Ssssildirac's Character Sheet
Posted: Sat Apr 09, 2011 1:59 pm
Name: Ssssildirac (Ssssil) Race: Lizar (reptilian)
Class: Ranger Level: 3 XP: 3150/6000
Alignment: Chaotic Good
Gender: Male Age: 17
Size: Medium Physical Stats: Height 6'6", Weight 200lb
Description: Tall and wiry, with dark green scales with gree/yellow padded skin. 4 foot thin ragged tail. Flattened face with a long thin snout. Green/black eyes.
Manner: Seems to always focus on one thing in a situation without paying much attention to what is around him. A little slow to react to comments and occurrences. Does not speak (has the ability though), seems nervous unless following orders or following others, in which case he focuses on that.
Background:
Ssssildirac made a poor member of the tribe he originally came from. He was not as smart as some, not as fast as some, not as strong as some, and certainly too timid compared to most. The only trait that he was given any credit for was his tenaciousness. It was difficult to beat him down, it was difficult to keep up with him physically or in terms of skill when he had something in his sight to hunt. He did not have the finesse of other hunters, nor the speed, but eventually he wore down his prey. He was a slow, methodical, and tireless. It did not matter how many times he blundered, how far the prey went, they would slip up or they would tire. And then he would appear.
However, such a blunt weapon was not a productive member of a tribe where there were many skilled hunters, especially given the place of the lizars in the greater political and social structure of the land of Zaangaard. Sil (eventually) drifted away from his tribe and the lands of his birth. Initially he found favour with the members of Petal's village. His unique appearance and gifts gave him a niche he had not found at home, and he happily hunted less desireable members of the community and fey creatures that preyed on the village.
Eventually, his reputation was such that he could hire himself out to general work, usually tracking bandits and other mundane human aggressors who acted against the various villages of the region. Sil slowly but surely learned some small finesse in his skills, although he still seemed to rely on his unblinking focus and stubborn physique to win through.
Still, Sssssil's mind seemed to be a steel trap as he slowly but surely tracked down facts and experiences, learning the ways of his chosen prey and getting to know the land around him. He found that he could even get work as a guide, although he he hated being relied on in that manner to the point that he would not speak when introduced to others to ensure he was only asked for advice, never relied on for leading.
Ssssil's reputation is now solidified in the region, and he is on friendly terms with the less human and more civilised areas of the region.
ABOVE NEEDS TO BE AMENDED FOR WHERE THIS STORY STARTS/FAMILY/ETC & CHANGED IN RP
Ability scores:
Strength: 10 (+0)
Dexterity: 7 (-2)
Intelligence: 7 (-2) (24 skill points)
Wisdom: 8 (-1)
Constitution: 14 (+2) +6 on checks for running, marching, hold breath, starvation, thirst
Charisma: 6 (-2)
Stats:
Hit points: 11/21 (+2 con bonus per level) 5 non-lethal damage
Armour class: 16/17 (+5 nat armour, +3 studded leather armour, -2 dex penalty, also +1 shield)
Init: -2 (-2 dex penalty)
Speed: 30ft
Saves:
Fort: +5, +9 hot/cold/suffocation (+3 base, +2 con bonus, also +4 endurance)
Reflexes: +2 (+3 base, -1 dex penalty)
Will: +0 (+1 base, -1 wis penalty)
Attack Bonuses:
Melee: +3 (+3bab, +0 str bonus), same for offhand (-2/-2 all attacks, and -1 offhand if buckler)
Ranged: +1 (+3bab -2 dex penalty, also -1 if buckler and offhand)
Damage: +2 vs humans (+0 str for melee, +2 favoured enemy)
Skills: (ranks in brackets)
Climb(0): -1, +0 with kit (+0 str, -1ACP, also +2 kit)
Jump (0): +3 (+4 racial, +0 str, -1ACP)
Swim (0): +3 (+4 racial, +0 str, -1ACP)
Balance (0): +1 (+4 racial, -2 dex, -1ACP)
Escape Artist (0cc): -3 (-2 dex, -1ACP)
Hide (0): -1 (-2 dex, +2 stealthy, -1ACP)
Move Silently (0): -1 (-2 dex, +2 stealthy, -1ACP)
Sleight of Hand(0cc): -3 (-2 dex, -1ACP)
Tumble (0cc): -3 (-2 dex, -1ACP)
Speak Language (Common)
Speak Language (Draconic)
Knowledge (geography) (5): +3 (+5 ranks, -2 int)
Knowledge (nature) (5): +5 (+5 ranks, -2 int, +2 survival)
Search (0): -2 (-2 int)
Heal (4): +5, +7 with kit, +9 once/day to heal 1d4+3/5 with bloodmoss hit points (+6 ranks, -1 wis, +2 self-sufficient, also +2 healer's kit, +2 healing hp with kit)
Listen (2): +3, +5 vs humans (+2 ranks, -1 wis, +2 alertness, also +2 favoured enemy)
Spot (2): +3, +5 vs humans (+2 ranks, -1 wis, +2 alertness, also +2 favoured enemy)
Survival (6): +7, +9 above ground, +9/11 when lost, avoiding hazards, following tracks, +9-13 vs human (+6 ranks, -1 wis, +2 self-sufficient, +2 nature synergy, +2 geography/search synergy, +2 favoured enemy)
Sense Motive (0cc): -1, +1 vs humans (-1 wis, also +2 favoured enemy)
Handle Animal (0): -2, +2 vs animal companion (-2 cha, also +4 animal companion)
Bluff (0cc): -2, +0 vs humans (-2 cha, also +2 favoured enemy)
Special Abilities/Feats:
Knows true north (5 ranks Survival)
Proficiency with light armour/shields
Proficiency with simple/martial weapons
Track (make Survival check to follow tracks at any DC)
Endurance (+4 to various con/fort checks, not fatigued sleeping in medium/heavy armour)
Self-sufficient (+2 Survival/Heal checks)
Alertness (+2 Listen/Spot)
Stealthy (+2 Hide/Move Silently)
Favoured enemy (+2 humans on damage and Bluff/Listen/Sense Motive/Spot/Survival checks)
Wild Empathy (+6 Diplomacy-like checks against wild animals, +2 on magical, +10 on animal companion)
Two-weapon Fighting (-4/-4 penalty on all attacks for offhand attack, -2/-2 if light/no weapon)
Animal Companion as if 2nd level druid - Small Viper called Hissssa
- 1 trick known (seek)
Also Link with Hissssa (+4 on handle animal and wild empathy)
Also Share Spells with Hissssa (spells cast can be shared/directed to Hissssa)
Items:
Short sword (1d6 dam, 19-20 x2 crit, piercing)
Throwing Axe (1d6 dam, x2 crit, slashing, 10ft range inc.)
Dagger (1d4 dam , 19-20 x2 crit, pircing/slashing, 10ft range inc.)
Studded Leather Armour (+3AC, +5 max dex, -1ACP, 15% arc fail)
Buckler (+1AC, -1ACP, 5% arc fail, -1 to offhand attack rolls and no AC bonus)
Modified traveller's outfit
OH EW stone (12 hour recharge, 1 hour use, must be left in air to charge) - given to Ameena
Backpack
- Bedroll (tatty, unused)
- Rope (50ft, hempen)
- empty sack
- two torches (unused)
- whetstone
- waterskin (full, old)
- food for one day (old)
- hammer
- iron spikes (ten)
- climber's kit (+1 climb bonus)
- healer's kit (+2 heal bonus, fourteen uses)
- circular bone piece with glyth and hole for attachment - perhaps purify liquids including water
- tiny eversmoking bottle - smoke 50lb meat before recharge. Skkaki and Dhaki = on/off (needs recharged)
- buck's horn (can be used as a weapon, 1d8-1, x2, breaks on a nat1, size S/P)
- 25lb of smoked deer
- deer hides
- ssatthhik berries (3 pods worth) and four sssaj pods
- poster of Hassskilirac
- map of the caravan route
- bone whistle with shaped as bird beak (low note ike mandrill - enemy or danger. Two blasts if in danger/injured. three sends all guards. The other call (owl) for kills. More blows for more people.)
- silver pendant
- map of caravan routes (with false routes added in brown ink)
Belt Pouches x 4 (two empty, money pouch in backpack)
- flint and steel
- 5 (minus cage and food cost) gp minus 1 g 3 s
- empty flask
Hunter's cage for Hissssa plus + rat food (no rats!)
Goods for trade with caravan
Turtle shell with Growlgra
Animal Companion:
Hissssa the Viper (small animal) (neutral alignment)
Hit points: 6 (1HD, 1d8)
Initiative: +7 (+3 dex +4 improved)
Speed: 20 ft, climb 20 ft, swim 20 ft (run in straight line).
Armor Class: 14 flat/touch, 17 normal (+1 size, +3 Dex, +3 natural)
Base Attack/Grapple: +0/-6 (+0bab -4 small -2 str)
Attack: Bite +4 melee (1d2-2 plus poison) (+0bab +1 size +3 dex & finesse)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison (1d6 con/1d6 con, DC 10)
Special Qualities: Scent (detect foes within 30 feet (15/60 wind), move action or 5ft to pinpoint), Low-light vision (animal)
Saves:
- Fort +2 (+2 base +0 con)
- Ref +5 (+2 base +3 dex)
- Will +1 (+0 base +1 wis)
Abilities:
- Str 6 -2
- Dex 17 +3
- Con 11 +0
- Int 1 -5 (4 skill points)
- Wis 12 +1
- Cha 2 -4
Skills:
- Balance +11 (+3 dex, +8 racial)
- Climb +11 (+3 dex & racial, +8 racial) (can take 10 any time, single -5 check for double movement)
- Hide +11 (+3 dex, +4 small, +4 racial)
- Listen +7 (+2 ranks, +1 wis, +4 racial)
- Spot +7 (+2 ranks, +1 wis, +4 racial)
- Swim +6 (-2 str, +8 racial) (can take 10 any time, no check for normal movement in water, can run in straight line)
Feats: Improved Initiative (+4), Weapon Finesse (dex to combat)
21/8/12: last modified for healing Growlgra[/quote]
New hp rolls: http://invisiblecastle.com/roller/view/3480475/
- 2nd/3rd level rolls 5 and 2
- Hisssssa 6
- bloodstop moss, one use, +5HP survial/healing check. 1/day
Class: Ranger Level: 3 XP: 3150/6000
Alignment: Chaotic Good
Gender: Male Age: 17
Size: Medium Physical Stats: Height 6'6", Weight 200lb
Description: Tall and wiry, with dark green scales with gree/yellow padded skin. 4 foot thin ragged tail. Flattened face with a long thin snout. Green/black eyes.
Manner: Seems to always focus on one thing in a situation without paying much attention to what is around him. A little slow to react to comments and occurrences. Does not speak (has the ability though), seems nervous unless following orders or following others, in which case he focuses on that.
Background:
Ssssildirac made a poor member of the tribe he originally came from. He was not as smart as some, not as fast as some, not as strong as some, and certainly too timid compared to most. The only trait that he was given any credit for was his tenaciousness. It was difficult to beat him down, it was difficult to keep up with him physically or in terms of skill when he had something in his sight to hunt. He did not have the finesse of other hunters, nor the speed, but eventually he wore down his prey. He was a slow, methodical, and tireless. It did not matter how many times he blundered, how far the prey went, they would slip up or they would tire. And then he would appear.
However, such a blunt weapon was not a productive member of a tribe where there were many skilled hunters, especially given the place of the lizars in the greater political and social structure of the land of Zaangaard. Sil (eventually) drifted away from his tribe and the lands of his birth. Initially he found favour with the members of Petal's village. His unique appearance and gifts gave him a niche he had not found at home, and he happily hunted less desireable members of the community and fey creatures that preyed on the village.
Eventually, his reputation was such that he could hire himself out to general work, usually tracking bandits and other mundane human aggressors who acted against the various villages of the region. Sil slowly but surely learned some small finesse in his skills, although he still seemed to rely on his unblinking focus and stubborn physique to win through.
Still, Sssssil's mind seemed to be a steel trap as he slowly but surely tracked down facts and experiences, learning the ways of his chosen prey and getting to know the land around him. He found that he could even get work as a guide, although he he hated being relied on in that manner to the point that he would not speak when introduced to others to ensure he was only asked for advice, never relied on for leading.
Ssssil's reputation is now solidified in the region, and he is on friendly terms with the less human and more civilised areas of the region.
ABOVE NEEDS TO BE AMENDED FOR WHERE THIS STORY STARTS/FAMILY/ETC & CHANGED IN RP
Ability scores:
Strength: 10 (+0)
Dexterity: 7 (-2)
Intelligence: 7 (-2) (24 skill points)
Wisdom: 8 (-1)
Constitution: 14 (+2) +6 on checks for running, marching, hold breath, starvation, thirst
Charisma: 6 (-2)
Stats:
Hit points: 11/21 (+2 con bonus per level) 5 non-lethal damage
Armour class: 16/17 (+5 nat armour, +3 studded leather armour, -2 dex penalty, also +1 shield)
Init: -2 (-2 dex penalty)
Speed: 30ft
Saves:
Fort: +5, +9 hot/cold/suffocation (+3 base, +2 con bonus, also +4 endurance)
Reflexes: +2 (+3 base, -1 dex penalty)
Will: +0 (+1 base, -1 wis penalty)
Attack Bonuses:
Melee: +3 (+3bab, +0 str bonus), same for offhand (-2/-2 all attacks, and -1 offhand if buckler)
Ranged: +1 (+3bab -2 dex penalty, also -1 if buckler and offhand)
Damage: +2 vs humans (+0 str for melee, +2 favoured enemy)
Skills: (ranks in brackets)
Climb(0): -1, +0 with kit (+0 str, -1ACP, also +2 kit)
Jump (0): +3 (+4 racial, +0 str, -1ACP)
Swim (0): +3 (+4 racial, +0 str, -1ACP)
Balance (0): +1 (+4 racial, -2 dex, -1ACP)
Escape Artist (0cc): -3 (-2 dex, -1ACP)
Hide (0): -1 (-2 dex, +2 stealthy, -1ACP)
Move Silently (0): -1 (-2 dex, +2 stealthy, -1ACP)
Sleight of Hand(0cc): -3 (-2 dex, -1ACP)
Tumble (0cc): -3 (-2 dex, -1ACP)
Speak Language (Common)
Speak Language (Draconic)
Knowledge (geography) (5): +3 (+5 ranks, -2 int)
Knowledge (nature) (5): +5 (+5 ranks, -2 int, +2 survival)
Search (0): -2 (-2 int)
Heal (4): +5, +7 with kit, +9 once/day to heal 1d4+3/5 with bloodmoss hit points (+6 ranks, -1 wis, +2 self-sufficient, also +2 healer's kit, +2 healing hp with kit)
Listen (2): +3, +5 vs humans (+2 ranks, -1 wis, +2 alertness, also +2 favoured enemy)
Spot (2): +3, +5 vs humans (+2 ranks, -1 wis, +2 alertness, also +2 favoured enemy)
Survival (6): +7, +9 above ground, +9/11 when lost, avoiding hazards, following tracks, +9-13 vs human (+6 ranks, -1 wis, +2 self-sufficient, +2 nature synergy, +2 geography/search synergy, +2 favoured enemy)
Sense Motive (0cc): -1, +1 vs humans (-1 wis, also +2 favoured enemy)
Handle Animal (0): -2, +2 vs animal companion (-2 cha, also +4 animal companion)
Bluff (0cc): -2, +0 vs humans (-2 cha, also +2 favoured enemy)
Special Abilities/Feats:
Knows true north (5 ranks Survival)
Proficiency with light armour/shields
Proficiency with simple/martial weapons
Track (make Survival check to follow tracks at any DC)
Endurance (+4 to various con/fort checks, not fatigued sleeping in medium/heavy armour)
Self-sufficient (+2 Survival/Heal checks)
Alertness (+2 Listen/Spot)
Stealthy (+2 Hide/Move Silently)
Favoured enemy (+2 humans on damage and Bluff/Listen/Sense Motive/Spot/Survival checks)
Wild Empathy (+6 Diplomacy-like checks against wild animals, +2 on magical, +10 on animal companion)
Two-weapon Fighting (-4/-4 penalty on all attacks for offhand attack, -2/-2 if light/no weapon)
Animal Companion as if 2nd level druid - Small Viper called Hissssa
- 1 trick known (seek)
Also Link with Hissssa (+4 on handle animal and wild empathy)
Also Share Spells with Hissssa (spells cast can be shared/directed to Hissssa)
Items:
Short sword (1d6 dam, 19-20 x2 crit, piercing)
Throwing Axe (1d6 dam, x2 crit, slashing, 10ft range inc.)
Dagger (1d4 dam , 19-20 x2 crit, pircing/slashing, 10ft range inc.)
Studded Leather Armour (+3AC, +5 max dex, -1ACP, 15% arc fail)
Buckler (+1AC, -1ACP, 5% arc fail, -1 to offhand attack rolls and no AC bonus)
Modified traveller's outfit
OH EW stone (12 hour recharge, 1 hour use, must be left in air to charge) - given to Ameena
Backpack
- Bedroll (tatty, unused)
- Rope (50ft, hempen)
- empty sack
- two torches (unused)
- whetstone
- waterskin (full, old)
- food for one day (old)
- hammer
- iron spikes (ten)
- climber's kit (+1 climb bonus)
- healer's kit (+2 heal bonus, fourteen uses)
- circular bone piece with glyth and hole for attachment - perhaps purify liquids including water
- tiny eversmoking bottle - smoke 50lb meat before recharge. Skkaki and Dhaki = on/off (needs recharged)
- buck's horn (can be used as a weapon, 1d8-1, x2, breaks on a nat1, size S/P)
- 25lb of smoked deer
- deer hides
- ssatthhik berries (3 pods worth) and four sssaj pods
- poster of Hassskilirac
- map of the caravan route
- bone whistle with shaped as bird beak (low note ike mandrill - enemy or danger. Two blasts if in danger/injured. three sends all guards. The other call (owl) for kills. More blows for more people.)
- silver pendant
- map of caravan routes (with false routes added in brown ink)
Belt Pouches x 4 (two empty, money pouch in backpack)
- flint and steel
- 5 (minus cage and food cost) gp minus 1 g 3 s
- empty flask
Hunter's cage for Hissssa plus + rat food (no rats!)
Goods for trade with caravan
Turtle shell with Growlgra
Animal Companion:
Hissssa the Viper (small animal) (neutral alignment)
Hit points: 6 (1HD, 1d8)
Initiative: +7 (+3 dex +4 improved)
Speed: 20 ft, climb 20 ft, swim 20 ft (run in straight line).
Armor Class: 14 flat/touch, 17 normal (+1 size, +3 Dex, +3 natural)
Base Attack/Grapple: +0/-6 (+0bab -4 small -2 str)
Attack: Bite +4 melee (1d2-2 plus poison) (+0bab +1 size +3 dex & finesse)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison (1d6 con/1d6 con, DC 10)
Special Qualities: Scent (detect foes within 30 feet (15/60 wind), move action or 5ft to pinpoint), Low-light vision (animal)
Saves:
- Fort +2 (+2 base +0 con)
- Ref +5 (+2 base +3 dex)
- Will +1 (+0 base +1 wis)
Abilities:
- Str 6 -2
- Dex 17 +3
- Con 11 +0
- Int 1 -5 (4 skill points)
- Wis 12 +1
- Cha 2 -4
Skills:
- Balance +11 (+3 dex, +8 racial)
- Climb +11 (+3 dex & racial, +8 racial) (can take 10 any time, single -5 check for double movement)
- Hide +11 (+3 dex, +4 small, +4 racial)
- Listen +7 (+2 ranks, +1 wis, +4 racial)
- Spot +7 (+2 ranks, +1 wis, +4 racial)
- Swim +6 (-2 str, +8 racial) (can take 10 any time, no check for normal movement in water, can run in straight line)
Feats: Improved Initiative (+4), Weapon Finesse (dex to combat)
21/8/12: last modified for healing Growlgra[/quote]
New hp rolls: http://invisiblecastle.com/roller/view/3480475/
- 2nd/3rd level rolls 5 and 2
- Hisssssa 6
- bloodstop moss, one use, +5HP survial/healing check. 1/day