I was born in the south end of village I have long since forgotten the name of to couple that made their living as masons. One day when I was 6 my village was raided by orcs, they killed my mother in the raid. 2 years later my father killed himself over the grief of the loss of my mother leaving me in the care of my uncle. He was kind enough man, even though he was bit strict. He worked as blacksmith for the local militia that was formed after the raid. After while he had outfitted the entire militia and really was only needed to repair any damaged equipment so he started to make extras and would sell them to the nearby surrounding towns and villages. On one of the few trips that he had taken me on to one of the more distant and far larger towns we were attacked by bandits, my uncle shoved sword in my hands and told me to hide. I did as I was told and hid as the small caravan of people was slaughtered before me. I made my way to the town to find my uncles buyer hoping for some help. He was human that had blonde hair, pale skin, and grey eyes, he stood about 6'2". When he saw me arrive alone he was obviously somewhat worried as to what had happened, after telling my tale he gathered up few men to go with him to help retrieve what cargo was left and the bodies of the fallen. After laying the bodies to rest he had allowed me to stay with him for some time. He had found people to help me train with my somewhat unique gifts. After several years of training he had allowed me to setup small alchemist shop to try to work on being independent. I worked on it and was doing well enough, but my mind always wandered to all the death that had surrounded me over the years and how I was to weak to stop it, so I started to tinker. Using what I had learned from the strange man and my uncle I started to work on making ranged weapon that was like cannon but far more compact, one that person could use alone and carry with them. It took me two decades to get working prototype while I worked on my alchemy. I later found way to incorporate my alchemy with the weapon to make the ammunition less bulky. I also learned that if you hear it click without firing, don' try to fire it again without fixing the problem, otherwise it tends to be quite disastrous, that is how I got the scar on my face, darn barrel blew up and shard of it gouged it's way into me. Lucky I can still see out of that eye. After couple more years the strange human, who, come to think of it, never did tell me his darn name, left, he said he would stay in touch as often as he could. Turns out that meant letter or two every four or five months. After I finally got fully working model of my musket I joined the militia, so that I could help prevent what happened to my village from happening to this one. After about another decade the man wrote me letter saying that he had taken in small human boy that was "Gifted", whether he meant capable or slow I wasn't sure. Over several letters later I learned that his name was Archival Oragor. After that I didn't get another letter for quite some time. The letter I did get was quite troubling, It came with relatively large package, the letter said that the man had to leave Archival and that he would find himself in debt of me if I would find and guard the boy. He left me map to at least narrow down my search, the package was, at least from what I could guess payment to find and guard him. So after selling my shop and packing what few belongings I kept I set out after the boy, hoping that I wouldn't happen upon another corpse.
Interesting back-story and shouldn't be difficult to slip into the party. Though you could have split it into a few paragraphs and used 'a' a few more times.
For the ability scores I was using 15 point buy, before race is applied. I think you're 3 points short.
Skill list is short and I approve.
I like the minimal character stats, but don't you think it would be easier to record class features and race traits? Also Feats, I can tell you took Point Blank Shot, but it should be listed in the stats too.
Don't forget to pick 3 traits!
There we go, sheet should be fixed now. Sorry about not having everything down on it, must have forgotten to copy it into the sheet. Stats were also changed and any other numbers dependent on them should now be correct as well.
Also, sorry about the text wall.
Okay, so I didn't notice all the details the first time, sorry.
You get a Favoured Class Bonus at each level of Gunslinger which can be +1 HP or +1 skill rank or even the dwarf's favoured class bonus of reducing the misfire chance of a weapon by 1/4 (You need to take it 4 times for an effect).
I need to know your leftover wealth after purchasing your items. Even after buying so many cartridges there should be a lot remaining.
You should get an extra trait for taking a drawback. Adopted does not count against this limit. I suggest something firearm related like: Never Stop Shooting, Resolve of the Rejected, Unblemished Barrel or one of the traits starting with Black Powder. They are mostly in the Ultimate Campaign book.
Glad you could join us and it will be great to see a gunslinger in the game! With that, let's start!
Updated Theaton 5th level ranger
Theaton
Male Half-Elf Ranger 5 | [Neutral Good]
Description
Age 23
Looks Blonde hair, Blue eyes
Height/Weight 5' 6" Tall, 145 lbs. (Medium)
Representing Kntoran
Strength 13 (+1) Hit Points: 39 Current HP: 39
Dexterity 12 (+1)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 10 (+0)
Initiative +1 +2 +1 = 4 (Dexterity, elvan reflex and survivor)
Skill focus will be tracking.
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics*+1 = [Dexterity] 1+0+0
Appraise+0 = INT 0+0+0
Bluff+0 = [Charisma] 0+0+0
Climb*+8 = [Strength] 1+4+3
Craft+0 = INT 0+0+0
Diplomacy+0 = [Charisma] 0+0+0
Disable Device*" +1 = [Dexterity] 1+0+0
Disguise+0 = [Charisma] 0+0+0
Escape Artist*+1 = [Dexterity] 1+0+0
Fly*+1 = [Dexterity] 1+0+0
Handle Animal" +1 = [Charisma] 0+1+0
Heal+2 = [Wisdom] 2+0+0
Intimidate+0 = [Charisma] 0+0+0
K (Arcana)" +0 = INT 0+0+0
K (Dungeoneering)" +8 = INT 0+5+3
K (Engineering)" +0 = INT 0+0+0
K (Geography)" +0 = INT 0+0+0
K (History)" +0 = INT 0+0+0
K (Local)" +0 = INT 0+0+0
K (Nature)" +8 = INT 0+5+3
K (Nobility)" +0 = INT 0+0+0
K (Planes)" +0 = INT 0+0+0
K (Religion)" +0 = INT 0+0+0
Linguistics" +0 = INT 0+0+0
Perception+8= [Wisdom] 3+3+0+2 [half-elf]
Perform+0 = [Charisma] 0+0+0
Profession" +4 = [Wisdom] 3+1+0
Ride+1 = [Dexterity] 1+0+0
Sense Motive+4 = [Wisdom] 3+0+1
Sleight of Hand*" +1 = [Dexterity] 1+0+0
Spellcraft" +0 = INT 0+0+0
Stealth*+7 = [Dexterity] 1+3+3
Survival+14 = [Wisdom] 3+5+3+3
Swim*+7 = [Strength] 1+3+3
Use Magic Device" +0 = [Charisma] 0+0+0
* Armor Check Penalty -3
" Trained Only
Equipment
Bedroll
Blanket
Trail rations 14 days
50' rope
Quiver for arrows 2 score cap.
Backpack
Flint/steel
Traits:
Armor Expert
You have worn armor as long as you can remember, either as part of your training
To become a knight's squire or simply because you were seeking to emulate a hero.
Your childhood armor wasn't the real thing as far as protection, but it did
Encumber you as much as real armor would have, and you've grown used to moving in
Such suits with relative grace. When you wear armor of any sort, reduce that
Suit's armor check penalty by 1, to a minimum check penalty of 0.
Elven Reflexes (Half-Elf)
One of your parents was a member of a wild elven tribe, and you've inherited
A portion of your elven parent's quick reflexes. You gain a +2 trait bonus
On initiative checks.
Survivor
Years of living in violent squalor have sharpened your senses and given you
An ardent distrust of humanity. You gain a +1 trait bonus to initiative and
Sense Motive checks. Sense Motive is always a class skill for you.
Base Speed [ 30 (6 sq.) ]
AC [16] = 10 +4 [Chain Shirt] +1 [MWLight Steel Shield] +1 [[Dexterity]]
Touch AC [11] Flat-Footed [15]
Base Attack Bonus +5
Basic Melee Attack +7
Basic Ranged Attack +8
Weapon Attack Bonus Critical
MW Long Sword +1 19-20X2
Type range ammo damage
Martial melee none 1d6 s 1d8 m
Weapon Attack Bonus Critical
MW Long Bow +2 X3
Type Range Ammo Damage
Martial 100 ft arrows(40) 1d6 s 1d8 m
Fortitude Save +5 = 4 [base] +1 [Con]
Reflex Save +5 = 4 [base] +1 [[Dexterity]]
Will Save +4 = 1 [base] +3[[Wisdom]]
CMB +6 = 5 [BAB] +1 [[Strength]] +0 [size]
CMD +17 = 10 +5 [BAB] +1 [[Strength]] +1 [[Dexterity]] +0 [size]
Feats
Light Armor Proficiency
Medium Armor Proficiency
Endurance
Diehard
Dodge
Martial Weapon Proficiency
Rapid Shot
Precise Shot
Shield Proficiency
Simple Weapon Proficiency
Notes:
Carrying Capacity
Light Load: 50lbs.
Medium Load: 100lbs.
Heavy Load: 150lbs.
Lift Over Head: 150lbs.
Lift Off Ground: 300lbs.
Push or Drag: 750lbs.
Languages
Common
Elven
Ranger Spells Per Day Bonus Spells + 1 1st, +1 2nd, +1 3rd
1St level spells: 2 (1 +1)
2nd level: -
3rd level: -
4th Level: -
Special Abilities
Half-Elf
Low-Light Vision
Adaptability: Skill Focus (Bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects.
Elven Immunities: Immune to magic sleep. +2 to saves vs. Enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes.Bonus Languages: Any (Except secret languages)
Ranger
Combat style: Archery Took the rapid shot feat for my first combat style feat.
Track
Wild Empathy
2 Favored Enemies: humanoid-gobliniod; Humanoid- reptilian
1 Favored terrain: Forest
Hunters Bond
Boots of Elvinkind
Gold: 1,550 gold 6 silver
Experience Points 10,009
1st level spells:
Alarm, Animal Messenger, Calm Animals, Charm Animals, Delay Poison, Detect animals or plants, Detect Poison, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic fang, pass without trace, Read magic, Resist energy, Speak with animals, Summon nature’s ally I.
Wolf
Size Medium; Speed 50 ft.; AC: 14 +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Strength 13, Dexterity 15, Con 15, Int 2, Wisdom 12, Charisma 6; Special Qualities low-light vision, scent.
HD 2 BAB: +1 Fort: +3 Ref: +3 Will: +0 Skills: 2 Feats: 1 Natural armor bonus: +0 Strength/Dexterity bonus: +0 Bonus tricks: 1 Special: Link/share spells
Updated Mykael
Mykael Brewmor
Male Human Fighter-3/Paladin-1
[Lawful Good]
DESCRIPTION
21yrs old
5'10" tall 180lbs brown hair,/blue eyes
EXPERIENCE POINTS
6,142
HP: 35 AC: 20 (Chain Mail 6 + heavy steel shield 2+ Defender of the Society trait 1 + Shield Focus 1)
Touch AC: 12 (+1 Defender of the Society trait) Flat Footed AC: 19
Speed: 30ft (20ft with heavy armor)
BAB: +4; CMB: +7; CMD: 17
Saves:
Fort +7 (5 base+2 ability); Reflex +1; Will +3
Strength: 16 (+3)--(Placed +2 racial bonus here)
Dexterity: 10 (+0)
CON: 14 (+2)
INT: 10(+0)
Wisdom: 10 (+0)
Charisma: 15 (+2)--(Placed 4th level ability increase here)
Initiative: +4 (0 ability mod. + 4 Improved Initiative Feat)
Speed: 30ft (20ft with armor)
SKILLS
Total bonus= Ability mod + Ranks + Misc Mod
Acrobatics +0
Appraise +0
Bluff +2
Climb +7 (1 rank)
Craft +0
Diplomacy +2
Disable Device (Untrained)
Disguise +2
Escape Artist +0
Fly +0
Handle Animal +6 (1 Rank)
Heal +0
Intimidate +8 (3 rank)
Knowledge (Untrained)
Linguistics (Untrained)
Perception +0
Perform +2
Profession (Soldier) +4 (1 rank)
Ride +5 (2 rank)
Sense Motive +4 (1 rank)
Sleight of Hand (Untrained)
Spellcraft (Untrained)
Stealth +0
Survival +5 (2 rank)
Swim +7 (1 rank)
Use Magic Device (Untrained)
FEATS
*Improved Initiative [+4 bonus on initiative checks]
*Power Attack [Trade melee attack bonus for damage]
*Cleave [Make an additional attack if the first one hits]
*Bravery +1 [+1 Will save vs. Fear]
*Weapon Focus (Longsword) [+1 atk bonus]
*Shield Focus [gain +1 AC when using shield)
TRAITS
*Armor Master [When you wear armor of any sort, reduce the armor check penalty by 1, to minimum penalty of 0]
*Sword Scion [start with longsword and gain +1 trait bonus on attacks made with this weapon]
*Defender of the Society [+1 bonus to AC when wearing medium or heavy armor]
Armor Training 1 (Reduce armor check penalty by 1)
SPECIAL(Class Features)
*Aura of Good
*Detect Evil
Smite Evil 1/day
WEAPONS
--Long sword--
+9 attack (+4 BAB; +3 Strength; +1 attack bonus for sword scion trait; +1 bonus for weapon focus)
1d8+3 slashing damage (19-20/x2);
--Silver Dagger--
+7 attack (+4 BAB; +3 Strength); 1d4+3 damage
--Short bow--
+4 attack
1d6 piercing damage (X3)
20 arrows
--Short sword--
+7 attack (+4 BAB; +3 Strength)
1d6+3 piercing damage (19-20/x2)
--Shield spike--
+7 attack
1d6+3 piercing damage (X2)
--Spiked gauntled--
+7 attack
1d4+3 piercing damage (X2)
ARMOR/SHIELDS
Total Armor Check Penatly: -4 (-5 chain mail, -1 shield, +2 trait/armor training)
--Chain Mail Armor--
-5 Armor check penalty; +6 AC; Speed 20ft
--Heavy Steel Shield--
Armor Check Penalty -1
Backpack bedroll flint and steel
10 days of trail rations
100ft silk rope gunsmith's kit masterwork artisan's tools chain shirt musket
41 alchemical paper cartridges
1 alchemical paper cartridges(Silver) light horse bit and bridle saddlebags saddle
5 days feed
229 gold
2 silver
80 gold credit at Oleg's
AC: 18 touch: 14 flat-footed:14
HP: 21
CMB: 2
CMD: 15
Fort: 4 Ref: 6 Will: 3
Strength: 10 +0
Dexterity: 16 +3
Constitution: 14 +2
Intelligence: 10 +0
Wisdom: 16 +3
Charisma: 6 -2
Craft(Firearms): 6
Craft(Alchemy): 6
Perception: 8
Sense Motive: 4
Survival: 8
Musket: +5(+6 at 30ft or less) 1d12(+1 at 30ft or less) 40ft range B&P 20/x4
Feats:
Gunsmithing
Rapid Reload(Musket)
Point-Blank Shot
Racial Abilities:
Darkvision 60ft
+4 dodge to AC against Giant type
+2 to appraise with nonmagical precious metals and gems
+1 to attack against orcs and goblinoids
+2 to saves against poisons, spells, and spell-like abilities
+4 to CMD to resist bull rush and trip
+2 to perception for stonework
Class Features:
Grit(3/day) nimble +1 quick clear
Steady Aim
Deadeye
Traits:
Unlearned(Arcana)
Adopted
Rich Parents
World Traveler(Sense motive)
Brigand unblemished barrel
KNtoran
Theaton's HP and skills are okay, but you should also be getting a favoured class bonus of 1 HP or 1 more skill rank at each level. Last level you seemed to have 1 extra in HP, but now it's gone?So you get 5 choices of either hit points or skill ranks.
So, apparently I am blind and never noticed you ability scores are low. The 15 point buy is correct, but I never mentioned the +2 bonus Half-elves get to any score. I am deeply sorry and embarrassed about that, I should've noticed way earlier.
So your BAB is right, but right underneath, the +7 on melee is only for the masterwork longsword, not other weapons. And the ranged should also be +6. The +2 on the bow isn't an enchanment (If it's the one looted from the bandit leader at the very beginning). It should be a normal composite longbow (+2 strength).
Please include the Dodge modifier of +1 into your AC and Touch. It applies to all foes, it's a better feat than in 3.5 edition.
For White Fang the wolf, Jump as a skill is now covered under Acrobatics so putting one rank there will let the wolf do jumps as well as balance and tumble. Also, Spring Attack has some prerequisites that the wolf must get before taking it as a feat. Since he already has Dodge, he has the prerequisites for Mobility. This, in turn, unlocks Spring Attack at +4 BAB (At 6th level if you retrain the wolf's 3rd feat or 8th level without retraining).
Aericsteele
Mykael seems to be in order, except for 1 missing hit point.
Also, won't you take any ranks in Knowledge (Religion)?
KenGorbutt
Grogdrol looks good, except I think he has 1 hit point too many.
It would be good to record the favoured class bonus going into the Dwarf ability to reduce misfire chance. Perhaps write it in the class features.