Created using PCGen 5.12.1 on May 13, 2008

Haloisuur Stormwind Death Quaker Chaotic Good -1 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Rogue2 1000 Elf Medium / 5 ft. 5' 0" 113 lbs. Low-light
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
2 3000 122 Male silver silver, long ponytail
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
16 +3 16 +3
CON
Constitution
10 +0 10 +0
INT
Intelligence
15 +2 15 +2
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
14 +2 14 +2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
11




  
Walk 30 ft.
AC
Armour Class
15 : 12 : 13 = 10 + 2 + 0 + 3 + 0 + 0 + 0
10 +0 +6 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+1

SKILLS MAX
RANKS
5/2.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 7 = 2
+ 5.0
+ 0
  Autohypnosis WIS 0 = 0
+ 0.0
+ 0
  Balance DEX 10 = 3
+ 5.0
+ 2
  Bluff CHA 7 = 2
+ 5.0
+ 0
  Climb STR 7 = 2
+ 5.0
+ 0
  Climb (Using a rope) STR 9 = 2
+ 5.0
+ 2
  Concentration CON 0 = 0
+ 0.0
+ 0
  Concentration (Cast defensively) CON 0 = 0
+ 0.0
+ 0
  Control Shape WIS 0 = 0
+ 0.0
+ 0
  Craft (Alchemy) INT 2 = 2
+ 0.0
+ 0
  Craft (Armorsmithing) INT 2 = 2
+ 0.0
+ 0
  Craft (Blacksmithing) INT 2 = 2
+ 0.0
+ 0
  Craft (Bowmaking) INT 2 = 2
+ 0.0
+ 0
  Craft (Carpentry) INT 2 = 2
+ 0.0
+ 0
  Craft (Dreamweaving) INT 2 = 2
+ 0.0
+ 0
  Craft (Gemcutting) INT 2 = 2
+ 0.0
+ 0
  Craft (Leatherworking) INT 2 = 2
+ 0.0
+ 0
  Craft (Metalworking) INT 2 = 2
+ 0.0
+ 0
  Craft (Painting) INT 2 = 2
+ 0.0
+ 0
  Craft (Pottery) INT 2 = 2
+ 0.0
+ 0
  Craft (Sculpting) INT 2 = 2
+ 0.0
+ 0
  Craft (Shipmaking) INT 2 = 2
+ 0.0
+ 0
  Craft (Stonemasonry) INT 2 = 2
+ 0.0
+ 0
  Craft (Stoneworking) INT 2 = 2
+ 0.0
+ 0
  Craft (Trapmaking) INT 2 = 2
+ 0.0
+ 0
  Craft (Untrained) INT 2 = 2
+ 0.0
+ 0
  Craft (Weaponsmithing) INT 2 = 2
+ 0.0
+ 0
  Craft (Woodworking) INT 2 = 2
+ 0.0
+ 0
  Decipher Script INT 2 = 2
+ 0.0
+ 0
  Diplomacy CHA 4 = 2
+ 0.0
+ 2
  Disable Device INT 2 = 2
+ 0.0
+ 0
  Disguise CHA 2 = 2
+ 0.0
+ 0
  Disguise (Act in character) CHA 4 = 2
+ 0.0
+ 2
  Escape Artist DEX 3 = 3
+ 0.0
+ 0
  Escape Artist (Escape from rope bonds) DEX 5 = 3
+ 0.0
+ 2
  Forgery INT 2 = 2
+ 0.0
+ 0
  Gather Information CHA 2 = 2
+ 0.0
+ 0
  Handle Animal CHA 2 = 2
+ 0.0
+ 0
  Heal WIS 0 = 0
+ 0.0
+ 0
  Hide DEX 3 = 3
+ 0.0
+ 0
  Intimidate CHA 4 = 2
+ 0.0
+ 2
  Jump STR 6 = 2
+ 2.0
+ 2
  Knowledge (Arcana) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Architecture and Engineering) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Dungeoneering) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Geography) INT 2 = 2
+ 0.0
+ 0
  Knowledge (History) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Local) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Nature) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Nobility and Royalty) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Psionics) INT 2 = 2
+ 0.0
+ 0
  Knowledge (Religion) INT 2 = 2
+ 0.0
+ 0
  Knowledge (The Planes) INT 2 = 2
+ 0.0
+ 0
  Listen WIS 2 = 0
+ 0.0
+ 2
  Literacy 0 = 0
+ 0.0
+ 0
  Move Silently DEX 3 = 3
+ 0.0
+ 0
  Open Lock DEX 5 = 3
+ 2.0
+ 0
  Perform (Act) CHA 2 = 2
+ 0.0
+ 0
  Perform (Comedy) CHA 2 = 2
+ 0.0
+ 0
  Perform (Dance) CHA 2 = 2
+ 0.0
+ 0
  Perform (Keyboard Instruments) CHA 2 = 2
+ 0.0
+ 0
  Perform (Oratory) CHA 2 = 2
+ 0.0
+ 0
  Perform (Percussion Instruments) CHA 2 = 2
+ 0.0
+ 0
  Perform (Sing) CHA 2 = 2
+ 0.0
+ 0
  Perform (String Instruments) CHA 2 = 2
+ 0.0
+ 0
  Perform (Wind Instruments) CHA 4 = 2
+ 2.0
+ 0
  Profession (Bookkeeper) WIS 0 = 0
+ 0.0
+ 0
  Profession (Hunter) WIS 0 = 0
+ 0.0
+ 0
  Profession (Miner) WIS 0 = 0
+ 0.0
+ 0
  Profession (Siege Engineer) WIS 0 = 0
+ 0.0
+ 0
  Psicraft INT 2 = 2
+ 0.0
+ 0
  Ride DEX 3 = 3
+ 0.0
+ 0
  Search INT 4 = 2
+ 0.0
+ 2
  Search (Secret doors and hidden compartments) INT 4 = 2
+ 0.0
+ 2
  Sense Motive WIS 0 = 0
+ 0.0
+ 0
  Sleight of Hand DEX 10 = 3
+ 5.0
+ 2
  Speak Language 0 = 0
+ 0.0
+ 0
  Spellcraft INT 2 = 2
+ 0.0
+ 0
  Spellcraft (Decipher spell on scroll) INT 2 = 2
+ 0.0
+ 0
  Spot WIS 7 = 0
+ 5.0
+ 2
  Survival WIS 0 = 0
+ 0.0
+ 0
  Survival (Find or follow tracks) WIS 0 = 0
+ 0.0
+ 0
  Survival (Lost/Natural hazards) WIS 0 = 0
+ 0.0
+ 0
  Survival (Natural environments) WIS 0 = 0
+ 0.0
+ 0
  Survival (The Planes) WIS 0 = 0
+ 0.0
+ 0
  Survival (Underground) WIS 0 = 0
+ 0.0
+ 0
  Swim STR 2 = 2
+ 0.0
+ 0
  Swim (Avoid taking nonlethal fatigue damage) STR 2 = 2
+ 0.0
+ 0
  Tumble DEX 8 = 3
+ 5.0
+ 0
  Use Magic Device CHA 6 = 2
+ 4.0
+ 0
  Use Magic Device (Scroll) CHA 2 = 2
+ 0.0
+ 0
  Use Psionic Device CHA 2 = 2
+ 0.0
+ 0
  Use Rope DEX 8 = 3
+ 5.0
+ 0
  Use Rope (Bind someone) DEX 3 = 3
+ 0.0
+ 0
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+0 = +0 + +0 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+0 = +0 + +0 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+3 = +1
+ +2 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+3 = +1
+ +2 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+3
1d3+2
20/x2
5 ft.

Dagger
HAND TYPE SIZE CRITICAL REACH
Carried
PS
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +3
-1
+3
-3
-1
-5
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

*Rapier
HAND TYPE SIZE CRITICAL REACH
Primary
P
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +3
-1
+3
-3
-1
-7
 Dam 1d6+2
1d6+1
1d6+3
1d6+2
1d6+2
1d6+1
 Special Properties  

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Leather
TYPEARMOR BONUSMAX DEX BONUS
Light
+2
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10


TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 5.12.1 on May 13, 2008

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Alchemist's Fire (Flask)
Pouch (Belt)
2
1
20
 Backpack
Equipped
1
2
2
 Crowbar
Backpack
1
5
2
 Dagger
Carried
2
1
2
 Healer's Kit
Backpack
1
1
50
 Leather
Equipped
1
15
10
 Explorer's Outfit
Equipped
1
8
0
ITEM LOCATION QTY WT. COST
 Potion of Cat's Grace
Pouch (Belt)
1
0
300
 Potion of Cure Moderate Wounds
Pouch (Belt)
1
0
300
 Pouch (Belt)
Equipped
1
0.5
1
 Rapier
Equipped
1
2
20
 Tanglefoot Bag
Pouch (Belt)
1
4
50
 Thieves' Tools
Backpack
1
1
30
 Waterskin (Filled)
Backpack
1
4
1
TOTAL WEIGHT CARRIED/VALUE   38.5 lbs. 810 gp
WEIGHT ALLOWANCE
Light 58 Medium 116 Heavy 175

MONEY

 

 


1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Common, Draconic, Elven, Gnome
PROFICIENCIES
Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Javelin, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rapier, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Ray), Sword (Short), Unarmed Strike
SPECIAL ABILITIES
+2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Sneak Attack +1d6, Trapfinding
FEATS
NAME DESCRIPTION
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Combat Expertise When you use the attack action or the full attack action in melee, you can take a penalty of as much as 1 on your attack roll and add the same number as a dodge bonus to your Armor Class.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.

Created using PCGen 5.12.1 on May 13, 2008


Created using PCGen 5.12.1 on May 13, 2008

Haloisuur Stormwind
Haloisuur Stormwind's portrait
Elf
RACE
122
AGE
5' 0"
HEIGHT
113 lbs.
WEIGHT
silver
EYE COLOR
pale
SKIN COLOR
silver
HAIR COLOR
long ponytail
HAIR LENGTH
Mind Control
PHOBIAS
Free-spirited curious
PERSONALITY TRAITS
Adventure and shiny objects
INTERESTS
clear,
SPOKEN STYLE
Description
Haloisuur Stormwind is a young male elf, handsome and slender as they all are, with a ever-present glint in his silvery eyes. He always seems to be smiling, perhaps a little overly self-assured even. He keeps his long silver hair tied back with a simple cord, and wears blue lightweight clothes and leathers. His family rapier is always at his side, and he keeps daggers tucked in his boots, ready to throw or pull upon an unsuspecting pirate or rogue privateer.
Home
,
Biography

The only solid land in Aurival is a vast misty archipelago, united by a sea of clouds. While in most worlds elves are found in trees, Aurival's elves are most often found atop the riggings of the world's fantastic airships. The airships are essential to Aurival's local commerce, and Hal Stormwind's father was the master transmuter who made the Stormwind Trading Company's airships the fastest. Hal was less interested in studying the magic that made the ships work (he liked magic; he just wasn't interested in studying it in depth), and more interested in sailing on the ships himself. He snuck aboard his first ship under an assumed name and proved himself an agile apprentice to the topsmen, and soon he was riding the masts with the best of them. Eventually, his ruse was discovered, but he was allowed to continue what his father considered "that wanderlust phase all young elves go through," confident Hal would tire of it by the time he reached 200 years or so. Hal at least proved a useful crew member, even in the face of pirates and storms (though his enjoyment of learning how to open pirates' cargo chests is perhaps a little excessive in his family's eyes).

 

Hal's yearnings for adventure have only grown stronger, and he has turned his attention to the amazing spelljammers which occasionally come to port. If he can talk his way aboard the next one that comes to his world, perhaps his first real adventure can begin...


Created using PCGen 5.12.1 on May 13, 2008

Notes
Character Sheet Notes