Coln
Posted: Mon Sep 30, 2013 2:34 am
.~-= Coln =-~.
Race : Human
Alignment : Neutral
Class & Levels : Fighter 2
Experience Points : 2438
XP Bonus : +5%
Hit Dice : 1d6+3 (determined by class, level, and constitution)
Hit Points : 13 (will be rolled by the ref)
Armour Class : EDIT: 4/4 (forgot Dex) (front/rear)
Saving Throws :
Originally hailing from the King's Keep in the Lower Trinity island, Coln was a city guardsman... but... something must of happened. Any attempt to get what happened out of this hardened survivalist will result in a glare... All you know is that for the past years he has been roughing it alone in the forest, surviving, killing (animals), and thriving.
Abilities
STR : 14 (--) melee attacks, load limit.
INT : 07 (-1) langs, m-u spells.
WIS : 10 (--) langs, clerical spells.
DEX : 17 (+1) AC, initiative, missile attacks.
CON : 18 (+1) max HD, hp adjustment. (stat maxed - the whole "1 to 6" thing for humans is cool!)
CHA : 9 (--) reaction, henchmen.
Gear
Light crossbow
4 African Throwing Knifes
Wavy Short Sword
30 bolts
2 oil flasks
Chainmail
Backpack
60ft rope
Iron spikes
Tinderbox
6 torches
Rations
Aurora (Hunting dog - good doggie!)
Nice leather boots
Wolf skin cloak
Wealth
4 100gp Rubies
0 gp
0 sp
0 cp
Memorised Spells
"Spells are for people who can't aim a crossbow! And as you can probably tell, I CAN aim a crossbow."
Race : Human
Alignment : Neutral
Class & Levels : Fighter 2
Experience Points : 2438
XP Bonus : +5%
Hit Dice : 1d6+3 (determined by class, level, and constitution)
Hit Points : 13 (will be rolled by the ref)
Armour Class : EDIT: 4/4 (forgot Dex) (front/rear)
Saving Throws :
- Poison: 12
Wands: 13
Paralysis: 14
Breath: 15
Spells: 16
Originally hailing from the King's Keep in the Lower Trinity island, Coln was a city guardsman... but... something must of happened. Any attempt to get what happened out of this hardened survivalist will result in a glare... All you know is that for the past years he has been roughing it alone in the forest, surviving, killing (animals), and thriving.
Abilities
STR : 14 (--) melee attacks, load limit.
INT : 07 (-1) langs, m-u spells.
WIS : 10 (--) langs, clerical spells.
DEX : 17 (+1) AC, initiative, missile attacks.
CON : 18 (+1) max HD, hp adjustment. (stat maxed - the whole "1 to 6" thing for humans is cool!)
CHA : 9 (--) reaction, henchmen.
Gear
Light crossbow
4 African Throwing Knifes
Wavy Short Sword
30 bolts
2 oil flasks
Chainmail
Backpack
60ft rope
Iron spikes
Tinderbox
6 torches
Rations
Aurora (Hunting dog - good doggie!)
Nice leather boots
Wolf skin cloak
Wealth
4 100gp Rubies
0 gp
0 sp
0 cp
Memorised Spells
"Spells are for people who can't aim a crossbow! And as you can probably tell, I CAN aim a crossbow."