~~~~~~~~~~~~~
spells/day 4/2+2+1 DC10+spell level + 6.
0'
Detect magic
Guidance (1 min, +1 to a single roll)
Guidance (1 min, +1 to a single roll)
Detect magic
1'
(d) Entropic shield 1 min/lvl/ 20% chance for miss with ranged weapons
doom 1 min/lvl/will neg/-2 on rolls
protection from law (+2 deflection/saves, block mind control, prevents
bodily contact with summoned/conjured creatures)
Random action
Race Abilities
Gnome:
1/day speak with (burrowing) animals (sp : caster level 1)
Int:>10: 1/day cantrips, dancing lights,ghost sound & prestigitation (sp : caster level 1)
Arcane spellfailure(chainshirt): 20%
Half celestial:
3/day protection from evil (sp) (+2 deflection/saves, block mind control, prevents
bodily contact with summoned/conjured creatures)
1/day bless (sp)2min/+1 attack and fear
1/day Aid (sp) 2min/1d8 HP/+1 attack and morale
1/day Detect evil (sp)
At will light (sp)
Exp : 15500 + 1975 + 1200
*If you need to prepare spells daily, put a generic list in here for a normal day
(notify me if any changes per day)